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Crossfire Server, Trunk
1.75.0
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57 if (originator == NULL || originator->
type !=
PLAYER) {
77 ob_describe(marked, originator, 1, desc,
sizeof(desc)));
81 "The item has a story:");
95 "You have %s.",
ob_describe(
id, originator, 1, desc,
sizeof(desc)));
98 "The item has a story:");
107 LOG(
llevError,
"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
114 "You have nothing that needs identifying");
@ llevError
Error, serious thing.
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
void init_type_identify_altar(void)
Initializer for the IDENTIFY_ALTAR object type.
void register_move_on(int ob_type, move_on_func method)
Registers the move_on method for the given type.
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
#define MSG_TYPE_APPLY_SUCCESS
Was able to apply object.
method_ret common_pre_ob_move_on(object *trap, object *victim, object *originator)
int is_identified(const object *op)
Return true if the item is identified, either because it is of a type that doesn't ever need identifi...
char * ob_describe(const object *op, const object *observer, int use_media_tags, char *buf, size_t size)
Returns the description of an object, as seen by the given observer.
uint8_t type
PLAYER, BULLET, etc.
#define FOR_INV_FINISH()
Finishes FOR_INV_PREPARE().
static method_ret identify_altar_type_move_on(object *altar, object *money, object *originator)
Move on this Altar Identifier object.
#define MAX_BUF
Used for all kinds of things.
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
#define NDI_UNIQUE
Print immediately, don't buffer.
sstring msg
If this is a book/sign/magic mouth/etc.
#define MSG_TYPE_APPLY_FAILURE
Apply OK, but no/bad result.
#define MSG_TYPE_APPLY
Applying objects.
void common_post_ob_move_on(object *trap, object *victim, object *originator)
object * find_marked_object(object *op)
Return the object the player has marked with the 'mark' command below.
#define FOR_INV_PREPARE(op_, it_)
Constructs a loop iterating over the inventory of an object.
object * identify(object *op)
Identifies an item.