/* p.map.obj.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 15 15:32:43 CET 1999 from map.obj.c */ #ifndef _P_MAP_OBJ_H #define _P_MAP_OBJ_H /* map.obj.c */ mapobj *next_mapobj(mapobj * m); mapobj *first_mapobj(MAP * map, int type); void save_mapobjs(FILE * f, MAP * map); int find_entrance(MAP * map, char dir, int *x, int *y); char *structure_name(mapobj * mapo); mapobj *find_entrance_by_target(MAP * map, dbref target); mapobj *find_entrance_by_xy(MAP * map, int x, int y); mapobj *find_mapobj(MAP * map, int x, int y, int type); char find_decorations(MAP * map, int x, int y); void del_mapobj(MAP * map, mapobj * mapob, int type, int zap); void del_mapobjst(MAP * map, int type); void del_mapobjs(MAP * map); mapobj *add_mapobj(MAP * map, mapobj ** to, mapobj * from, int flag); int FindXEven(int wind, int x); int FindYEven(int wind, int y); int FindXOdd(int wind, int x); int FindYOdd(int wind, int y); void CheckForFire(MAP * map, int x[], int y[]); void CheckForSmoke(MAP * map, int x[], int y[]); void add_decoration(MAP * map, int x, int y, int type, char data, int flaggo); void load_mapobjs(FILE * f, MAP * map); void list_mapobjs(dbref player, MAP * map); void map_addfire(dbref player, void *data, char *buffer); void map_addsmoke(dbref player, void *data, char *buffer); void map_add_block(dbref player, void *data, char *buffer); int is_blocked_lz(MECH * mech, MAP * map, int x, int y); void map_setlinked(dbref player, void *data, char *buffer); int mapobj_del(MAP * map, int x, int y, int tt); void map_delobj(dbref player, void *data, char *buffer); int parse_coord(MAP * map, int dir, char *data, int *x, int *y); void add_entrances(dbref loc, MAP * map, char *data); void add_links(dbref loc, MAP * map, char *data); void recursively_updatelinks(dbref from, dbref loc); void map_updatelinks(dbref player, void *data, char *buffer); int map_linked(dbref mapobj); int get_cf(dbref d); void possibly_start_building_regen(dbref obj); void hit_building(MECH * mech, int x, int y, int weapindx, int damage); void fire_hex(MECH * mech, int x, int y, int meant); void steppable_base_check(MECH * mech, int x, int y); void show_building_in_hex(MECH * mech, int x, int y); int obj_size(MAP * map); int map_underlying_terrain(MAP * map, int x, int y); int mech_underlying_terrain(MECH * mech); #endif /* _P_MAP_OBJ_H */