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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
66 if (op->
map == NULL) {
129 if (tmp2->
above == NULL)
#define GET_MAP_OB(M, X, Y)
Gets the bottom object on a map.
object * object_get_owner(object *op)
Returns the object which this object marks as being the owner.
void object_clear_owner(object *op)
Clears the owner of specified object.
void remove_friendly_object(object *op)
Removes the specified object from the linked list of friendly objects.
@ llevError
Error, serious thing.
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
static void do_mood_floor(object *op, object *op2)
Main function for mood floor objects.
uint32_t golem_count
To track the golem.
#define QUERY_FLAG(xyz, p)
uint16_t attack_movement
What kind of attack movement.
float speed
Frequency of object 'moves' relative to server tick rate.
void object_set_enemy(object *op, object *enemy)
Sets the enemy of an object.
struct mapstruct * map
Pointer to the map in which this object is present.
void object_set_owner(object *op, object *owner)
Sets the owner and sets the skill and exp pointers to owner's current skill and experience objects.
void register_process(int ob_type, process_func method)
Registers the process method for the given type.
@ range_golem
Control golem.
object * above
Pointer to the object stacked above this one.
int16_t y
Position in the map for this object.
void init_type_mood_floor(void)
Initializer for the mood floor object type.
struct player * contr
Pointer to the player which control this object.
static method_ret mood_floor_type_trigger(object *op, object *cause, int state)
A mood floor is triggered.
object * ranges[range_size]
Object for each range.
void object_update_speed(object *op)
Updates the speed of an object.
uint8_t type
PLAYER, BULLET, etc.
static method_ret mood_floor_type_process(object *op)
Processes a mood floor.
#define FLAG_UNAGGRESSIVE
Monster doesn't attack players.
object * map_find_by_flag(mapstruct *map, int x, int y, int flag)
Finds an object in a map tile by flag number.
#define FLAG_MONSTER
Will attack players.
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.
#define FLAG_FRIENDLY
Will help players.
sstring name
The name of the object, obviously...
void add_friendly_object(object *op)
Add a new friendly object to the list of friendly objects.
object * env
Pointer to the object which is the environment.
int32_t last_sp
As last_heal, but for spell points.
#define CLEAR_FLAG(xyz, p)
#define PETMOVE
If the upper four bits of attack_movement are set to this number, the monster follows a player until ...
living stats
Str, Con, Dex, etc.
#define FLAG_SLEEP
NPC is sleeping.