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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
60 "You are unable to read while blind.");
68 "You are unable to decipher the strange symbols.");
75 "This book is just barely beyond your comprehension.");
76 else if (lev_diff < 3)
78 "This book is slightly beyond your comprehension.");
79 else if (lev_diff < 5)
81 "This book is beyond your comprehension.");
82 else if (lev_diff < 8)
84 "This book is quite a bit beyond your comprehension.");
85 else if (lev_diff < 15)
87 "This book is way beyond your comprehension.");
90 "This book is totally beyond your comprehension.");
94 if (op->
msg == NULL) {
96 "You open the %s and find it empty.",
103 "You open the %s and start reading.\n%s",
uint8_t message_type
Message type to be sent to the client.
#define QUERY_FLAG(xyz, p)
void register_apply(int ob_type, apply_func method)
Registers the apply 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
int16_t level
Level of creature or object.
static method_ret book_type_apply(object *op, object *applier, int aflags)
Handles reading a regular (ie not containing a spell) book.
uint32_t update_look
If true, we need to send the look window.
void knowledge_read(player *pl, object *book)
Player is reading a book, give knowledge if needed, warn player, and such.
struct player * contr
Pointer to the player which control this object.
int64_t calc_skill_exp(const object *who, const object *op, const object *skill)
Calculates amount of experience can be gained for successful use of a skill.
#define FLAG_BLIND
If set, object cannot see (visually)
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.
void change_exp(object *op, int64_t exp, const char *skill_name, int flag)
Changes experience to a player/monster.
uint8_t message_subtype
Message subtype to be sent to the client.
object * find_skill_by_name(object *who, const char *name)
This returns the skill pointer of the given name (the one that accumulates exp, has the level,...
#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 FLAG_WIZ
Object has special privilegies.
#define NDI_UNIQUE
Print immediately, don't buffer.
sstring name
The name of the object, obviously...
void init_type_book(void)
Initializer for the BOOK object type.
object * env
Pointer to the object which is the environment.
sstring skill
Name of the skill this object uses/grants.
void esrv_update_item(int flags, object *pl, object *op)
Updates object *op for player *pl.
sstring msg
If this is a book/sign/magic mouth/etc.
Struct to store the message_type and message_subtype for signs and books used by the player.
#define MSG_TYPE_APPLY_FAILURE
Apply OK, but no/bad result.
const readable_message_type * get_readable_message_type(object *readable)
Get the readable type for an object (hopefully book).
socket_struct * socket
Socket information for this player.
#define MSG_TYPE_APPLY
Applying objects.
#define FLAG_NO_SKILL_IDENT
If set, item cannot be identified w/ a skill.
#define MSG_TYPE_APPLY_ERROR
#define FLAG_IDENTIFIED
Item is identifiable (e.g.