Crossfire Server, Trunk  R20513
stubs_socket.c
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1 
7 #include <global.h>
8 #include <sproto.h>
9 
11 }
12 
13 void move_firewall(object *ob) {
14 }
15 
16 void emergency_save(int x) {
17 }
18 
19 void clean_tmp_files(void) {
20 }
21 
22 void esrv_send_item(object *ob, object *obx) {
23 }
24 
25 void dragon_ability_gain(object *ob, int x, int y) {
26 }
27 
29 }
30 
31 object *find_skill_by_number(object *who, int skillno) {
32  return NULL;
33 }
34 
35 void esrv_del_item(player *pl, object *ob) {
36 }
37 
39 }
40 
41 void rod_adjust(object *rod) {
42 }
One player.
Definition: player.h:92
void set_darkness_map(mapstruct *m)
Set the darkness level for a map, based on the time of the day.
Definition: stubs_socket.c:28
void rod_adjust(object *rod)
Adjusts rod attributes.
Definition: stubs_socket.c:41
Global type definitions and header inclusions.
void clean_tmp_files(void)
Remove temporary map files.
Definition: stubs_socket.c:19
object * find_skill_by_number(object *who, int skillno)
This returns the skill pointer of the given name (the one that accumulates exp, has the level...
Definition: stubs_socket.c:31
void esrv_del_item(player *pl, object *ob)
Tells the client to delete an item.
Definition: stubs_socket.c:35
void emergency_save(int x)
Save all players.
Definition: stubs_socket.c:16
This is a game-map.
Definition: map.h:325
void esrv_update_spells(player *pl)
This looks for any spells the player may have that have changed their stats.
Definition: stubs_socket.c:38
void apply_auto_fix(mapstruct *m)
Those are dummy functions defined to resolve all symboles.
Definition: stubs_socket.c:10
void move_firewall(object *ob)
Move for FIREWALL.
Definition: stubs_socket.c:13
void esrv_send_item(object *ob, object *obx)
Sends item&#39;s info to player.
Definition: stubs_socket.c:22
void dragon_ability_gain(object *ob, int x, int y)
When a dragon-player gains a new stage of evolution, he gets some treasure.
Definition: stubs_socket.c:25