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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
56 nabove =
above->above;
59 &&
above->stats.hp >= 0
68 if (
rndm(0, 2) == 0) {
70 "You are down to your waist in the wet %s.",
76 if (
rndm(0, 2) == 0) {
78 "You are down to your NECK in the dangerous %s.",
81 snprintf(
above->contr->killer,
sizeof(
above->contr->killer),
"drowning in a %s", op->
name);
85 }
else if (
rndm(0, 4) == 0) {
88 "%s disappeared into a %s.",
above->name, op->
name);
89 snprintf(
above->contr->killer,
sizeof(
above->contr->killer),
"drowning in a %s", op->
name);
122 "You are down to your knees in the %s.", trap->
name);
object * object_find_by_type_subtype(const object *who, int type, int subtype)
Find object in inventory.
#define MSG_TYPE_ADMIN_PLAYER
Player coming/going/death.
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
#define FLAG_OVERLAY_FLOOR
Object is an overlay floor.
#define QUERY_FLAG(xyz, p)
float speed_left
How much speed is left to spend this round.
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
@ SKILL
Also see SKILL_TOOL (74) below.
int rndm(int min, int max)
Returns a number between min and max.
void register_process(int ob_type, process_func method)
Registers the process method for the given type.
object * above
Pointer to the object stacked above this one.
#define MSG_TYPE_VICTIM
Something bad is happening to the player.
#define FLAG_NO_PICK
Object can't be picked up.
#define FLAG_IS_FLOOR
Can't see what's underneath this object.
#define FLAG_ALIVE
Object can fight (or be fought)
static method_ret deep_swamp_type_move_on(object *trap, object *victim, object *originator)
Move on this Deep Swamp object.
#define object_decrease_nrof_by_one(xyz)
static method_ret deep_swamp_type_process(object *op)
Processes a Deep Swamp.
method_ret common_pre_ob_move_on(object *trap, object *victim, object *originator)
#define MSG_TYPE_VICTIM_SWAMP
Player is sinking in a swamp.
MoveType move_type
Type of movement this object uses.
#define MOVE_FLYING
Combo of fly_low and fly_high.
uint8_t type
PLAYER, BULLET, etc.
int32_t food
How much food in stomach.
float move_slow_penalty
How much this slows down the object.
void init_type_deep_swamp(void)
Initializer for the DEEP_SWAMP object type.
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
Magical Runes Runes are magical inscriptions on the dungeon which cast a spell or detonate when something steps on them Flying objects don t detonate runes Beware ! Runes are invisible most of the time They are only visible occasionally ! There are several runes which are there are some special runes which may only be called with the invoke and people may apply it to read it Maybe useful for mazes ! This rune will not nor is it ordinarily invisible Partial Visibility of they ll be visible only part of the time They have so the higher your the better hidden the runes you make are Examples of whichever way you re facing invoke magic rune transfer as above
#define FLAG_WIZ
Object has special privilegies.
#define NDI_UNIQUE
Print immediately, don't buffer.
sstring name
The name of the object, obviously...
#define NDI_ALL
Inform all players of this message.
living stats
Str, Con, Dex, etc.
void common_post_ob_move_on(object *trap, object *victim, object *originator)
void kill_player(object *op, const object *killer)
Handle a player's death.
@ llevDebug
Only for debugging purposes.