Actually ue typedefs for obj_data, char_data and descriptor_data.
Some linting in a couple of files. Massive commit...
This commit is contained in:
253
src/castle.c
253
src/castle.c
@@ -13,7 +13,6 @@
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#include "structs.h"
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#include "utils.h"
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#include "comm.h"
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#include "interpreter.h"
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#include "handler.h"
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#include "db.h"
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#include "spells.h"
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@@ -30,18 +29,18 @@
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/* local, file scope restricted functions */
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static mob_vnum castle_virtual(mob_vnum offset);
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static room_rnum castle_real_room(room_vnum roomoffset);
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static struct char_data *find_npc_by_name(struct char_data *chAtChar, const char *pszName, int iLen);
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static int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction);
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static int member_of_staff(struct char_data *chChar);
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static int member_of_royal_guard(struct char_data *chChar);
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static struct char_data *find_guard(struct char_data *chAtChar);
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static struct char_data *get_victim(struct char_data *chAtChar);
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static int banzaii(struct char_data *ch);
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static int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim);
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static int is_trash(struct obj_data *i);
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static void fry_victim(struct char_data *ch);
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static int castle_cleaner(struct char_data *ch, int cmd, int gripe);
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static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname);
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static char_data *find_npc_by_name(const char_data *chAtChar, const char *pszName, int iLen);
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static int block_way(char_data *ch, int cmd, char *arg, room_vnum iIn_room, int iProhibited_direction);
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static int member_of_staff(const char_data *chChar);
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static int member_of_royal_guard(const char_data *chChar);
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static char_data *find_guard(const char_data *chAtChar);
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static char_data *get_victim(const char_data *chAtChar);
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static int banzaii(char_data *ch);
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static int do_npc_rescue(char_data *ch_hero, char_data *ch_victim);
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static int is_trash(const obj_data *i);
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static void fry_victim(char_data *ch);
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static int castle_cleaner(char_data *ch, int cmd, int gripe);
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static int castle_twin_proc(char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname);
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static void castle_mob_spec(mob_vnum mobnum, SPECIAL(*specproc));
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/* Special procedures for Kings Castle by Pjotr. Coded by Sapowox. */
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SPECIAL(CastleGuard);
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@@ -129,86 +128,86 @@ void assign_kings_castle(void)
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/* Routine: member_of_staff. Used to see if a character is a member of the
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* castle staff. Used mainly by BANZAI:ng NPC:s. */
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static int member_of_staff(struct char_data *chChar)
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static int member_of_staff(const char_data *chChar)
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{
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int ch_num;
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if (!IS_NPC(chChar))
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return (FALSE);
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return FALSE;
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ch_num = GET_MOB_VNUM(chChar);
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if (ch_num == castle_virtual(1))
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return (TRUE);
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return TRUE;
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if (ch_num > castle_virtual(2) && ch_num < castle_virtual(15))
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return (TRUE);
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return TRUE;
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if (ch_num > castle_virtual(15) && ch_num < castle_virtual(18))
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return (TRUE);
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return TRUE;
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if (ch_num > castle_virtual(18) && ch_num < castle_virtual(30))
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return (TRUE);
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return TRUE;
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return (FALSE);
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return FALSE;
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}
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/* Function: member_of_royal_guard. Returns TRUE if the character is a guard on
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* duty, otherwise FALSE. Used by Peter the captain of the royal guard. */
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static int member_of_royal_guard(struct char_data *chChar)
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static int member_of_royal_guard(const char_data *chChar)
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{
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int ch_num;
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if (!chChar || !IS_NPC(chChar))
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return (FALSE);
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return FALSE;
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ch_num = GET_MOB_VNUM(chChar);
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if (ch_num == castle_virtual(3) || ch_num == castle_virtual(6))
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return (TRUE);
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return TRUE;
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if (ch_num > castle_virtual(7) && ch_num < castle_virtual(12))
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return (TRUE);
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return TRUE;
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if (ch_num > castle_virtual(23) && ch_num < castle_virtual(26))
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return (TRUE);
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return TRUE;
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return (FALSE);
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return FALSE;
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}
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/* Function: find_npc_by_name. Returns a pointer to an npc by the given name.
