/dports/games/omega/omega/ |
H A D | effect1.c | 17 Player.possessions[i]->usef == I_NO_OP || 30 nprint1(itemid(Player.possessions[i])); 37 Player.possessions[i]->used = FALSE; 38 item_use(Player.possessions[i]); 45 Player.possessions[i]->plus = 0; 49 Player.possessions[i]->used = TRUE; 72 Player.possessions[i]->usef = Objects[Player.possessions[i]->id].usef; 96 item_use(Player.possessions[i]); 103 Player.possessions[i]->charge += 144 Player.possessions[index]->plus = [all …]
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H A D | inv.c | 498 Player.possessions[i] = NULL; 526 Player.possessions[i] = NULL; 562 if (Player.possessions[i] != NULL) 588 if (Player.possessions[i] != NULL) 971 Player.possessions[slot]->objstr)) in inventory_control() 1145 Player.possessions[slot]->objstr)) in top_inventory_control() 1614 *o = Player.possessions[i]; 1645 o = Player.possessions[i]; 1676 Player.possessions[i]); in lose_all_items() 1677 Player.possessions[i] = NULL; in lose_all_items() [all …]
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H A D | command3.c | 234 else if (cursed(Player.possessions[index]) && in fire() 235 Player.possessions[index]->used) in fire() 246 if (Player.possessions[index]->used) { in fire() 247 Player.possessions[index]->used = FALSE; in fire() 248 item_use(Player.possessions[index]); in fire() 250 obj = Player.possessions[index]; in fire() 549 if (Player.possessions[O_BOOTS] != NULL) in vault() 806 else if (m->possessions == NULL) { in pickpocket() 815 mprint(itemid(m->possessions->thing)); in pickpocket() 818 gain_item(m->possessions->thing); in pickpocket() [all …]
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H A D | aux2.c | 314 if (Player.possessions[i]!=NULL) in torch_check() 316 (Player.possessions[i]->aux > 0)) { in torch_check() 317 Player.possessions[i]->aux--; in torch_check() 318 if (Player.possessions[i]->aux==0) { in torch_check() 322 Player.possessions[i]->number--; in torch_check() 323 Player.possessions[i]->aux = 6; in torch_check() 327 Player.possessions[i]->cursestr = in torch_check() 328 Player.possessions[i]->truename = in torch_check() 749 item_use(Player.possessions[i]); 756 Player.possessions[i]->used = TRUE; [all …]
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H A D | priest.c | 77 if (Player.possessions[i] == NULL) { in l_altar() 98 if (Player.possessions[i]->used) { in l_altar() 99 Player.possessions[i]->used = FALSE; in l_altar() 100 item_use(Player.possessions[i]); in l_altar() 101 Player.possessions[i]->blessing = in l_altar() 103 Player.possessions[i]->used = TRUE; in l_altar() 104 item_use(Player.possessions[i]); in l_altar() 106 else Player.possessions[i]->blessing = in l_altar() 107 -1 - abs(Player.possessions[i]->blessing); in l_altar() 169 if ((Player.possessions[i] != NULL) && [all …]
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H A D | command2.c | 53 obj = Player.possessions[index]; in peruse() 81 obj = Player.possessions[index]; in quaff() 117 item_use(Player.possessions[index]); in activate() 140 obj = Player.possessions[index]; in eat() 235 (! cursed(Player.possessions[index]))) { in drop() 248 nprint3(itemid(Player.possessions[index])); in drop() 430 *obj = *(Player.possessions[index]); in give() 447 nprint3(itemid(Player.possessions[index])); in give() 472 obj = Player.possessions[index]; in zapwand() 684 obj = Player.possessions[index]; in callitem() [all …]
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H A D | aux1.c | 323 Player.possessions[O_WEAPON_HAND]->hit + in calc_melee() 324 Player.possessions[O_WEAPON_HAND]->plus; in calc_melee() 326 Player.possessions[O_WEAPON_HAND]->dmg + in calc_melee() 327 Player.possessions[O_WEAPON_HAND]->plus; in calc_melee() 333 Player.possessions[O_SHIELD]->aux + in calc_melee() 334 Player.possessions[O_SHIELD]->plus; in calc_melee() 338 if (Player.possessions[O_ARMOR] != NULL) { in calc_melee() 341 Player.possessions[O_ARMOR]->plus - in calc_melee() 342 Player.possessions[O_ARMOR]->aux; in calc_melee() 832 if (Player.possessions[i] != NULL) [all …]
