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Crossfire Server, Trunk
1.75.0
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#define GET_MAP_OB(M, X, Y)
Gets the bottom object on a map.
static void move_marker(object *op)
Move function for marker objects.
struct mapstruct * map
Pointer to the map in which this object is present.
void init_type_marker(void)
Initializer for the marker object type.
void register_process(int ob_type, process_func method)
Registers the process method for the given type.
#define MSG_TYPE_MISC
Messages that don't go elsewhere.
object * above
Pointer to the object stacked above this one.
@ TRIGGER_MARKER
inserts an invisible, weightless force into a player with a specified string WHEN TRIGGERED.
int16_t y
Position in the map for this object.
void object_free_drop_inventory(object *ob)
Frees everything allocated by an object, removes it from the list of used objects,...
static method_ret marker_type_process(object *op)
Processes a marker.
@ MARKER
inserts an invisible, weightless force into a player with a specified string.
sstring add_string(const char *str)
This will add 'str' to the hash table.
uint8_t type
PLAYER, BULLET, etc.
int32_t food
How much food in stomach.
void register_trigger(int ob_type, trigger_func method)
Registers the trigger method for the given type.
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
sstring lore
Obscure information about this object, to get put into books and the like.
#define NDI_UNIQUE
Print immediately, don't buffer.
sstring slaying
Which race to do double damage to.
sstring msg
If this is a book/sign/magic mouth/etc.
object * add_force(object *op, const char *name, int duration)
Add or return an existing force inside 'op' with the given 'name' and 'duration' in units of 100 tick...
object * find_force(object *op, const char *name)
Find a force with the given 'name' in the slaying field.
static method_ret marker_type_trigger(object *op, object *cause, int state)
A marker is triggered.
void object_remove(object *op)
This function removes the object op from the linked list of objects which it is currently tied to.
living stats
Str, Con, Dex, etc.