Difference for include/sproto.h from version 1.168 to 1.169


version 1.168 version 1.169
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 /* alchemy.c */  /* alchemy.c */
 void attempt_do_alchemy(object *caster, object *cauldron);  void attempt_do_alchemy(object *caster, object *cauldron);
 int content_recipe_value(object *op);  
 int numb_ob_inside(object *op);  
 object *attempt_recipe(object *caster, object *cauldron, int ability, recipe *rp, int nbatches);  
 void adjust_product(object *item, int lvl, int yield);  
 object *make_item_from_recipe(object *cauldron, recipe *rp);  
 object *find_transmution_ob(object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item);  
 void alchemy_failure_effect(object *op, object *cauldron, recipe *rp, int danger);  
 void remove_contents(object *first_ob, object *save_item);  
 int calc_alch_danger(object *caster, object *cauldron, recipe *rp);  
 /* apply.c */  /* apply.c */
 int transport_can_hold(const object *transport, const object *op, int nrof);  int transport_can_hold(const object *transport, const object *op, int nrof);
 int apply_transport(object *pl, object *transport, int aflag);  int apply_transport(object *pl, object *transport, int aflag);
 int should_director_abort(object *op, object *victim);  int should_director_abort(object *op, object *victim);
 int apply_potion(object *op, object *tmp);  int apply_potion(object *op, object *tmp);
 int improve_weapon_stat(object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname);  
 int prepare_weapon(object *op, object *improver, object *weapon);  
 int improve_weapon(object *op, object *improver, object *weapon);  
 int check_improve_weapon(object *op, object *tmp);  
 int improve_armour(object *op, object *improver, object *armour);  
 int convert_item(object *item, object *converter);  
 int apply_container(object *op, object *sack);  
 int esrv_apply_container(object *op, object *sack);  int esrv_apply_container(object *op, object *sack);
 void move_apply(object *trap, object *victim, object *originator);  void move_apply(object *trap, object *victim, object *originator);
 void do_learn_spell(object *op, object *spell, int special_prayer);  void do_learn_spell(object *op, object *spell, int special_prayer);
 void do_forget_spell(object *op, const char *spell);  void do_forget_spell(object *op, const char *spell);
 void apply_scroll(object *op, object *tmp, int dir);  void apply_scroll(object *op, object *tmp, int dir);
 int dragon_eat_flesh(object *op, object *meal);  
 void apply_poison(object *op, object *tmp);  void apply_poison(object *op, object *tmp);
 int is_legal_2ways_exit(object *op, object *exit);  
 int manual_apply(object *op, object *tmp, int aflag);  int manual_apply(object *op, object *tmp, int aflag);
 int player_apply(object *pl, object *op, int aflag, int quiet);  int player_apply(object *pl, object *op, int aflag, int quiet);
 void player_apply_below(object *pl);  void player_apply_below(object *pl);
 object *get_item_from_body_location(object *start, int loc);  
 int unapply_for_ob(object *who, object *op, int aflags);  
 int can_apply_object(object *who, object *op);  int can_apply_object(object *who, object *op);
 int apply_special(object *who, object *op, int aflags);  int apply_special(object *who, object *op, int aflags);
 int monster_apply_special(object *who, object *op, int aflags);  
 int auto_apply(object *op);  int auto_apply(object *op);
 void fix_auto_apply(mapstruct *m);  void fix_auto_apply(mapstruct *m);
 void eat_special_food(object *who, object *food);  void eat_special_food(object *who, object *food);
 void apply_lighter(object *who, object *lighter);  
 void scroll_failure(object *op, int failure, int power);  
 void apply_changes_to_player(object *pl, object *change);  void apply_changes_to_player(object *pl, object *change);
 void apply_item_transformer(object *pl, object *transformer);  
 /* attack.c */  /* attack.c */
 void cancellation(object *op);  
 int did_make_save_item(object *op, int type, object *originator);  
 void save_throw_object(object *op, int type, object *originator);  void save_throw_object(object *op, int type, object *originator);
 int hit_map(object *op, int dir, int type, int full_hit);  int hit_map(object *op, int dir, int type, int full_hit);
 void attack_message(int dam, int type, object *op, object *hitter);  
 int attack_ob(object *op, object *hitter);  int attack_ob(object *op, object *hitter);
 object *hit_with_arrow(object *op, object *victim);  object *hit_with_arrow(object *op, object *victim);
 void tear_down_wall(object *op);  
 void scare_creature(object *target, object *hitter);  
 int hit_player_attacktype(object *op, object *hitter, int dam, uint32 attacknum, int magic);  
 int kill_object(object *op, int dam, object *hitter, int type);  
 int friendly_fire(object *op, object *hitter);  int friendly_fire(object *op, object *hitter);
