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 */ |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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 */ |
| | |
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); |
| | |
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); |
| | |
/* 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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); |
| | |
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); | | |