src/hcode/btech/p.map.obj.h

Go to the documentation of this file.
00001 
00002 /*
00003    p.map.obj.h
00004 
00005    Automatically created by protomaker (C) 1998 Markus Stenberg (fingon@iki.fi)
00006    Protomaker is actually only a wrapper script for cproto, but well.. I like
00007    fancy headers and stuff :)
00008    */
00009 
00010 /* Generated at Fri Jan 15 15:32:43 CET 1999 from map.obj.c */
00011 
00012 #ifndef _P_MAP_OBJ_H
00013 #define _P_MAP_OBJ_H
00014 
00015 /* map.obj.c */
00016 mapobj *next_mapobj(mapobj * m);
00017 mapobj *first_mapobj(MAP * map, int type);
00018 void save_mapobjs(FILE * f, MAP * map);
00019 int find_entrance(MAP * map, char dir, int *x, int *y);
00020 char *structure_name(mapobj * mapo);
00021 mapobj *find_entrance_by_target(MAP * map, dbref target);
00022 mapobj *find_entrance_by_xy(MAP * map, int x, int y);
00023 mapobj *find_mapobj(MAP * map, int x, int y, int type);
00024 char find_decorations(MAP * map, int x, int y);
00025 void del_mapobj(MAP * map, mapobj * mapob, int type, int zap);
00026 void del_mapobjst(MAP * map, int type);
00027 void del_mapobjs(MAP * map);
00028 mapobj *add_mapobj(MAP * map, mapobj ** to, mapobj * from, int flag);
00029 int FindXEven(int wind, int x);
00030 int FindYEven(int wind, int y);
00031 int FindXOdd(int wind, int x);
00032 int FindYOdd(int wind, int y);
00033 void CheckForFire(MAP * map, int x[], int y[]);
00034 void CheckForSmoke(MAP * map, int x[], int y[]);
00035 void add_decoration(MAP * map, int x, int y, int type, char data,
00036     int flaggo);
00037 void load_mapobjs(FILE * f, MAP * map);
00038 void list_mapobjs(dbref player, MAP * map);
00039 void map_addfire(dbref player, void *data, char *buffer);
00040 void map_addsmoke(dbref player, void *data, char *buffer);
00041 void map_add_block(dbref player, void *data, char *buffer);
00042 int is_blocked_lz(MECH * mech, MAP * map, int x, int y);
00043 void map_setlinked(dbref player, void *data, char *buffer);
00044 int mapobj_del(MAP * map, int x, int y, int tt);
00045 void map_delobj(dbref player, void *data, char *buffer);
00046 int parse_coord(MAP * map, int dir, char *data, int *x, int *y);
00047 void add_entrances(dbref loc, MAP * map, char *data);
00048 void add_links(dbref loc, MAP * map, char *data);
00049 void recursively_updatelinks(dbref from, dbref loc);
00050 void map_updatelinks(dbref player, void *data, char *buffer);
00051 int map_linked(dbref mapobj);
00052 int get_cf(dbref d);
00053 void possibly_start_building_regen(dbref obj);
00054 void hit_building(MECH * mech, int x, int y, int weapindx, int damage);
00055 void fire_hex(MECH * mech, int x, int y, int meant);
00056 void steppable_base_check(MECH * mech, int x, int y);
00057 void show_building_in_hex(MECH * mech, int x, int y);
00058 int obj_size(MAP * map);
00059 int map_underlying_terrain(MAP * map, int x, int y);
00060 int mech_underlying_terrain(MECH * mech);
00061 
00062 #endif                          /* _P_MAP_OBJ_H */

Generated on Mon May 28 04:25:23 2007 for BattletechMUX by  doxygen 1.4.7