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* Used by Tim and Tom. */
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static struct char_data *find_npc_by_name(struct char_data *chAtChar,
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static char_data *find_npc_by_name(const char_data *chAtChar,
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const char *pszName, int iLen)
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{
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struct char_data *ch;
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char_data *ch;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
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if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen))
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return (ch);
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return ch;
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return (NULL);
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return NULL;
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}
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/* Function: find_guard. Returns the pointer to a guard on duty. Used by Peter
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/* Function: find_guard. Returns the pointer to a guard on duty. Used by Peter
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* the Captain of the Royal Guard */
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static struct char_data *find_guard(struct char_data *chAtChar)
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static char_data *find_guard(const char_data *chAtChar)
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{
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struct char_data *ch;
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char_data *ch;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
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if (!FIGHTING(ch) && member_of_royal_guard(ch))
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return (ch);
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return ch;
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return (NULL);
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return NULL;
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}
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/* Function: get_victim. Returns a pointer to a randomly chosen character in
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* the same room, fighting someone in the castle staff. Used by BANZAII-ing
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/* Function: get_victim. Returns a pointer to a randomly chosen character in
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* the same room, fighting someone in the castle staff. Used by BANZAII-ing
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* characters and King Welmar... */
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static struct char_data *get_victim(struct char_data *chAtChar)
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static char_data *get_victim(const char_data *chAtChar)
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{
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struct char_data *ch;
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char_data *ch;
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int iNum_bad_guys = 0, iVictim;
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for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
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@@ -216,11 +215,11 @@ static struct char_data *get_victim(struct char_data *chAtChar)
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iNum_bad_guys++;
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if (!iNum_bad_guys)
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return (NULL);
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return NULL;
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iVictim = rand_number(0, iNum_bad_guys); /* How nice, we give them a chance */
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if (!iVictim)
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return (NULL);
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return NULL;
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iNum_bad_guys = 0;
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@@ -234,39 +233,40 @@ static struct char_data *get_victim(struct char_data *chAtChar)
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if (++iNum_bad_guys != iVictim)
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continue;
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return (ch);
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return ch;
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}
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return (NULL);
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return NULL;
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}
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/* Banzaii. Makes a character banzaii on attackers of the castle staff. Used
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/* Banzaii. Makes a character banzaii on attackers of the castle staff. Used
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* by Guards, Tim, Tom, Dick, David, Peter, Master, and the King. */
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static int banzaii(struct char_data *ch)
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static int banzaii(char_data *ch)
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{
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struct char_data *chOpponent;
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char_data *chOpponent;
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if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || !(chOpponent = get_victim(ch)))
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return (FALSE);
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if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING || (chOpponent = get_victim(ch)) == NULL)
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return FALSE;
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act("$n roars: 'Protect the Kingdom of Great King Welmar! BANZAIIII!!!'",
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FALSE, ch, 0, 0, TO_ROOM);
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hit(ch, chOpponent, TYPE_UNDEFINED);
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return (TRUE);
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return TRUE;
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}
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/* Do_npc_rescue. Makes ch_hero rescue ch_victim. Used by Tim and Tom. */
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static int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim)
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static int do_npc_rescue(char_data *ch_hero, char_data *ch_victim)
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{
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struct char_data *ch_bad_guy;
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char_data *ch_bad_guy;
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for (ch_bad_guy = world[IN_ROOM(ch_hero)].people;
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ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim);
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ch_bad_guy = ch_bad_guy->next_in_room);
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ch_bad_guy && FIGHTING(ch_bad_guy) != ch_victim;
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ch_bad_guy = ch_bad_guy->next_in_room)
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;
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/* NO WAY I'll rescue the one I'm fighting! */
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if (!ch_bad_guy || ch_bad_guy == ch_hero)
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return (FALSE);
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return FALSE;
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act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR);
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act("You are rescued by $N, your loyal friend!\r\n",
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@@ -280,54 +280,54 @@ static int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim)
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set_fighting(ch_hero, ch_bad_guy);
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set_fighting(ch_bad_guy, ch_hero);
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return (TRUE);
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return TRUE;