 int hit_player(object *op, int dam, object *hitter, int type, int full_hit);  int hit_player(object *op, int dam, object *hitter, int type, int full_hit);
 void poison_player(object *op, object *hitter, int dam);  
 void slow_player(object *op, object *hitter, int dam);  
 void confuse_player(object *op, object *hitter, int dam);  void confuse_player(object *op, object *hitter, int dam);
 void blind_player(object *op, object *hitter, int dam);  void blind_player(object *op, object *hitter, int dam);
 void paralyze_player(object *op, object *hitter, int dam);  void paralyze_player(object *op, object *hitter, int dam);
 void deathstrike_player(object *op, object *hitter, int *dam);  
 int adj_attackroll(object *hitter, object *target);  
 int is_aimed_missile(object *op);  
 /* ban.c */  /* ban.c */
 int checkbanned(const char *login, const char *host);  int checkbanned(const char *login, const char *host);
 /* build_map.c */  /* build_map.c */
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 void init_commands(void);  void init_commands(void);
 command_function find_oldsocket_command(char *cmd);  command_function find_oldsocket_command(char *cmd);
 command_function find_oldsocket_command2(char *cmd);  command_function find_oldsocket_command2(char *cmd);
 int parse_string(object *op, char *str);  
 int parse_command(object *op, char *str);  
 /* daemon.c */  /* daemon.c */
 FILE *become_daemon(char *filename);  FILE *become_daemon(char *filename);
 /* disease.c */  /* disease.c */
 int move_disease(object *disease);  int move_disease(object *disease);
 int remove_symptoms(object *disease);  
 object *find_symptom(object *disease);  
 int check_infection(object *disease);  
 int infect_object(object *victim, object *disease, int force);  int infect_object(object *victim, object *disease, int force);
 int do_symptoms(object *disease);  
 int grant_immunity(object *disease);  
 int move_symptom(object *symptom);  int move_symptom(object *symptom);
 int check_physically_infect(object *victim, object *hitter);  int check_physically_infect(object *victim, object *hitter);
 object *find_disease(object *victim);  
 int cure_disease(object *sufferer, object *caster);  int cure_disease(object *sufferer, object *caster);
 int reduce_symptoms(object *sufferer, int reduction);  
 /* egoitem.c */  /* egoitem.c */
 int create_artifact(object *op, const char *artifactname);  
 int apply_power_crystal(object *op, object *crystal);  int apply_power_crystal(object *op, object *crystal);
 /* hiscore.c */  /* hiscore.c */
 char *spool(char *bp, char *error);  char *spool(char *bp, char *error);
 void check_score(object *op);  void check_score(object *op);
 void display_high_score(object *op, int max, const char *match);  void display_high_score(object *op, int max, const char *match);
 /* gods.c */  /* gods.c */
 int lookup_god_by_name(const char *name);  
 object *find_god(const char *name);  object *find_god(const char *name);
 const char *determine_god(object *op);  const char *determine_god(object *op);
 void pray_at_altar(object *pl, object *altar, object *skill);  void pray_at_altar(object *pl, object *altar, object *skill);
 void become_follower(object *op, object *new_god);  void become_follower(object *op, object *new_god);
 int worship_forbids_use(object *op, object *exp_obj, uint32 flag, const char *string);  
 void stop_using_item(object *op, int type, int number);  
 void update_priest_flag(object *god, object *exp_ob, uint32 flag);  
 archetype *determine_holy_arch(object *god, const char *type);  archetype *determine_holy_arch(object *god, const char *type);
 void god_intervention(object *op, object *god, object *skill);  
 int god_examines_priest(object *op, object *god);  
 int god_examines_item(object *god, object *item);  
 int get_god(object *priest);  
 const char *get_god_for_race(const char *race);  
 int tailor_god_spell(object *spellop, object *caster);  int tailor_god_spell(object *spellop, object *caster);
 /* init.c */  /* init.c */
 void set_logfile(char *val);  
 void call_version(void);  
 void showscores(void);  
 void set_debug(void);  
 void unset_debug(void);  
 void set_mondebug(void);  
 void set_dumpmon1(void);  
 void set_dumpmon2(void);  
 void set_dumpmon3(void);  
 void set_dumpmon4(void);  
 void set_dumpmon5(void);  
 void set_dumpmon6(void);  
 void set_dumpmon7(void);  
 void set_dumpmon8(void);  
 void set_dumpmon9(void);  
 void set_dumpmont(char *name);  
 void set_daemon(void);  
 void set_datadir(char *path);  
 void set_confdir(char *path);  
 void set_localdir(char *path);  
 void set_mapdir(char *path);  
 void set_archetypes(char *path);  
 void set_regions(char *path);  
 void set_treasures(char *path);  
 void set_uniquedir(char *path);  
 void set_templatedir(char *path);  
 void set_playerdir(char *path);  
 void set_tmpdir(char *path);  
 void showscoresparm(char *data);  
