/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ #ifndef FUNCPOINT_H #define FUNCPOINT_H /* * These function-pointers are defined in common/glue.c * The functions used to set and initialise them are also there. * * Massive change. Those functions are just defined, no callback, and they should be implemented. * This means glue.c code & such can go away almost entirely. * Ryo 2005-07-15 */ extern void move_apply(object *, object *, object *); extern void draw_info(int, int, object *, const char *); extern void clean_tmp_files(void); extern void fix_auto_apply(maptile *); extern void init_blocksview_players(void); extern void monster_check_apply(object *, object *); extern void process_active_maps(void); extern void remove_friendly_object(object *); extern void update_buttons(maptile *); extern void move_teleporter(object *); extern void move_firewall(object *); extern void move_creator(object *); extern void move_marker(object *); extern void move_duplicator(object *); extern void trap_adjust(object *, int); extern void esrv_send_item(object *, object *); extern void esrv_del_item(player *, int); extern void esrv_update_item(int, object *, object *); extern void esrv_update_spells(player *); extern void set_darkness_map(maptile *m); extern void dragon_ability_gain(object *, int, int); extern void weather_effect(const char *); extern object * find_skill_by_number(object *, int); #endif