Crossfire Server, Trunk
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Go to the source code of this file.
Data Structures | |
struct | client_spell |
struct | player |
Macros | |
#define | ADD_PLAYER_NEW 0x1 |
#define | ADD_PLAYER_NO_MAP 0x2 |
#define | ADD_PLAYER_NO_STATS_ROLL 0x4 |
#define | FIND_PLAYER_NO_HIDDEN_DM 0x2 |
#define | FIND_PLAYER_PARTIAL_NAME 0x1 |
Enumerations | |
enum | bowtype_t { bow_normal = 0, bow_threewide = 1, bow_spreadshot = 2, bow_n = 3, bow_ne = 4, bow_e = 5, bow_se = 6, bow_s = 7, bow_sw = 8, bow_w = 9, bow_nw = 10, bow_bestarrow = 11 } |
enum | party_rejoin_mode { party_rejoin_no = 0, party_rejoin_if_exists = 1, party_rejoin_always = 2 } |
enum | petmode_t { pet_normal = 0, pet_sad = 1, pet_defend = 2, pet_arena = 3 } |
enum | rangetype { range_bottom = -1, range_none = 0, range_bow = 1, range_magic = 2, range_misc = 3, range_golem = 4, range_skill = 5, range_builder = 6, range_size = 7 } |
enum | unapplymode { unapply_nochoice = 0, unapply_never = 1, unapply_always = 2 } |
enum | usekeytype { key_inventory = 0, keyrings = 1, containers = 2 } |
Functions | |
void | commit_crime (object *op, const char *description) |
bool | is_criminal (object *op) |
Player-specific structures.
Definition in file player.h.
#define ADD_PLAYER_NEW 0x1 |
#define ADD_PLAYER_NO_STATS_ROLL 0x4 |
#define FIND_PLAYER_NO_HIDDEN_DM 0x2 |
enum bowtype_t |
Bow firing mode.
enum party_rejoin_mode |
enum petmode_t |
enum rangetype |
What range is currently selected by the player.
Wand/rod/horn rolled into range_misc. They all use the same body location anyways.
Enumerator | |
---|---|
range_bottom | Minimum, exclusive, value. |
range_none | No range selected. |
range_bow | Bow. |
range_magic | Spells. |
range_misc | Misc items. |
range_golem | Control golem. |
range_skill | Use skill. |
range_builder | Map builder. |
range_size | Maximum, exclusive, value. |
enum unapplymode |
This is used to control what to do when we need to unapply an object before we can apply another one.
enum usekeytype |
void commit_crime | ( | object * | op, |
const char * | description | ||
) |
Definition at line 307 of file player.cpp.
References add_force(), dragon_attune::force, object_set_msg(), and give::op.
Referenced by save_throw_object().
bool is_criminal | ( | object * | op | ) |
Definition at line 312 of file player.cpp.
References find_force(), and give::op.
Referenced by attack_ob_simple(), and get_nearest_criminal().