 void set_csport(char *val);  
 void init(int argc, char **argv);  void init(int argc, char **argv);
 void usage(void);  
 void help(void);  
 void init_beforeplay(void);  
 void init_startup(void);  
 void compile_info(void);  
 void rec_sigsegv(int i);  void rec_sigsegv(int i);
 void rec_sigint(int i);  void rec_sigint(int i);
 void rec_sighup(int i);  void rec_sighup(int i);
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Line 323
 void rec_sigbus(int i);  void rec_sigbus(int i);
 void rec_sigterm(int i);  void rec_sigterm(int i);
 void fatal_signal(int make_core, int close_sockets);  void fatal_signal(int make_core, int close_sockets);
 void init_signals(void);  
 void init_races(void);  
 void dump_races(void);  
 void add_to_racelist(const char *race_name, object *op);  
 racelink *get_racelist(void);  
 racelink *find_racelink(const char *name);  racelink *find_racelink(const char *name);
 /* login.c */  /* login.c */
 void emergency_save(int flag);  void emergency_save(int flag);
 void delete_character(const char *name, int new);  void delete_character(const char *name, int new);
 int verify_player(const char *name, char *password);  int verify_player(const char *name, char *password);
 int check_name(player *me, const char *name);  int check_name(player *me, const char *name);
 int create_savedir_if_needed(char *savedir);  
 void destroy_object(object *op);  void destroy_object(object *op);
 int save_player(object *op, int flag);  int save_player(object *op, int flag);
 void copy_file(const char *filename, FILE *fpout);  
 void check_login(object *op);  void check_login(object *op);
   /* main.c */
   void version(object *op);
   void start_info(object *op);
   char *crypt_string(char *str, char *salt);
   int check_password(char *typed, char *crypted);
   void enter_player_savebed(object *op);
   void leave_map(object *op);
   void set_map_timeout(mapstruct *oldmap);
   void enter_exit(object *op, object *exit_ob);
   void clean_tmp_files(void);
   void cleanup(void);
   void leave(player *pl, int draw_exit);
   int forbid_play(void);
   int main(int argc, char **argv);
 /* monster.c */  /* monster.c */
 object *check_enemy(object *npc, rv_vector *rv);  object *check_enemy(object *npc, rv_vector *rv);
 object *find_nearest_living_creature(object *npc);  object *find_nearest_living_creature(object *npc);
 object *find_enemy(object *npc, rv_vector *rv);  
 int check_wakeup(object *op, object *enemy, rv_vector *rv);  
 int move_randomly(object *op);  
 int move_monster(object *op);  int move_monster(object *op);
 int can_hit(object *ob1, object *ob2, rv_vector *rv);  
 object *monster_choose_random_spell(object *monster);  
 int monster_cast_spell(object *head, object *part, object *pl, int dir, rv_vector *rv);  
 int monster_use_scroll(object *head, object *part, object *pl, int dir, rv_vector *rv);  
 int monster_use_skill(object *head, object *part, object *pl, int dir);  
 int monster_use_range(object *head, object *part, object *pl, int dir);  
 int monster_use_bow(object *head, object *part, object *pl, int dir);  
 int check_good_weapon(object *who, object *item);  
 int check_good_armour(object *who, object *item);  
 void monster_check_pickup(object *monster);  
 int monster_can_pick(object *monster, object *item);  
 void monster_apply_below(object *monster);  
 void monster_check_apply(object *mon, object *item);  void monster_check_apply(object *mon, object *item);
 void npc_call_help(object *op);  void npc_call_help(object *op);
 int dist_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);  
 int run_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);  
 int hitrun_att(int dir, object *ob, object *enemy);  
 int wait_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);  
 int disthit_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);  
 int wait_att2(int dir, object *ob, object *enemy, object *part, rv_vector *rv);  
 void circ1_move(object *ob);  
 void circ2_move(object *ob);  
 void pace_movev(object *ob);  
 void pace_moveh(object *ob);  
 void pace2_movev(object *ob);  
 void pace2_moveh(object *ob);  
 void rand_move(object *ob);  
 void check_earthwalls(object *op, mapstruct *m, int x, int y);  void check_earthwalls(object *op, mapstruct *m, int x, int y);
 void check_doors(object *op, mapstruct *m, int x, int y);  void check_doors(object *op, mapstruct *m, int x, int y);
 void communicate(object *op, const char *txt);  void communicate(object *op, const char *txt);
 int talk_to_npc(object *op, object *npc, const char *txt);  
 int talk_to_wall(object *pl, object *npc, const char *txt);  
 object *find_mon_throw_ob(object *op);  object *find_mon_throw_ob(object *op);
 int can_detect_enemy(object *op, object *enemy, rv_vector *rv);  int can_detect_enemy(object *op, object *enemy, rv_vector *rv);
 int stand_in_light(object *op);  int stand_in_light(object *op);
Line 478
 
