… | |
… | |
384 | |
384 | |
385 | /* range_scroll is only used for controlling golems. If the |
385 | /* range_scroll is only used for controlling golems. If the |
386 | * the player does not have a golem, reset some things. |
386 | * the player does not have a golem, reset some things. |
387 | */ |
387 | */ |
388 | case range_golem: |
388 | case range_golem: |
389 | if (pl->contr->ranges[range_golem] != NULL) |
389 | if (object *golem = pl->contr->ranges[range_golem]) |
390 | sprintf (obuf, "Range: golem (%s)", &pl->contr->ranges[range_golem]->name); |
390 | sprintf (obuf, "Range: golem (%s)", &golem->name); |
391 | else |
391 | else |
392 | { |
392 | { |
393 | pl->contr->shoottype = range_none; |
393 | pl->contr->shoottype = range_none; |
394 | strcpy (obuf, "Range: nothing"); |
394 | strcpy (obuf, "Range: nothing"); |
395 | } |
395 | } |
… | |
… | |
417 | /* Eneq(@csd.uu.se): Let players define their own titles. */ |
417 | /* Eneq(@csd.uu.se): Let players define their own titles. */ |
418 | if (pl->contr->own_title[0] == '\0') |
418 | if (pl->contr->own_title[0] == '\0') |
419 | sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title); |
419 | sprintf (buf, "Player: %s the %s", (const char *) pl->name, (const char *) pl->contr->title); |
420 | else |
420 | else |
421 | sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title); |
421 | sprintf (buf, "Player: %s %s", (const char *) pl->name, (const char *) pl->contr->own_title); |
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422 | } |
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423 | |
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424 | // formerly a macro, used only by magic map, so optimised it out |
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425 | static inline faceidx |
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426 | GET_MAP_FACE (maptile *m, int x, int y, int layer) |
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427 | { |
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428 | if (object *op = GET_MAP_FACE_OBJ (m, x, y, layer)) |
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429 | return op->face; |
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430 | else |
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431 | return 0; |
422 | } |
432 | } |
423 | |
433 | |
424 | /** |
434 | /** |
425 | * Helper for magic map creation. |
435 | * Helper for magic map creation. |
426 | * |
436 | * |