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}
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/* Procedure to block a person trying to enter a room. Used by Tim/Tom at Kings
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/* Procedure to block a person trying to enter a room. Used by Tim/Tom at Kings
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* bedroom and Dick/David at treasury. */
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static int block_way(struct char_data *ch, int cmd, char *arg, room_vnum iIn_room,
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static int block_way(char_data *ch, int cmd, char *arg, room_vnum iIn_room,
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int iProhibited_direction)
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{
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if (cmd != ++iProhibited_direction)
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return (FALSE);
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return FALSE;
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if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11))
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return (FALSE);
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return FALSE;
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if (IN_ROOM(ch) != real_room(iIn_room))
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return (FALSE);
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return FALSE;
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if (!member_of_staff(ch))
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act("The guard roars at $n and pushes $m back.", FALSE, ch, 0, 0, TO_ROOM);
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send_to_char(ch, "The guard roars: 'Entrance is Prohibited!', and pushes you back.\r\n");
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return (TRUE);
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return TRUE;
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}
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/* Routine to check if an object is trash. Used by James the Butler and the
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/* Routine to check if an object is trash. Used by James the Butler and the
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* Cleaning Lady. */
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static int is_trash(struct obj_data *i)
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static int is_trash(const obj_data *i)
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{
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if (!OBJWEAR_FLAGGED(i, ITEM_WEAR_TAKE))
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return (FALSE);
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return FALSE;
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if (GET_OBJ_TYPE(i) == ITEM_DRINKCON || GET_OBJ_COST(i) <= 10)
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return (TRUE);
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return TRUE;
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return (FALSE);
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return FALSE;
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}
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/* Fry_victim. Finds a suitabe victim, and cast some _NASTY_ spell on him. Used
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/* Fry_victim. Finds a suitabe victim, and cast some _NASTY_ spell on him. Used
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* by King Welmar. */
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static void fry_victim(struct char_data *ch)
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static void fry_victim(char_data *ch)
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{
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struct char_data *tch;
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char_data *tch;
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if (ch->points.mana < 10)
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return;
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/* Find someone suitable to fry ! */
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if (!(tch = get_victim(ch)))
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if ((tch = get_victim(ch)) == NULL)
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return;
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switch (rand_number(0, 8)) {
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@@ -358,8 +358,6 @@ static void fry_victim(struct char_data *ch)
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}
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ch->points.mana -= 10;
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return;
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}
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/* King_welmar. Control the actions and movements of the King. */
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@@ -397,18 +395,19 @@ SPECIAL(king_welmar)
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path_index = 0;
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}
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}
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if (cmd || (GET_POS(ch) < POS_SLEEPING) ||
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if (cmd || GET_POS(ch) < POS_SLEEPING ||
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(GET_POS(ch) == POS_SLEEPING && !move))
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return (FALSE);
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return FALSE;
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if (GET_POS(ch) == POS_FIGHTING) {
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fry_victim(ch);
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return (FALSE);
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} else if (banzaii(ch))
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return (FALSE);
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return FALSE;
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}
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if (banzaii(ch))
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return FALSE;
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if (!move)
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return (FALSE);
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return FALSE;
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switch (path[path_index]) {
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case '0':
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@@ -471,36 +470,40 @@ SPECIAL(king_welmar)
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case '.':
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move = FALSE;
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break;
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default:
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log("default case hit in king_welmar spec proc. path_index=%d path[path_index] = %c",
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path_index, path[path_index]);
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break;
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}
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path_index++;
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return (FALSE);
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return FALSE;
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}
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/* Training_master. Acts actions to the training room, if his students are
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* present. Also allowes warrior-class to practice. Used by the Training
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/* Training_master. Acts actions to the training room, if his students are
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* present. Also allowes warrior-class to practice. Used by the Training
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* Master. */
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SPECIAL(training_master)
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{
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struct char_data *pupil1, *pupil2 = NULL, *tch;
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char_data *pupil1, *pupil2 = NULL, *tch;
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if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
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return (FALSE);
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if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
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return FALSE;
