 |
Crossfire Server, Trunk
1.75.0
|
Go to the documentation of this file.
68 "Your potion had no effect.");
76 for (i = 1; i <
MIN(11, applier->
level); i++) {
112 "The Gods smile upon you and remake you a little more in their image. "
113 "You feel a little more perfect.");
116 "The potion had no effect - you are already perfect");
121 "The Gods are angry and punish you.");
124 "You are fortunate that you are so pathetic.");
141 "Yech! Your lungs are on fire!");
205 && potion->
value != 0)
211 "Nothing happened.");
static method_ret potion_type_apply(object *potion, object *applier, int aflags)
Handles applying a potion, dust, balm, or figurine.
int16_t maxhp
Max hit points.
object * inv
Pointer to the first object in the inventory.
#define QUERY_FLAG(xyz, p)
int cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg)
Main dispatch when someone casts a spell.
void register_apply(int ob_type, apply_func method)
Registers the apply method for the given type.
float speed
Frequency of object 'moves' relative to server tick rate.
float speed_left
How much speed is left to spend this round.
struct mapstruct * map
Pointer to the map in which this object is present.
#define MSG_TYPE_APPLY_CURSED
Applied a cursed object (BAD)
int8_t levhp[11]
What hp bonus the player gained on that level.
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
void play_sound_map(int8_t sound_type, object *emitter, int dir, const char *action)
Plays a sound on a map.
int8_t levsp[11]
What sp bonus the player gained on that level.
void fix_object(object *op)
Updates all abilities given by applied objects in the inventory of the given object.
@ POTION_RESIST_EFFECT
A force, holding the effect of a resistance potion.
#define FLAG_APPLIED
Object is ready for use by living.
int16_t level
Level of creature or object.
object * object_insert_in_ob(object *op, object *where)
This function inserts the object op in the linked list inside the object environment.
int16_t resist[NROFATTACKS]
Resistance adjustments for attacks.
Plugin animator file specs[Config] name
void store_spell_expiry(object *spell)
Stores in the spell when to warn player of expiration.
int16_t y
Position in the map for this object.
struct player * contr
Pointer to the player which control this object.
#define object_decrease_nrof_by_one(xyz)
#define MSG_TYPE_APPLY_SUCCESS
Was able to apply object.
#define EXPLODING_FIREBALL
This is used for fumbles - this arch is all set up to do the right just by inserting it.
sstring add_string(const char *str)
This will add 'str' to the hash table.
const char *const change_resist_msg[NROFATTACKS]
These are the descriptions of the resistances displayed when a player puts on/takes off an item.
int32_t value
How much money it is worth (or contains)
int8_t levgrace[11]
What grace bonus the player gained on that level.
uint8_t type
PLAYER, BULLET, etc.
#define FLAG_DAMNED
The object is very cursed.
int random_roll(int min, int max, const object *op, int goodbad)
Roll a random number between min and max.
int8_t facing
Object is oriented/facing that way.
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Same as object_insert_in_map() except it handle separate coordinates and do a clean job preparing mul...
struct archetype * other_arch
Pointer used for various things - mostly used for what this objects turns into or what this object cr...
#define MAX_BUF
Used for all kinds of things.
#define INS_ON_TOP
Always put object on top.
object * create_archetype(const char *name)
Finds which archetype matches the given name, and returns a new object containing a copy of the arche...
void free_string(sstring str)
This will reduce the refcount, and if it has reached 0, str will be freed.
void init_type_potion(void)
Initializer for the potion object type.
int change_abil(object *op, object *tmp)
Permanently alters an object's stats/flags based on another object.
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
#define FLAG_REMOVED
Object is not in any map or invenory.
uint8_t dam_modifier
How going up in level affects damage.
#define NDI_UNIQUE
Print immediately, don't buffer.
void apply_handle_yield(object *tmp)
This checks whether the object has a "on_use_yield" field, and if so generated and drops matching ite...
sstring name
The name of the object, obviously...
void drain_stat(object *op)
Drains a random stat from op.
#define CLEAR_FLAG(xyz, p)
int16_t duration
Number of moves (see 'speed') spell lasts.
object * arch_to_object(archetype *at)
Creates and returns a new object which is a copy of the given archetype.
#define MSG_TYPE_APPLY_FAILURE
Apply OK, but no/bad result.
int remove_depletion(object *op, int level)
Remove depletion from op, if present, and warn player of such restorations.
living stats
Str, Con, Dex, etc.
#define MSG_TYPE_APPLY
Applying objects.
uint32_t attacktype
Bitmask of attacks this object does.
#define FLAG_CURSED
The object is cursed.
static const float MOVE_PER_SECOND
Speed of an object that gives it one move per second, real time.
#define FLAG_IDENTIFIED
Item is identifiable (e.g.
object * identify(object *op)
Identifies an item.