Crossfire Server, Branch 1.12  R12190
Functions
stubs_random.c File Reference
#include <global.h>
Include dependency graph for stubs_random.c:

Go to the source code of this file.

Functions

void clean_tmp_files (void)
 Remove temporary map files.
void dragon_ability_gain (object *ob, int x, int y)
 When a dragon-player gains a new stage of evolution, he gets some treasure.
void draw_ext_info (int flags, int pri, const object *pl, uint8 type, uint8 subtype, const char *message, const char *txt)
 Those are dummy functions defined to resolve all symboles.
void emergency_save (int x)
 Save all players.
void esrv_del_item (player *pl, int tag)
 Tells the client to delete an item.
void esrv_send_item (object *ob, object *obx)
 Sends item's info to player.
void esrv_update_spells (player *pl)
 This looks for any spells the player may have that have changed their stats.
object * find_skill_by_number (object *who, int skillno)
 This returns the skill pointer of the given name (the one that accumlates exp, has the level, etc).
void fix_auto_apply (mapstruct *m)
 Those are dummy functions defined to resolve all symboles.
void monster_check_apply (object *ob, object *obt)
void move_firewall (object *ob)
 Move for FIREWALL.
void set_darkness_map (mapstruct *m)
 Set the darkness level for a map, based on the time of the day.
void trap_adjust (object *ob, int x)
 Adjust trap difficulty to the map.

Function Documentation

void clean_tmp_files ( void  )

Remove temporary map files.

Todo:
check logic, why is file only removed if map is in memory?

Definition at line 22 of file stubs_random.c.

void dragon_ability_gain ( object *  ob,
int  x,
int  y 
)

When a dragon-player gains a new stage of evolution, he gets some treasure.

Parameters:
whothe dragon player.
atnrthe attack-number of the ability focus.
levelability level.

Definition at line 28 of file stubs_random.c.

void draw_ext_info ( int  flags,
int  pri,
const object *  pl,
uint8  type,
uint8  subtype,
const char *  message,
const char *  txt 
)

Those are dummy functions defined to resolve all symboles.

Added as part of glue cleaning. Ryo 2005-07-15

Those are dummy functions defined to resolve all symboles.

Parameters:
flagsVarious flags - mostly color, plus a few specials.
priPriority. It is a little odd - the lower the value, the more important it is. Thus, 0 gets sent no matter what. Otherwise, the value must be less than the listening level that the player has set. Unfortunately, there is no clear guideline on what each level does what.
plCan be passed as NULL - in fact, this will be done if NDI_ALL is set in the flags.

If message is black, and not NDI_UNIQUE, gets sent through output buffers. If the client supports the new readables, this is sent to the client without processing in the output buffers.

Parameters:
typeThe type MSG_TYPE for the type of message.
subtypeThe type MSG_TYPE for the type of message.
messageThe message to send for clients that support draw_ext_info.
oldmessageis for clients that do not support it. oldmessage can be NULL, in which case this function will strip out the tags of message.

Definition at line 12 of file stubs_random.c.

References logfile.

void emergency_save ( int  x)

Save all players.

Parameters:
flagif non zero, it means that we want to try and save everyone, but keep the game running. Thus, we don't want to free any information.

Definition at line 19 of file stubs_random.c.

void esrv_del_item ( player pl,
int  tag 
)

Tells the client to delete an item.

Uses the item command with a -1 location.

Definition at line 38 of file stubs_random.c.

void esrv_send_item ( object *  ob,
object *  obx 
)

Sends item's info to player.

Definition at line 25 of file stubs_random.c.

void esrv_update_spells ( player pl)

This looks for any spells the player may have that have changed their stats.

It then sends an updspell packet for each spell that has changed in this way.

Definition at line 41 of file stubs_random.c.

object* find_skill_by_number ( object *  who,
int  skillno 
)

This returns the skill pointer of the given name (the one that accumlates exp, has the level, etc).

It is presumed that the player will be needing to actually use the skill, so a skill tool will be equipped if one if found to benefit from its bonuses.

This code is basically the same as find_skill_by_name() above, but instead of a skill name, we search by matching number.

Parameters:
whoplayer applying a skill.
skillnoskill subtype.
Returns:
skill object if player can use it, NULL else.

Definition at line 34 of file stubs_random.c.

void fix_auto_apply ( mapstruct m)

Those are dummy functions defined to resolve all symboles.

Go through the entire map (only the first time when an original map is loaded) and performs special actions for certain objects (most initialization of chests and creation of treasures and stuff).

Added as part of glue cleaning. Ryo 2005-07-15

Definition at line 9 of file stubs_random.c.

void monster_check_apply ( object *  ob,
object *  obt 
)

Definition at line 44 of file stubs_random.c.

void move_firewall ( object *  ob)

Move for FIREWALL.

firewalls fire other spells. The direction of the wall is stored in op->stats.sp. walls can have hp, so they can be torn down.

Parameters:
opfirewall.

Definition at line 16 of file stubs_random.c.

void set_darkness_map ( mapstruct m)

Set the darkness level for a map, based on the time of the day.

Parameters:
mmap to alter.

Definition at line 31 of file stubs_random.c.

void trap_adjust ( object *  ob,
int  x 
)

Adjust trap difficulty to the map.

The default traps are too strong for wimpy level 1 players, and unthreatening to anyone of high level

Parameters:
traptrap to adjust.
difficultymap difficulty.

Definition at line 47 of file stubs_random.c.