/*
* 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