/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
*
* 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
*/
/* alchemy.c */
int need_identify (const object *obj);
int apply_shop_mat (object *shop_mat, object *op);
const char *cost_string_from_value (sint64 cost, int approx);
void pay_player (object *pl, sint64 amount);
sint64 pay_player_arch (object *pl, const char *arch, sint64 amount);
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 */
int transport_can_hold (const object *transport, const object *op, int nrof);
int apply_transport (object *pl, object *transport, int aflag);
int should_director_abort (object *op, object *victim);
int apply_potion (object *op, object *tmp);
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 apply_container (object *op, object *sack);
int esrv_apply_container (object *op, object *sack);
void move_apply (object *trap, object *victim, object *originator);
void do_learn_spell (object *op, object *spell, int special_prayer);
void do_forget_spell (object *op, const char *spell);
void apply_scroll (object *op, object *tmp, int dir);
int dragon_eat_flesh (object *op, object *meal);
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 player_apply (object *pl, object *op, int aflag, int quiet);
void player_apply_below (object *pl);
int unapply_for_ob (object *who, object *op, int aflags);
int can_apply_object (object *who, object *op);
int apply_special (object *who, object *op, int aflags);
int monster_apply_special (object *who, object *op, int aflags);
int auto_apply (object *op);
void fix_auto_apply (maptile *m);
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_item_transformer (object *pl, object *transformer);
extern void handle_apply_yield (object *op);
/* 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);
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);
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 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 blind_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);
/* build_map.c */
int can_build_over (struct mapdef *map, object *tmp, short x, short y);
void remove_marking_runes (struct mapdef *map, short x, short y);
int find_unused_connected_value (struct mapdef *map);
int find_or_create_connection_for_map (object *pl, short x, short y, object *rune);
object *get_connection_rune (object *pl, short x, short y);
object *get_msg_book (object *pl, short x, short y);
object *get_wall (struct mapdef *map, int x, int y);
void fix_walls (maptile *map, int x, int y);
void fix_walls_around (maptile *map, int x, int y);
void apply_builder_floor (object *pl, object *material, short x, short y);
void apply_builder_wall (object *pl, object *material, short x, short y);
void apply_builder_item (object *pl, object *item, short x, short y);
void apply_builder_remove (object *pl, int dir);
void apply_map_builder (object *pl, int dir);
int adjust_sign_msg (object *pl, short x, short y, object *tmp);
/* c_misc.c */
int command_motd (object *op, char *params);
int command_bug (object *op, char *params);
void malloc_info (object *op);
int command_whereabouts (object *op, char *params);
int command_malloc (object *op, char *params);
int command_maps (object *op, char *params);
int command_strings (object *op, char *params);
int command_sstable (object *op, char *params);
int command_time (object *op, char *params);
int command_weather (object *op, char *params);
int command_archs (object *op, char *params);
int command_hiscore (object *op, char *params);
int command_debug (object *op, char *params);
int command_dumpbelow (object *op, char *params);
int command_dumpfriendlyobjects (object *op, char *params);
int command_wizpass (object *op, char *params);
int command_wizcast (object *op, char *params);
int command_printlos (object *op, char *params);
int command_version (object *op, char *params);
void bug_report (const char *reportstring);
int command_statistics (object *pl, char *params);
int command_fix_me (object *op, char *params);
int command_players (object *op, char *paramss);
int command_bowmode (object *op, char *params);
int command_showpets (object *op, char *params);
int command_resistances (object *op, char *params);
int command_help (object *op, char *params);
int onoff_value (const char *line);
int command_quit (object *op, char *params);
int command_real_quit (object *op, char *params);
void receive_player_name (object *op, char k);
void receive_player_password (object *op, char k);
int command_title (object *op, char *params);
int command_kill_pets (object *op, char *params);
int command_quests (object *pl, char *params);
/* c_move.c */
int command_east (object *op, char *params);
int command_north (object *op, char *params);
int command_northeast (object *op, char *params);
int command_northwest (object *op, char *params);
int command_south (object *op, char *params);
int command_southeast (object *op, char *params);
int command_southwest (object *op, char *params);
int command_west (object *op, char *params);