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H A D | site1.c | 413 if (Player.possessions[O_WEAPON_HAND] != NULL) { 415 item = Player.possessions[O_WEAPON_HAND]; 823 obj = Player.possessions[i]; in l_alchemist() 848 obj = Player.possessions[i]; in l_alchemist() 1111 if ((i != ABORT) && (Player.possessions[i] != NULL)) { in l_pawn_shop() 1112 if (cursed(Player.possessions[i])) { in l_pawn_shop() 1123 mlongprint(item_value(Player.possessions[i]) / 2); in l_pawn_shop() 1127 if ((number >= Player.possessions[i]->number) && in l_pawn_shop() 1128 Player.possessions[i]->used) { in l_pawn_shop() 1129 Player.possessions[i]->used = FALSE; in l_pawn_shop() [all …]
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H A D | guild2.c | 178 if (Player.possessions[i] != NULL) in l_thieves_guild() 179 if (Player.possessions[i]->known < 2) in l_thieves_guild() 206 if ((i==ABORT) || (Player.possessions[i] == NULL)) in l_thieves_guild() 208 else if (Player.possessions[i]->blessing < 0) in l_thieves_guild() 216 number = getnumber(Player.possessions[i]->number); in l_thieves_guild() 217 if ((number >= Player.possessions[i]->number) && in l_thieves_guild() 218 Player.possessions[i]->used) { in l_thieves_guild() 219 Player.possessions[i]->used = FALSE; in l_thieves_guild() 220 item_use(Player.possessions[i]); in l_thieves_guild() 224 if (Objects[Player.possessions[i]->id].uniqueness > in l_thieves_guild() [all …]
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H A D | effect3.c | 111 if (Player.possessions[i] != NULL) { 112 if ((Player.possessions[i]->used) && 114 Player.possessions[i]->used = FALSE; 115 item_use(Player.possessions[i]); 116 Player.possessions[i]->blessing = 0; 117 Player.possessions[i]->used = TRUE; 118 item_use(Player.possessions[i]); 567 Player.possessions[index]); 836 o = Player.possessions[i]; 1017 free_objlist(m->possessions); [all …]
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H A D | mtalk.c | 192 dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]); 272 if (m->possessions == NULL) 275 m->possessions->thing->known = 2; 278 mprint(itemid(m->possessions->thing)); 280 mlongprint(max(10,4*true_item_value(m->possessions->thing))); 284 if (Player.cash < (max(10,4*true_item_value(m->possessions->thing)))) { 288 gain_item(m->possessions->thing); 289 m->possessions = NULL; 295 Player.cash -= max(10,(4*item_value(m->possessions->thing))); 296 gain_item(m->possessions->thing); [all …]
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H A D | itemf2.c | 60 if (Player.possessions[i] != NULL) 62 (Player.possessions[i]->weight*Player.possessions[i]->number); 325 if ((Player.possessions[O_WEAPON_HAND] != NULL) && 326 (Player.possessions[O_WEAPON_HAND]->id == WEAPONID+26)) /* ie, using a bow */ 337 if ((Player.possessions[O_WEAPON_HAND] != NULL) && 338 (Player.possessions[O_WEAPON_HAND]->id == WEAPONID+27) && /*ie using a crossbow */ 339 (Player.possessions[O_WEAPON_HAND]->aux==LOADED)) { 341 Player.possessions[O_WEAPON_HAND]->aux = UNLOADED;
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H A D | move.c | 13 if ((Player.possessions[O_ARMOR] != NULL)) { in l_water() 104 if (Player.possessions[O_CLOAK] != NULL) { in l_hedge() 106 dispose_lost_objects(1,Player.possessions[O_CLOAK]); in l_hedge() 308 if (Player.possessions[O_WEAPON_HAND] != NULL) { in l_magic_pool() 310 dispose_lost_objects(1,Player.possessions[O_WEAPON_HAND]); in l_magic_pool() 315 if (Player.possessions[O_WEAPON_HAND] != NULL) { in l_magic_pool() 725 if (Player.possessions[i] != NULL) in l_void_station() 1086 if (Player.possessions[i] != NULL) { in l_voidstone() 1087 Player.possessions[i]->blessing = 0; in l_voidstone() 1088 Player.possessions[i]->plus = 0; in l_voidstone() [all …]
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H A D | util.c | 475 if (Player.possessions[i] != NULL) in calc_points() 476 points += Player.possessions[i]->level*(Player.possessions[i]->known+1); in calc_points() 680 if (Player.possessions[i] != NULL) in calc_weight() 681 weight += Player.possessions[i]->weight * in calc_weight() 682 Player.possessions[i]->number; in calc_weight() 683 if ((Player.possessions[O_WEAPON_HAND] != NULL) && in calc_weight() 684 (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND])) in calc_weight() 685 weight -= Player.possessions[O_READY_HAND]->weight * in calc_weight() 686 Player.possessions[O_READY_HAND]->number; in calc_weight() 723 free_objlist((tmp = mlist)->m->possessions);
