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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
65 "You must gain a bit of experience before you can save.");
77 "%s leaves the game.", pl->
name);
int16_t bed_y
x,y - coordinates of respawn (savebed).
#define EVENT_LOGOUT
Player logout.
void pets_terminate_all(object *owner)
Removes all pets someone owns.
#define MSG_TYPE_ADMIN_PLAYER
Player coming/going/death.
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.
struct mapstruct * map
Pointer to the map in which this object is present.
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
int8_t direction
Means the object is moving that way.
char savebed_map[MAX_BUF]
Map where player will respawn after death.
char path[HUGE_BUF]
Filename of the map.
void hiscore_check(object *op, int quiet)
Checks if player should enter the hiscore, and if so writes her into the list.
int16_t y
Position in the map for this object.
struct player * contr
Pointer to the player which control this object.
char killer[BIG_NAME]
Who killed this player.
void play_again(object *op)
Ask the player whether to play again or disconnect.
void party_leave(object *op)
Makes a player leave his party.
char * host
Which host it is connected from (ip address).
void object_update_speed(object *op)
Updates the speed of an object.
uint8_t type
PLAYER, BULLET, etc.
#define MSG_TYPE_ADMIN_LOADSAVE
load/save operations
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 name
The name of the object, obviously...
void init_type_savebed(void)
Initializer for the SAVEBED object type.
#define NDI_ALL
Inform all players of this message.
#define NDI_DK_ORANGE
DarkOrange2.
int save_player(object *op, int flag)
Saves a player to disk.
void object_remove(object *op)
This function removes the object op from the linked list of objects which it is currently tied to.
socket_struct * socket
Socket information for this player.
living stats
Str, Con, Dex, etc.
static void apply_savebed(object *pl)
Apply a bed to reality.
void events_execute_global_event(int eventcode,...)
Execute a global event.
static method_ret savebed_type_apply(object *op, object *applier, int aflags)
Attempts to apply a savebed.