Crossfire Server, Branches 1.12  R18729
stubs_socket.c File Reference
#include <global.h>
+ Include dependency graph for stubs_socket.c:

Go to the source code of this file.

Functions

void clean_tmp_files (void)
 
void dragon_ability_gain (object *ob, int x, int y)
 
void emergency_save (int x)
 
void esrv_del_item (player *pl, int tag)
 
void esrv_send_item (object *ob, object *obx)
 
void esrv_update_spells (player *pl)
 
objectfind_skill_by_number (object *who, int skillno)
 
void fix_auto_apply (mapstruct *m)
 
void monster_check_apply (object *ob, object *obt)
 
void move_firewall (object *ob)
 
void set_darkness_map (mapstruct *m)
 
void trap_adjust (object *ob, int x)
 

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 18 of file stubs_socket.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 24 of file stubs_socket.c.

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 15 of file stubs_socket.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 34 of file stubs_socket.c.

void esrv_send_item ( object ob,
object obx 
)

Sends item's info to player.

Definition at line 21 of file stubs_socket.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 37 of file stubs_socket.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 30 of file stubs_socket.c.

void fix_auto_apply ( mapstruct m)

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

Definition at line 9 of file stubs_socket.c.

void monster_check_apply ( object ob,
object obt 
)

Definition at line 40 of file stubs_socket.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 12 of file stubs_socket.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 27 of file stubs_socket.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 43 of file stubs_socket.c.