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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
73 for (part = op; part != NULL; part = part->
more) {
96 for (tmp = op->
above; tmp != NULL; tmp = tmp->
above)
130 for (tmp = op->
above; tmp != NULL && tmp->
above != NULL; tmp = tmp->
above)
138 "You are crushed by the %s!",
167 for (tmp = op->
above; tmp != NULL; tmp = tmp->
above)
178 for (part = op; part != NULL; part = part->
more) {
189 for (part = op; part != NULL; part = part->
more) {
219 if (op->
value != v) {
@ llevError
Error, serious thing.
#define MOVE_ALL
Mask of all movement types.
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
#define QUERY_FLAG(xyz, p)
struct archetype * arch
Pointer to archetype.
StringBuffer * stringbuffer_new(void)
Create a new string buffer.
float speed
Frequency of object 'moves' relative to server tick rate.
struct mapstruct * map
Pointer to the map in which this object is present.
#define SET_ANIMATION(ob, newanim)
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.
#define FLAG_BLOCKSVIEW
Object blocks view.
void register_process(int ob_type, process_func method)
Registers the process method for the given type.
static method_ret timed_gate_type_process(object *op)
Handle ob_process for all timed gate objects.
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_ALIVE
Object can fight (or be fought)
void init_type_gate(void)
Initializer for the gate object type.
int16_t y
Position in the map for this object.
char * stringbuffer_finish(StringBuffer *sb)
Deallocate the string buffer instance and return the string.
void object_update(object *op, int action)
object_update() updates the array which represents the map.
short freearr_y[SIZEOFFREE]
Y offset when searching around a spot.
object clone
An object from which to do object_copy()
void object_dump(const object *op, StringBuffer *sb)
Dumps an object.
object * below
Pointer to the object stacked below this one.
int32_t value
How much money it is worth (or contains)
void object_update_speed(object *op)
Updates the speed of an object.
uint8_t type
PLAYER, BULLET, etc.
int16_t dam
How much damage this object does when hitting.
#define FLAG_CAN_ROLL
Object can be rolled.
int32_t food
How much food in stomach.
#define MSG_TYPE_VICTIM_WAS_HIT
Player was hit by something.
int random_roll(int min, int max, const object *op, int goodbad)
Roll a random number between min and max.
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...
int8_t wc
Weapon Class, lower WC increases probability of hitting.
A buffer that will be expanded as content is added to it.
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...
#define SOUND_TYPE_GROUND
int object_find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop)
object_find_free_spot(object, map, x, y, start, stop) will search for a spot at the given map and coo...
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Object is attacked by something.
const char * map_get_path(const object *item)
Return the map path on which the specified item is.
#define CLEAR_FLAG(xyz, p)
int8_t ac
Armor Class, lower AC increases probability of not getting hit.
#define NUM_ANIMATIONS(ob)
void object_remove(object *op)
This function removes the object op from the linked list of objects which it is currently tied to.
#define UP_OBJ_CHANGE
Object changed.
void update_all_los(const mapstruct *map, int x, int y)
This function makes sure that update_los() will be called for all players on the given map within the...
living stats
Str, Con, Dex, etc.
static method_ret gate_type_process(object *op)
Handle ob_process for all gate objects.
object * more
Pointer to the rest of a large body of objects.
short freearr_x[SIZEOFFREE]
X offset when searching around a spot.
MoveType move_block
What movement types this blocks.
int8_t luck
Affects thaco and ac from time to time.