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H A D | itemf3.c | 192 if (Player.possessions[i] != NULL) 193 dispose_lost_objects(Player.possessions[i]->number, 194 Player.possessions[i]); 459 if (Player.possessions[i] != NULL) 460 dispose_lost_objects(Player.possessions[i]->number, 461 Player.possessions[i]); 559 if (Player.possessions[i] != NULL) { 560 Player.possessions[i]->plus = 0; 561 if (Player.possessions[i]->usef > 100) 562 Player.possessions[i]->usef = I_NOTHING;
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H A D | site2.c | 61 if (Player.possessions[i]->blessing < 0) in l_condo() 65 ol->thing = Player.possessions[i]; in l_condo() 68 conform_unused_object(Player.possessions[i]); in l_condo() 69 Player.possessions[i] = NULL; in l_condo() 970 if (Player.possessions[O_CLOAK] != NULL) { in l_safe() 972 conform_lost_object(Player.possessions[O_CLOAK]); in l_safe() 975 else if (Player.possessions[O_ARMOR] != NULL) { in l_safe() 977 Player.possessions[O_ARMOR]->dmg-=3; in l_safe() 978 Player.possessions[O_ARMOR]->hit-=3; in l_safe() 979 Player.possessions[O_ARMOR]->aux-=3; in l_safe()
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H A D | save.c | 247 if (Player.possessions[O_READY_HAND] == Player.possessions[O_WEAPON_HAND]) 248 Player.possessions[O_READY_HAND] = NULL; 249 for(i=0;i<MAXITEMS;i++) ok &= save_item(fd,Player.possessions[i]); 360 ok &= save_itemlist(fd,tml->m->possessions); 676 Player.possessions[i] = restore_item(fd, version); 678 if (!Player.possessions[O_READY_HAND] && Player.possessions[O_WEAPON_HAND] && 679 twohandedp(Player.possessions[O_WEAPON_HAND]->id)) 680 Player.possessions[O_READY_HAND] = Player.possessions[O_WEAPON_HAND]; 1003 ml->m->possessions = restore_itemlist(fd,version); 1009 ml->m->possessions = restore_itemlist(fd,version);
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H A D | aux3.c | 231 if (Player.possessions[i] != NULL) { in outdoors_random_event() 232 Player.possessions[i]->plus++; in outdoors_random_event() 233 if (Player.possessions[i]->objchar == STICK) in outdoors_random_event() 234 Player.possessions[i]->charge+=10; in outdoors_random_event() 235 Player.possessions[i]->blessing+=10; in outdoors_random_event() 438 else if (Player.possessions[O_BOOTS] && 439 Player.possessions[O_BOOTS]->usef == I_BOOTS_7LEAGUE) {
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H A D | itemf1.c | 556 Player.possessions[i]->charge = 0; 560 Player.possessions[i]->charge += (random_range(10)+1)*(o->blessing+1); 561 if (Player.possessions[i]->charge > 99) 562 Player.possessions[i]->charge = 99;
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H A D | trap.c | 249 if (Player.possessions[i]!=NULL) { in l_trap_acid() 251 (void) damage_item(Player.possessions[i]); in l_trap_acid()
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H A D | mspec.c | 649 else if ((Player.possessions[i]->used) || 665 m_pickup(m,Player.possessions[i]); 666 conform_unused_object(Player.possessions[i]); 667 Player.possessions[i] = NULL;
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/dports/games/pcgen/pcgen/outputsheets/d20/fantasy/text/ |
H A D | psheet_Pathfinder_InitTool_1.0.b23.rpgrp | 55 <possessions>\\%.FOR.0,COUNT[EQUIPMENT.Not.Coin],1,\EQ.NOT.Coin.%.NAME\, ,; ,1\\</possessions>
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H A D | psheet_35e_InitTool_1.0.b23.rpgrp | 55 <possessions>\\%.FOR.0,COUNT[EQUIPMENT.Not.Coin],1,\EQ.NOT.Coin.%.NAME\, ,; ,1\\</possessions>
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H A D | csheet_InitTool_1.0.b23.rpgrp | 145 <possessions> 173 </possessions>
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/dports/games/wesnoth/wesnoth-1.14.17/data/core/units/dunefolk/ |
H A D | Falcon.cfg | 17 …description= _ "Seen as status symbols of the nobles, falcons are precious possessions normally us…
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