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if (cmd)
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return (FALSE);
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return FALSE;
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if (banzaii(ch) || rand_number(0, 2))
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return (FALSE);
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return FALSE;
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if (!(pupil1 = find_npc_by_name(ch, "Brian", 5)))
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return (FALSE);
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if ((pupil1 = find_npc_by_name(ch, "Brian", 5)) == NULL)
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return FALSE;
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if (!(pupil2 = find_npc_by_name(ch, "Mick", 4)))
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return (FALSE);
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if ((pupil2 = find_npc_by_name(ch, "Mick", 4)) == NULL)
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return FALSE;
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if (FIGHTING(pupil1) || FIGHTING(pupil2))
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return (FALSE);
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return FALSE;
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if (rand_number(0, 1)) {
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tch = pupil1;
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@@ -562,7 +565,7 @@ SPECIAL(training_master)
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break;
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}
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return (FALSE);
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return FALSE;
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}
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SPECIAL(tom)
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@@ -576,12 +579,12 @@ SPECIAL(tim)
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}
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/* Common routine for the Castle Twins. */
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static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname)
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static int castle_twin_proc(char_data *ch, int cmd, char *arg, int ctlnum, const char *twinname)
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{
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struct char_data *king, *twin;
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char_data *king, *twin;
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if (!AWAKE(ch))
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return (FALSE);
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return FALSE;
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if (cmd)
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return block_way(ch, cmd, arg, castle_virtual(ctlnum), 1);
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@@ -595,18 +598,18 @@ static int castle_twin_proc(struct char_data *ch, int cmd, char *arg, int ctlnum
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do_npc_rescue(ch, king);
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}
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if ((twin = find_npc_by_name(ch, twinname, strlen(twinname))) != NULL)
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if ((twin = find_npc_by_name(ch, twinname, (int)strlen(twinname))) != NULL)
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if (FIGHTING(twin) && 2 * GET_HIT(twin) < GET_HIT(ch))
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do_npc_rescue(ch, twin);
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if (GET_POS(ch) != POS_FIGHTING)
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banzaii(ch);
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return (FALSE);
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return FALSE;
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}
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/* Routine for James the Butler. Complains if he finds any trash. This doesn't
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/* Routine for James the Butler. Complains if he finds any trash. This doesn't
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* make sure he _can_ carry it. */
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SPECIAL(James)
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{
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@@ -614,12 +617,12 @@ SPECIAL(James)
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}
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/* Common code for James and the Cleaning Woman. */
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static int castle_cleaner(struct char_data *ch, int cmd, int gripe)
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static int castle_cleaner(char_data *ch, int cmd, int gripe)
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{
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struct obj_data *i;
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obj_data *i;
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|
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if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
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return (FALSE);
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return FALSE;
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for (i = world[IN_ROOM(ch)].contents; i; i = i->next_content) {
|
||||
if (!is_trash(i))
|
||||
@@ -632,10 +635,10 @@ static int castle_cleaner(struct char_data *ch, int cmd, int gripe)
|
||||
}
|
||||
obj_from_room(i);
|
||||
obj_to_char(i, ch);
|
||||
return (TRUE);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* Routine for the Cleaning Woman. Picks up any trash she finds. */
|
||||
@@ -647,36 +650,36 @@ SPECIAL(cleaning)
|
||||
/* CastleGuard. Standard routine for ordinary castle guards. */
|
||||
SPECIAL(CastleGuard)
|
||||
{
|
||||
if (cmd || !AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
|
||||
return (FALSE);
|
||||
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
||||
return FALSE;
|
||||
|
||||
return (banzaii(ch));
|
||||
return banzaii(ch);
|
||||
}
|
||||
|
||||
/* DicknDave. Routine for the guards Dick and David. */
|
||||
SPECIAL(DicknDavid)
|
||||
{
|
||||
if (!AWAKE(ch))
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
|
||||
if (!cmd && GET_POS(ch) != POS_FIGHTING)
|
||||
banzaii(ch);
|
||||
|
||||
return (block_way(ch, cmd, argument, castle_virtual(36), 1));
|
||||
return block_way(ch, cmd, argument, castle_virtual(36), 1);
|
||||
}
|
||||
|
||||
/*Peter. Routine for Captain of the Guards. */
|
||||
SPECIAL(peter)
|
||||
{
|
||||
struct char_data *ch_guard = NULL;
|
||||
char_data *ch_guard = NULL;
|
||||
|
||||
if (cmd || !AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
|
||||
if (banzaii(ch))
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
|
||||
if (!(rand_number(0, 3)) && (ch_guard = find_guard(ch)))
|
||||
if (!rand_number(0, 3) && (ch_guard = find_guard(ch)) != NULL)
|
||||
switch (rand_number(0, 5)) {
|
||||
case 0:
|
||||
act("$N comes sharply into attention as $n inspects $M.",
|
||||
@@ -725,32 +728,32 @@ SPECIAL(peter)
|
||||
break;
|
||||
}
|
||||
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* Procedure for Jerry and Michael in x08 of King's Castle. Code by Sapowox
|
||||
/* Procedure for Jerry and Michael in x08 of King's Castle. Code by Sapowox
|
||||
* modified by Pjotr.(Original code from Master) */
|
||||
SPECIAL(jerry)
|
||||
{
|
||||
struct char_data *gambler1, *gambler2 = NULL, *tch;
|
||||
char_data *gambler1, *gambler2 = NULL, *tch;
|
||||
|
||||
if (!AWAKE(ch) || (GET_POS(ch) == POS_FIGHTING))
|
||||
return (FALSE);
|
||||
if (!AWAKE(ch) || GET_POS(ch) == POS_FIGHTING)
|
||||
return FALSE;
|
||||
|
||||
if (cmd)
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
|
||||
if (banzaii(ch) || rand_number(0, 2))
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
|
||||
if (!(gambler1 = ch))
|
||||
return (FALSE);
|
||||
if ((gambler1 = ch) == NULL)
|
||||
return FALSE;
|
||||
|
||||
if (!(gambler2 = find_npc_by_name(ch, "Michael", 7)))
|
||||
return (FALSE);
|
||||
if ((gambler2 = find_npc_by_name(ch, "Michael", 7)) == NULL)
|
||||
return FALSE;
|
||||
|
||||
if (FIGHTING(gambler1) || FIGHTING(gambler2))
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
|
||||
if (rand_number(0, 1)) {
|
||||
tch = gambler1;
|
||||
@@ -808,5 +811,5 @@ SPECIAL(jerry)
|
||||
FALSE, gambler1, 0, gambler2, TO_VICT);
|
||||
break;
|
||||
}
|
||||
return (FALSE);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user