Line 365
 int transfer_ob(object *op, int x, int y, int randomly, object *originator);  int transfer_ob(object *op, int x, int y, int randomly, object *originator);
 int teleport(object *teleporter, uint8 tele_type, object *user);  int teleport(object *teleporter, uint8 tele_type, object *user);
 void recursive_roll(object *op, int dir, object *pusher);  void recursive_roll(object *op, int dir, object *pusher);
 int try_fit(object *op, mapstruct *m, int x, int y);  
 int roll_ob(object *op, int dir, object *pusher);  
 int push_ob(object *who, int dir, object *pusher);  int push_ob(object *who, int dir, object *pusher);
 /* pets.c */  /* pets.c */
 object *get_pet_enemy(object *pet, rv_vector *rv);  object *get_pet_enemy(object *pet, rv_vector *rv);
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Line 372
 void remove_all_pets(mapstruct *map);  void remove_all_pets(mapstruct *map);
 void follow_owner(object *ob, object *owner);  void follow_owner(object *ob, object *owner);
 void pet_move(object *ob);  void pet_move(object *ob);
 object *fix_summon_pet(archetype *at, object *op, int dir, int is_golem);  
 void move_golem(object *op);  void move_golem(object *op);
 void control_golem(object *op, int dir);  void control_golem(object *op, int dir);
 int summon_golem(object *op, object *caster, int dir, object *spob);  int summon_golem(object *op, object *caster, int dir, object *spob);
 object *choose_cult_monster(object *pl, object *god, int summon_level);  
 int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg);  int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg);
 object *get_real_owner(object *ob);  
 int should_arena_attack(object *pet, object *owner, object *target);  int should_arena_attack(object *pet, object *owner, object *target);
 /* player.c */  /* player.c */
 player *find_player(const char *plname);  player *find_player(const char *plname);
Line 503
 
