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/cvs/deliantra/server/socket/info.C
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Comparing deliantra/server/socket/info.C (file contents):
Revision 1.38 by root, Wed Apr 25 18:47:51 2007 UTC vs.
Revision 1.42 by root, Sun May 6 02:06:03 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
150 * 150 *
151 * If message is black, and not NDI_UNIQUE, gets sent through output buffers. 151 * If message is black, and not NDI_UNIQUE, gets sent through output buffers.
152 * 152 *
153 */ 153 */
154void 154void
155new_draw_info (int flags, int pri, const object *pl, const char *buf) 155new_draw_info (int flags, int pri, const object *op, const char *buf)
156{ 156{
157 if (flags & NDI_ALL) 157 if (flags & NDI_ALL)
158 { 158 {
159 for_all_players (pl) 159 for_all_players (pl)
160 new_draw_info (flags & ~NDI_ALL, pri, pl->ob, buf); 160 new_draw_info (flags & ~NDI_ALL, pri, pl->ob, buf);
161 161 }
162 else
163 {
164 if (!op || !op->contr || !op->contr->ns)
162 return; 165 return;
163 }
164 166
165 if (!pl || pl->type != PLAYER || !pl->contr || !pl->contr->ns)
166 return;
167
168 if (pri >= pl->contr->listening) 167 if (pri >= op->contr->listening)
169 return; 168 return;
170 169
171 if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK 170 if ((flags & (NDI_COLOR_MASK | NDI_UNIQUE)) != NDI_BLACK
172 || !pl->contr->ns->msg_suppressed (buf)) 171 || !op->contr->ns->msg_suppressed (buf))
173 print_message (flags & NDI_COLOR_MASK, pl, buf); 172 print_message (flags & NDI_COLOR_MASK, op, buf);
173 }
174} 174}
175 175
176/** 176/**
177 * Wrapper for new_draw_info printf-like. 177 * Wrapper for new_draw_info printf-like.
178 * 178 *
298 * to handle this 298 * to handle this
299 */ 299 */
300void 300void
301clear_win_info (object *op) 301clear_win_info (object *op)
302{ 302{
303}
304
305/**
306 * Get player's current range attack in obuf.
307 */
308void
309rangetostring (object *pl, char *obuf)
310{
311 switch (pl->contr->shoottype)
312 {
313 case range_none:
314 strcpy (obuf, "Range: nothing");
315 break;
316
317 case range_bow:
318 {
319 object *op;
320
321 for (op = pl->inv; op; op = op->below)
322 if (op->type == BOW && QUERY_FLAG (op, FLAG_APPLIED))
323 break;
324
325 if (op == NULL)
326 break;
327
328 sprintf (obuf, "Range: %s (%s)", query_base_name (op, 0), op->race ? (const char *) op->race : "nothing");
329 }
330 break;
331
332 case range_magic:
333 if (settings.casting_time == TRUE)
334 {
335 if (pl->casting_time > -1)
336 {
337 if (pl->casting_time == 0)
338 sprintf (obuf, "Range: Holding spell (%s)", &pl->spell->name);
339 else
340 sprintf (obuf, "Range: Casting spell (%s)", &pl->spell->name);
341 }
342 else
343 sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
344 }
345 else
346 sprintf (obuf, "Range: spell (%s)", &pl->contr->ranges[range_magic]->name);
347 break;
348
349 case range_misc:
350 sprintf (obuf, "Range: %s", pl->contr->ranges[range_misc] ? query_base_name (pl->contr->ranges[range_misc], 0) : "none");
351 break;
352
353 /* range_scroll is only used for controlling golems. If the
354 * the player does not have a golem, reset some things.
355 */
356 case range_golem:
357 if (object *golem = pl->contr->ranges[range_golem])
358 sprintf (obuf, "Range: golem (%s)", &golem->name);
359 else
360 {
361 pl->contr->shoottype = range_none;
362 strcpy (obuf, "Range: nothing");
363 }
364 break;
365
366 case range_skill:
367 sprintf (obuf, "Skill: %s", pl->chosen_skill != NULL ? (const char *) pl->chosen_skill->name : "none");
368 break;
369
370 case range_builder:
371 sprintf (obuf, "Builder: %s", query_base_name (pl->contr->ranges[range_builder], 0));
372 break;
373
374 default:
375 strcpy (obuf, "Range: illegal");
376 }
377} 303}
378 304
379/** 305/**
380 * Sets player title. 306 * Sets player title.
381 */ 307 */

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