66 "You fall through the hole!");
method_ret common_pre_ob_move_on(object *trap, object *victim, object *originator)
#define MSG_TYPE_APPLY_TRAP
Have activated a trap.
#define SOUND_TYPE_GROUND
void register_move_on(int ob_type, move_on_func method)
Registers the move_on method for the given type.
Global type definitions and header inclusions.
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Sends message to player(s).
#define MSG_TYPE_APPLY
Applying objects.
void init_type_hole(void)
Initializer for the HOLE object type.
char method_ret
Define some standard return values for callbacks which don't need to return any other results...
object * head
Points to the main object of a large body.
living stats
Str, Con, Dex, etc.
void common_post_ob_move_on(object *trap, object *victim, object *originator)
static method_ret hole_type_move_on(object *trap, object *victim, object *originator)
Move on this Hole object.
#define NDI_UNIQUE
Print immediately, don't buffer.
int transfer_ob(object *op, int x, int y, int randomly, object *originator)
Move an object (even linked objects) to another spot on the same map.
void play_sound_map(int8_t sound_type, object *emitter, int dir, const char *action)
Plays a sound on a map.
int8_t wc
Weapon Class, lower WC increases probability of hitting.
Object type functions and variables.