Line 385
 void send_news(const object *op);  void send_news(const object *op);
 int playername_ok(const char *cp);  int playername_ok(const char *cp);
 int add_player(socket_struct *ns);  int add_player(socket_struct *ns);
 archetype *get_player_archetype(archetype *at);  
 object *get_nearest_player(object *mon);  object *get_nearest_player(object *mon);
 int path_to_player(object *mon, object *pl, unsigned mindiff);  int path_to_player(object *mon, object *pl, unsigned mindiff);
 void give_initial_items(object *pl, treasurelist *items);  void give_initial_items(object *pl, treasurelist *items);
Line 519
 
Line 400
 int key_roll_stat(object *op, char key);  int key_roll_stat(object *op, char key);
 int key_change_class(object *op, char key);  int key_change_class(object *op, char key);
 int key_confirm_quit(object *op, char key);  int key_confirm_quit(object *op, char key);
 void flee_player(object *op);  
 int check_pick(object *op);  int check_pick(object *op);
 object *find_arrow(object *op, const char *type);  
 object *find_better_arrow(object *op, object *target, const char *type, int *better);  
 object *pick_arrow_target(object *op, const char *type, int dir);  
 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy);  int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy);
 int player_fire_bow(object *op, int dir);  
 void fire_misc_object(object *op, int dir);  
 void fire(object *op, int dir);  void fire(object *op, int dir);
 object *find_key(object *pl, object *container, object *door);  object *find_key(object *pl, object *container, object *door);
 void move_player_attack(object *op, int dir);  void move_player_attack(object *op, int dir);
 int move_player(object *op, int dir);  int move_player(object *op, int dir);
 int handle_newcs_player(object *op);  int handle_newcs_player(object *op);
 void remove_unpaid_objects(object *op, object *env);  
 void do_some_living(object *op);  void do_some_living(object *op);
 void kill_player(object *op);  void kill_player(object *op);
 void fix_weight(void);  void fix_weight(void);
Line 544
 
Line 418
 void do_hidden_move(object *op);  void do_hidden_move(object *op);
 int stand_near_hostile(object *who);  int stand_near_hostile(object *who);
 int player_can_view(object *pl, object *op);  int player_can_view(object *pl, object *op);
 int action_makes_visible(object *op);  
 int op_on_battleground(object *op, int *x, int *y);  int op_on_battleground(object *op, int *x, int *y);
 void dragon_ability_gain(object *who, int atnr, int level);  void dragon_ability_gain(object *who, int atnr, int level);
 void player_unready_range_ob(player *pl, object *ob);  void player_unready_range_ob(player *pl, object *ob);
Line 635
 
Line 508
 int initPlugins(void);  int initPlugins(void);
 /* resurrection.c */  /* resurrection.c */
 int cast_raise_dead_spell(object *op, object *caster, object *spell, int dir, const char *arg);  int cast_raise_dead_spell(object *op, object *caster, object *spell, int dir, const char *arg);
 int resurrection_fails(int levelcaster, int leveldead);  
 void dead_player(object *op);  void dead_player(object *op);
 void dead_character(const char *name);  
 int dead_player_exists(const char *name);  
 /* rune.c */  /* rune.c */
 int write_rune(object *op, object *caster, object *spell, int dir, const char *runename);  int write_rune(object *op, object *caster, object *spell, int dir, const char *runename);
 void move_rune(object *op);  void move_rune(object *op);
 void rune_attack(object *op, object *victim);  
 void spring_trap(object *trap, object *victim);  void spring_trap(object *trap, object *victim);
 int dispel_rune(object *op, object *caster, object *spell, object *skill, int dir);  int dispel_rune(object *op, object *caster, object *spell, object *skill, int dir);
 int trap_see(object *op, object *trap);  int trap_see(object *op, object *trap);
Line 650
 
Line 519
 int trap_disarm(object *disarmer, object *trap, int risk, object *skill);  int trap_disarm(object *disarmer, object *trap, int risk, object *skill);
 void trap_adjust(object *trap, int difficulty);  void trap_adjust(object *trap, int difficulty);
 /* shop.c */  /* shop.c */
   double shopkeeper_approval(const mapstruct *map, const object *player);
 uint64 query_cost(const object *tmp, object *who, int flag);  uint64 query_cost(const object *tmp, object *who, int flag);
 const char *query_cost_string(const object *tmp, object *who, int flag);  const char *query_cost_string(const object *tmp, object *who, int flag);
 uint64 query_money(const object *op);  uint64 query_money(const object *op);
Line 658
 
Line 528
 int can_pay(object *pl);  int can_pay(object *pl);
 int get_payment(object *pl, object *op);  int get_payment(object *pl, object *op);
 void sell_item(object *op, object *pl);  void sell_item(object *op, object *pl);
 double shopkeeper_approval(const mapstruct *map, const object *player);  
 int describe_shop(const object *op);  int describe_shop(const object *op);
 void shop_listing(object *op);  void shop_listing(object *op);
 /* skills.c */  /* skills.c */
Line 666
 
Line 535
 int pick_lock(object *pl, int dir, object *skill);  int pick_lock(object *pl, int dir, object *skill);
 int hide(object *op, object *skill);  int hide(object *op, object *skill);
 int jump(object *pl, int dir, object *skill);  int jump(object *pl, int dir, object *skill);
 int do_skill_ident2(object *tmp, object *pl, int obj_class, object *skill);  
 int skill_ident(object *pl, object *skill);  int skill_ident(object *pl, object *skill);
 int use_oratory(object *pl, int dir, object *skill);  int use_oratory(object *pl, int dir, object *skill);
 int singing(object *pl, int dir, object *skill);  int singing(object *pl, int dir, object *skill);
Line 689
 
