Crossfire Server, Trunk
stubs_common.cpp
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1 
6 #include <global.h>
7 #include <sproto.h>
8 
10  (void)m;
11 }
12 
13 void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *txt) {
14  (void)flags;
15  (void)pri;
16  (void)pl;
17  (void)type;
18  (void)subtype;
19  fprintf(logfile, "%s\n", txt);
20 }
21 
22 void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format, ...) {
23  va_list ap;
24  (void)flags;
25  (void)pri;
26  (void)pl;
27  (void)type;
28  (void)subtype;
29 
30  va_start(ap, format);
31  vfprintf(logfile, format, ap);
32  va_end(ap);
33 }
34 
35 void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype, const char *str1) {
36  (void)color;
37  (void)map;
38  (void)type;
39  (void)subtype;
40  fprintf(logfile, "ext_info_map: %s\n", str1);
41 }
42 
43 void move_firewall(object *ob) {
44  (void)ob;
45 }
46 
47 void emergency_save(int x) {
48  (void)x;
49 }
50 
51 void clean_tmp_files(void) {
52 }
53 
54 void esrv_send_item(object *ob, object *obx) {
55  (void)ob;
56  (void)obx;
57 }
58 
59 void esrv_update_item(int flags, object *pl, object *op) {
60  (void)flags;
61  (void)pl;
62  (void)op;
63 }
64 
65 void dragon_ability_gain(object *ob, int x, int y) {
66  (void)ob;
67  (void)x;
68  (void)y;
69 }
70 
72  (void)m;
73 }
74 
75 object *find_skill_by_number(object *who, int skillno) {
76  (void)who;
77  (void)skillno;
78  return NULL;
79 }
80 
81 void esrv_del_item(player *pl, object *ob) {
82  (void)pl;
83  (void)ob;
84 }
85 
87  (void)pl;
88 }
89 
90 void rod_adjust(object *rod) {
91  (void)rod;
92 }
global.h
esrv_send_item
void esrv_send_item(object *ob, object *obx)
Definition: stubs_common.cpp:54
player
Definition: player.h:105
diamondslots.x
x
Definition: diamondslots.py:15
guildjoin.ob
ob
Definition: guildjoin.py:42
flags
static const flag_definition flags[]
Definition: gridarta-types-convert.cpp:101
ext_info_map
void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype, const char *str1)
Definition: stubs_common.cpp:35
smoking_pipe.color
color
Definition: smoking_pipe.py:5
move_firewall
void move_firewall(object *ob)
Definition: stubs_common.cpp:43
m
static event_registration m
Definition: citylife.cpp:425
autojail.who
who
Definition: autojail.py:3
apply_auto_fix
void apply_auto_fix(mapstruct *m)
Definition: stubs_common.cpp:9
disinfect.map
map
Definition: disinfect.py:4
draw_ext_info
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *txt)
Definition: stubs_common.cpp:13
emergency_save
void emergency_save(int x)
Definition: stubs_common.cpp:47
esrv_update_spells
void esrv_update_spells(player *pl)
Definition: stubs_common.cpp:86
rod_adjust
void rod_adjust(object *rod)
Definition: stubs_common.cpp:90
set_darkness_map
void set_darkness_map(mapstruct *m)
Definition: stubs_common.cpp:71
sproto.h
logfile
FILE * logfile
Definition: init.cpp:114
nlohmann::detail::void
j template void())
Definition: json.hpp:4099
draw_ext_info_format
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...)
Definition: stubs_common.cpp:22
esrv_update_item
void esrv_update_item(int flags, object *pl, object *op)
Definition: stubs_common.cpp:59
mapstruct
Definition: map.h:314
give.op
op
Definition: give.py:33
format
Python Guilds Quick outline Add a guild(mapmakers) this is still a problem *after dropping the token to gain access to the stove a woodfloor now appears which is Toolshed Token(found in Guild_HQ) *Note also have multiple gates in place to protect players and items from the mana explosion drop x for Jewelers room *Jewelers room works just need to determine what x is drop x for Thaumaturgy room *Thaumaturgy room works just need to determine what x is drop gold dropping the Firestar named fearless allows access to but I suspect that the drop location of the chest is not as intended because the player is in the way once you enter the chest the exit back to the basement is things such as the message et al reside on teleporters which then transport items to the map as they are when the map is already purchased items reappear in that area From my this does not cause any problems at the moment But this should be corrected fixed Major it s now possible to buy guilds Ryo Update Uploaded guild package to CVS Changes the cauldrons and the charging room I spent a while agonizing over They were natural guild enhancements but much too much value for any reasonable expense to buy them Then I thought that they should be pay access but at a greatly reduced rate SO when you buy a forge or whatever for your guild it is available on a perplayer daily rate but it will be accessable for testing and to DMs to play with Like I said lots still to do with the especially comingt up with quest items for buying things like the new workshops and stuff One of the things I would like some input on would be proposals for additional fields for either the guildhouses or guild datafiles to play with Currently the Guildhouse but there is no reason we can t have more than one measure of a guild perhaps have dues relate to Dues and use points for some other suspended or inactive or when a guild is founded inactive active Guilds have the format
Definition: README.txt:140
esrv_del_item
void esrv_del_item(player *pl, object *ob)
Definition: stubs_common.cpp:81
diamondslots.y
y
Definition: diamondslots.py:16
clean_tmp_files
void clean_tmp_files(void)
Definition: stubs_common.cpp:51
dragon_ability_gain
void dragon_ability_gain(object *ob, int x, int y)
Definition: stubs_common.cpp:65
altar_valkyrie.pl
pl
Definition: altar_valkyrie.py:28
find_skill_by_number
object * find_skill_by_number(object *who, int skillno)
Definition: stubs_common.cpp:75
is_valid_types_gen.type
list type
Definition: is_valid_types_gen.py:25