Crossfire Server, Trunk  R21466
stubs_random.c File Reference
#include <global.h>
#include <sproto.h>
+ Include dependency graph for stubs_random.c:

Go to the source code of this file.


void apply_auto_fix (mapstruct *m)
void clean_tmp_files (void)
void dragon_ability_gain (object *ob, int x, int y)
void draw_ext_info (int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
void emergency_save (int x)
void esrv_del_item (player *pl, object *ob)
void esrv_send_item (object *ob, object *obx)
void esrv_update_spells (player *pl)
objectfind_skill_by_number (object *who, int skillno)
void move_firewall (object *ob)
void rod_adjust (object *rod)
void set_darkness_map (mapstruct *m)

Function Documentation

◆ apply_auto_fix()

void apply_auto_fix ( mapstruct m)

Those are dummy functions defined to resolve all symboles. Added as part of glue cleaning. Ryo 2005-07-15

Definition at line 10 of file stubs_random.c.

◆ clean_tmp_files()

void clean_tmp_files ( void  )

Save unique maps and clean up temporary map files unless recycling temporary maps. The function name is somewhat misleading.

Definition at line 23 of file stubs_random.c.

◆ dragon_ability_gain()

void dragon_ability_gain ( object ob,
int  x,
int  y 

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

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

Definition at line 29 of file stubs_random.c.

◆ draw_ext_info()

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).

flagsVarious flags - mostly color, plus a few specials. If NDI_ALL or NDI_ALL_DMS is set, pl is ignored and the message is resent to all players or all DMs individually.
priPriority. 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.
plWho to send the message to. pl may be NULL, particularly if flags has NDI_ALL or NDI_DMS set since it is ignored in that case. If NDI_ALL and NDI_DMS are not set, when pl is NULL, nobody gets the message. This is sometimes useful when a function that can be invoked by a player is automatically called by some other mechanism. For example, if a player tries to put something in a container, they should get a message that tells them they cannot put it in an unsuitable container, but when auto-pickup is at work, all containers are tried, even unsuitable ones, and so messages should not be sent to the player.
typeThe type MSG_TYPE for the type of message.
subtypeThe subtype of the message.
messageThe message to send.

Definition at line 13 of file stubs_random.c.

References logfile.

◆ emergency_save()

void emergency_save ( int  x)

Save all players.

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 20 of file stubs_random.c.

◆ esrv_del_item()

void esrv_del_item ( player pl,
object ob 

Tells the client to delete an item. Uses the item command with a -1 location.

Definition at line 39 of file stubs_random.c.

◆ esrv_send_item()

void esrv_send_item ( object ob,
object obx 

Sends item's info to player.

Definition at line 26 of file stubs_random.c.

◆ esrv_update_spells()

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 42 of file stubs_random.c.

◆ find_skill_by_number()

object* find_skill_by_number ( object who,
int  skillno 

This returns the first skill pointer of the given subtype (the one that accumulates 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 subtype.

Warning: skill subtypes are not unique to skills, various skills (eg harvesting-like) will share the same subtype, so this function should only be used if the skill's subtype is known to be used only by one skill.

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

Definition at line 35 of file stubs_random.c.

◆ move_firewall()

void move_firewall ( object ob)

Move for FIREWALL.

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


Definition at line 17 of file stubs_random.c.

◆ rod_adjust()

void rod_adjust ( object rod)

Adjusts rod attributes. This function must be called after a new rod has been created.

rodthe rod to update

Definition at line 45 of file stubs_random.c.

◆ set_darkness_map()

void set_darkness_map ( mapstruct m)

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

mmap to alter.

Definition at line 32 of file stubs_random.c.