btmux/autom4te.cache/
btmux/doc/.svn/
btmux/event/.svn/
btmux/game/.svn/
btmux/game/bin/.svn/
btmux/game/data/.svn/
btmux/game/logs/.svn/
btmux/game/maps/
btmux/game/maps/.svn/
btmux/game/maps/.svn/prop-base/
btmux/game/maps/.svn/props/
btmux/game/maps/.svn/text-base/
btmux/game/maps/.svn/wcprops/
btmux/game/mechs/
btmux/game/mechs/.svn/
btmux/game/mechs/.svn/prop-base/
btmux/game/mechs/.svn/props/
btmux/game/mechs/.svn/text-base/
btmux/game/mechs/.svn/wcprops/
btmux/game/text/.svn/
btmux/include/.svn/
btmux/misc/
btmux/misc/.svn/
btmux/misc/.svn/prop-base/
btmux/misc/.svn/props/
btmux/misc/.svn/text-base/
btmux/misc/.svn/wcprops/
btmux/python/
btmux/python/.svn/
btmux/python/.svn/prop-base/
btmux/python/.svn/props/
btmux/python/.svn/text-base/
btmux/python/.svn/wcprops/
btmux/src/.svn/prop-base/
btmux/src/.svn/props/
btmux/src/.svn/text-base/
btmux/src/.svn/wcprops/
btmux/src/hcode/.svn/
btmux/src/hcode/btech/
btmux/src/hcode/btech/.svn/
btmux/src/hcode/btech/.svn/prop-base/
btmux/src/hcode/btech/.svn/props/
btmux/src/hcode/btech/.svn/text-base/
btmux/src/hcode/btech/.svn/wcprops/
btmux/src/hcode/include/.svn/
/*
   p.map.h

   Automatically created by protomaker (C) 1998 Markus Stenberg (fingon@iki.fi)
   Protomaker is actually only a wrapper script for cproto, but well.. I like
   fancy headers and stuff :)
   */

/* Generated at Fri Jan 22 09:50:26 CET 1999 from map.c */

#ifndef _P_MAP_H
#define _P_MAP_H

/* map.c */
void debug_fixmap(dbref player, void *data, char *buffer);
void map_view(dbref player, void *data, char *buffer);
void map_addhex(dbref player, void *data, char *buffer);
void map_mapemit(dbref player, void *data, char *buffer);
int water_distance(MAP * map, int x, int y, int dir, int max);
int map_load(MAP * map, char * mapname);
void map_loadmap(dbref player, void *data, char *buffer);
void map_savemap(dbref player, void *data, char *buffer);
void map_setmapsize(dbref player, void *data, char *buffer);
void map_clearmechs(dbref player, void *data, char *buffer);
void map_update(dbref obj, void *data);
void initialize_map_empty(MAP * new, dbref key);
void newfreemap(dbref key, void **data, int selector);
int map_sizefun(void *data, int flag);
void map_listmechs(dbref player, void *data, char *buffer);
void clear_hex(MECH * mech, int x, int y, int meant);
void map_pathfind(dbref player, void *data, char *buffer);
void UpdateMechsTerrain(MAP * map, int x, int y, int t);

#endif				/* _P_MAP_H */