--- deliantra/server/include/libproto.h 2007/05/17 14:14:55 1.48
+++ deliantra/server/include/libproto.h 2008/04/21 23:35:24 1.58
@@ -1,3 +1,29 @@
+/*
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development 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 LIBPROTO_H_
+#define LIBPROTO_H_
+
/* anim.c */
extern void free_all_anim();
extern void init_anim();
@@ -124,7 +150,7 @@
extern int did_make_save(const object *op, int level, int bonus);
/* los.c */
extern void init_block();
-extern void clear_los(object *op);
+extern void clear_los(player *pl);
extern int has_carried_lights(const object *op);
extern void update_los(object *op);
extern void update_all_map_los(maptile *map);
@@ -134,12 +160,9 @@
extern void make_sure_not_seen(const object *op);
/* map.c */
extern const char *create_pathname (const char *name);
-extern int check_path(const char *name, int prepend_dir);
extern int blocked_link(object *ob, maptile *m, int sx, int sy);
extern void fix_container(object *container);
/* object.c */
-extern signed long sum_weight(object *op);
-extern object *object_get_env_recursive(object *op);
extern char *dump_object(object *op);
extern void dump_me(object *op, char *outstr);
extern object *get_nearest_part(object *op, const object *pl);
@@ -148,14 +171,10 @@
extern void free_all_object_data();
extern void update_turn_face(object *op);
extern void update_object(object *op, int action);
-extern void sub_weight(object *op, signed long weight);
extern object *merge_ob(object *op, object *top);
extern object *insert_ob_in_map_at(object *op, maptile *m, object *originator, int flag, int x, int y);
extern object *insert_ob_in_map(object *op, maptile *m, object *originator, int flag);
extern void replace_insert_ob_in_map(const char *arch_string, object *op);
-extern object *get_split_ob(object *orig_ob, uint32 nr);
-extern object *decrease_ob_nr(object *op, uint32 i);
-extern void add_weight(object *op, signed long weight);
extern object *insert_ob_in_ob(object *op, object *where);
extern int check_move_on(object *op, object *originator);
extern object *present_arch(const archetype *at, maptile *m, int x, int y);
@@ -256,7 +275,6 @@
extern void print_tod(object *op);
extern void time_info(object *op);
/* treasure.c */
-extern void init_archetype_pointers();
extern bool load_treasure_file(const char *filename);
extern object *generate_treasure(treasurelist *t, int difficulty);
extern int level_for_item(const object *op, int difficulty);
@@ -296,3 +314,40 @@
extern int set_variable(object *op, char *buf);
extern void init_vars();
extern char *get_ob_diff(object *op, object *op2);
+
+/* former 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
+