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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
53 LOG(
llevDebug,
"Found POISONING with invalid env. Removing...\n");
65 "You feel much better now.");
76 "You feel very sick...");
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
#define QUERY_FLAG(xyz, p)
#define MSG_TYPE_ATTRIBUTE
Changes to attributes (stats, resistances, etc)
void fix_object(object *op)
Updates all abilities given by applied objects in the inventory of the given object.
void register_process(int ob_type, process_func method)
Registers the process method for the given type.
#define FLAG_APPLIED
Object is ready for use by living.
#define FLAG_ALIVE
Object can fight (or be fought)
void object_free_drop_inventory(object *ob)
Frees everything allocated by an object, removes it from the list of used objects,...
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START
Start of a bad effect to the player.
uint8_t type
PLAYER, BULLET, etc.
int16_t dam
How much damage this object does when hitting.
int32_t food
How much food in stomach.
static method_ret poisoning_type_process(object *op)
Handle ob_process for all poisoning objects.
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
void init_type_poisoning(void)
Initializer for the poisoning object type.
#define NDI_UNIQUE
Print immediately, don't buffer.
object * env
Pointer to the object which is the environment.
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Object is attacked by something.
#define CLEAR_FLAG(xyz, p)
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END
End of a bad effect.
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.
@ llevDebug
Only for debugging purposes.