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.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 */