Line 557
 void show_skills(object *op, const char *search);  void show_skills(object *op, const char *search);
 int use_skill(object *op, const char *string);  int use_skill(object *op, const char *string);
 int skill_attack(object *tmp, object *pl, int dir, const char *string, object *skill);  int skill_attack(object *tmp, object *pl, int dir, const char *string, object *skill);
 int attack_hth(object *pl, int dir, const char *string, object *skill);  
 int attack_melee_weapon(object *op, int dir, const char *string, object *skill);  
 /* spell_attack.c */  /* spell_attack.c */
 void check_spell_knockback(object *op);  
 void forklightning(object *op, object *tmp);  
 void move_bolt(object *op);  void move_bolt(object *op);
 int fire_bolt(object *op, object *caster, int dir, object *spob, object *skill);  int fire_bolt(object *op, object *caster, int dir, object *spob, object *skill);
 void explosion(object *op);  void explosion(object *op);
 void explode_bullet(object *op);  
 void check_bullet(object *op);  void check_bullet(object *op);
 void move_bullet(object *op);  void move_bullet(object *op);
 int fire_bullet(object *op, object *caster, int dir, object *spob);  int fire_bullet(object *op, object *caster, int dir, object *spob);
 void cone_drop(object *op);  
 void move_cone(object *op);  void move_cone(object *op);
 int cast_cone(object *op, object *caster, int dir, object *spell);  int cast_cone(object *op, object *caster, int dir, object *spell);
 void animate_bomb(object *op);  void animate_bomb(object *op);
 int create_bomb(object *op, object *caster, int dir, object *spell);  int create_bomb(object *op, object *caster, int dir, object *spell);
 object *get_pointed_target(object *op, int dir, int range, int type);  
 int cast_smite_spell(object *op, object *caster, int dir, object *spell);  int cast_smite_spell(object *op, object *caster, int dir, object *spell);
 void move_missile(object *op);  void move_missile(object *op);
 int make_object_glow(object *op, int radius, int time);  
 int cast_destruction(object *op, object *caster, object *spell_ob);  int cast_destruction(object *op, object *caster, object *spell_ob);
 int cast_curse(object *op, object *caster, object *spell_ob, int dir);  int cast_curse(object *op, object *caster, object *spell_ob, int dir);
 int mood_change(object *op, object *caster, object *spell);  int mood_change(object *op, object *caster, object *spell);
Line 721
 
Line 581
 /* spell_effect.c */  /* spell_effect.c */
 void cast_magic_storm(object *op, object *tmp, int lvl);  void cast_magic_storm(object *op, object *tmp, int lvl);
 int recharge(object *op, object *caster, object *spell_ob);  int recharge(object *op, object *caster, object *spell_ob);
 void polymorph_living(object *op);  
 void polymorph_melt(object *who, object *op);  
 void polymorph_item(object *who, object *op);  
 void polymorph(object *op, object *who);  void polymorph(object *op, object *who);
 int cast_polymorph(object *op, object *caster, object *spell_ob, int dir);  int cast_polymorph(object *op, object *caster, object *spell_ob, int dir);
 int cast_create_missile(object *op, object *caster, object *spell, int dir, const char *stringarg);  int cast_create_missile(object *op, object *caster, object *spell, int dir, const char *stringarg);
Line 761
 
Line 618
 void init_spells(void);  void init_spells(void);
 void dump_spells(void);  void dump_spells(void);
 void spell_effect(object *spob, int x, int y, mapstruct *map, object *originator);  void spell_effect(object *spob, int x, int y, mapstruct *map, object *originator);
 int min_casting_level(object *caster, object *spell);  
 int caster_level(object *caster, object *spell);  int caster_level(object *caster, object *spell);
 sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags);  sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags);
 int SP_level_dam_adjust(object *caster, object *spob);  int SP_level_dam_adjust(object *caster, object *spob);
Line 777
 
Line 633
 void drain_rod_charge(object *rod);  void drain_rod_charge(object *rod);
 object *find_target_for_friendly_spell(object *op, int dir);  object *find_target_for_friendly_spell(object *op, int dir);
 int spell_find_dir(mapstruct *m, int x, int y, object *exclude);  int spell_find_dir(mapstruct *m, int x, int y, object *exclude);
 void put_a_monster(object *op, const char *monstername);  
 int summon_hostile_monsters(object *op, int n, const char *monstername);  int summon_hostile_monsters(object *op, int n, const char *monstername);
 void shuffle_attack(object *op, int change_face);  void shuffle_attack(object *op, int change_face);
 void prayer_failure(object *op, int failure, int power);  
 void spell_failure(object *op, int failure, int power, object *skill);  void spell_failure(object *op, int failure, int power, object *skill);
 int cast_party_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg);  
 int cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg);  int cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg);
 void move_spell_effect(object *op);  void move_spell_effect(object *op);
 void check_spell_effect(object *op);  
 void apply_spell_effect(object *spell, object *victim);  void apply_spell_effect(object *spell, object *victim);
 /* swamp.c */  /* swamp.c */
 void walk_on_deep_swamp(object *op, object *victim);  void walk_on_deep_swamp(object *op, object *victim);
Line 794
 
Line 646
 void read_map_log(void);  void read_map_log(void);
 void swap_map(mapstruct *map);  void swap_map(mapstruct *map);
 void check_active_maps(void);  void check_active_maps(void);
 mapstruct *map_least_timeout(char *except_level);  
 void swap_below_max(char *except_level);  void swap_below_max(char *except_level);
 int players_on_map(mapstruct *m, int show_all);  int players_on_map(mapstruct *m, int show_all);
 void flush_old_maps(void);  void flush_old_maps(void);
 /* time.c */  /* time.c */
 void remove_door(object *op);  void remove_door(object *op);
 void remove_door2(object *op);  void remove_door2(object *op);
 void generate_monster_inv(object *gen);  
 void generate_monster_arch(object *gen);  
 void generate_monster(object *gen);  
 void remove_force(object *op);  
 void remove_blindness(object *op);  
 void poison_more(object *op);  
 void move_gate(object *op);  
 void move_timed_gate(object *op);  
 void move_detector(object *op);  
 void animate_trigger(object *op);  
 void move_hole(object *op);  
 object *stop_item(object *op);  object *stop_item(object *op);
 void fix_stopped_item(object *op, mapstruct *map, object *originator);  void fix_stopped_item(object *op, mapstruct *map, object *originator);
 object *fix_stopped_arrow(object *op);  object *fix_stopped_arrow(object *op);
Line 826
 
Line 666
 int process_object(object *op);  int process_object(object *op);
 /* timers.c */  /* timers.c */
 void cftimer_process_timers(void);  void cftimer_process_timers(void);
 void cftimer_process_event(object *ob);  
 int cftimer_create(int id, long delay, object *ob, int mode);  int cftimer_create(int id, long delay, object *ob, int mode);
 int cftimer_destroy(int id);  int cftimer_destroy(int id);
 int cftimer_find_free_id(void);  int cftimer_find_free_id(void);
Line 838
 
Line 677
 int worldmap_to_weathermap(int x, int y, int *wx, int *wy, mapstruct *m);  int worldmap_to_weathermap(int x, int y, int *wx, int *wy, mapstruct *m);
 int real_world_temperature(int x, int y, mapstruct *m);  int real_world_temperature(int x, int y, mapstruct *m);
 int similar_direction(int a, int b);  int similar_direction(int a, int b);
 /* main.c */  
 void version(object *op);  
 void info_keys(object *op);  
 void start_info(object *op);  
 char *crypt_string(char *str, char *salt);  
 int check_password(char *typed, char *crypted);  
 void enter_player_savebed(object *op);  
 void leave_map(object *op);  
 void set_map_timeout(mapstruct *oldmap);  
 char *clean_path(const char *file);  
 char *unclean_path(const char *src);  
 void enter_exit(object *op, object *exit_ob);  
 void process_active_maps(void);  
 void process_players1(mapstruct *map);  
 void process_players2(mapstruct *map);  
 void process_events(mapstruct *map);  
 void clean_tmp_files(void);  
 void cleanup(void);  
 void leave(player *pl, int draw_exit);  
 int forbid_play(void);  
 void do_specials(void);  
 int main(int argc, char **argv);  


Legend:
line(s) removed in v.1.168 
line(s) changed
 line(s) added in v.1.169

File made using version 1.98 of cvs2html by leaf at 2011-07-21 19:29