int command_stay (object *op, char *params);
/* c_new.c */
void execute_newserver_command (object *pl, char *command);
int bad_command (object *op, char *params);
/* c_object.c */
object *find_best_object_match (object *pl, const char *params);
int command_build (object *pl, char *params);
int command_uskill (object *pl, char *params);
int command_rskill (object *pl, char *params);
int command_search (object *op, char *params);
int command_disarm (object *op, char *params);
int command_throw (object *op, char *params);
int command_apply (object *op, char *params);
int sack_can_hold (object *pl, object *sack, object *op, uint32 nrof);
void pick_up (object *op, object *alt);
int command_take (object *op, char *params);
void put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof);
void drop_object (object *op, object *tmp, uint32 nrof);
void drop_object (object *dropper, object *obj);
void drop (object *op, object *tmp);
int command_dropall (object *op, char *params);
int command_drop (object *op, char *params);
int command_examine (object *op, char *params);
object *find_marked_object (object *op);
void examine_monster (object *op, object *tmp);
const char *long_desc (object *tmp, object *pl);
void examine (object *op, object *tmp);
int command_pickup (object *op, char *params);
void set_pickup_mode (object *op, int i);
int command_search_items (object *op, char *params);
int command_rename_item (object *op, char *params);
/* c_party.c */
partylist *get_firstparty (void);
void remove_party (partylist *target_party);
void obsolete_parties (void);
void add_kill_to_party (partylist *party, const char *killer, const char *dead, long exp);
int confirm_party_password (object *op);
void receive_party_password (object *op, char k);
void send_party_message (object *op, const char *msg);
int command_gsay (object *op, char *params);
int command_party (object *op, char *params);
/* c_range.c */
int command_invoke (object *op, char *params);
int command_cast (object *op, char *params);
int command_prepare (object *op, char *params);
int command_cast_spell (object *op, char *params, char command);
int legal_range (object *op, int r);
void change_spell (object *op, char k);
int command_rotateshoottype (object *op, char *params);
/* c_wiz.c */
int command_loadtest (object *op, char *params);
void do_wizard_hide (object *op, int silent_dm);
int command_hide (object *op, char *params);
int command_setgod (object *op, char *params);
int command_banish (object *op, char *params);
int command_save_overlay (object *op, char *params);
int command_freeze (object *op, char *params);
int command_arrest (object *op, char *params);
int command_summon (object *op, char *params);
int command_teleport (object *op, char *params);
int command_create (object *op, char *params);
int command_inventory (object *op, char *params);
int command_skills (object *op, char *params);
int command_dump (object *op, char *params);
int command_patch (object *op, char *params);
int command_remove (object *op, char *params);
int command_free (object *op, char *params);
int command_addexp (object *op, char *params);
int command_speed (object *op, char *params);
int command_stats (object *op, char *params);
int command_abil (object *op, char *params);
int command_reset (object *op, char *params);
int command_nowiz (object *op, char *params);
int do_wizard_dm (object *op, char *params, int silent);
int command_dm (object *op, char *params);
int command_invisible (object *op, char *params);
int command_learn_spell (object *op, char *params);
int command_learn_special_prayer (object *op, char *params);
int command_forget_spell (object *op, char *params);
int command_dmhide (object *op, char *params);
void dm_stack_pop (player *pl);
object *dm_stack_peek (player *pl);
void dm_stack_push (player *pl, tag_t item);
object *get_dm_object (player *pl, char **params, int *from);
int command_stack_pop (object *op, char *params);
int command_stack_push (object *op, char *params);
int command_stack_list (object *op, char *params);
int command_stack_clear (object *op, char *params);
int command_diff (object *op, char *params);
int command_insert_into (object *op, char *params);
/* commands.c */
void init_commands (void);
CommFunc find_oldsocket_command (char *cmd);
CommFunc find_oldsocket_command2 (char *cmd);
/* daemon.c */
FILE *BecomeDaemon (const char *filename);
/* disease.c */
int move_disease (object *disease);
int infect_object (object *victim, object *disease, int force);
int move_symptom (object *symptom);
int check_physically_infect (object *victim, object *hitter);
int cure_disease (object *sufferer, object *caster, object *spell);
/* egoitem.c */
int create_artifact (object *op, const char *artifactname);
int apply_power_crystal (object *op, object *crystal);
/* hiscore.c */
char *spool (char *bp, char *error);
void check_score (object *op);
void display_high_score (object *op, int max, const char *match);
/* gods.c */
int lookup_god_by_name (const char *name);
object *find_god (const char *name);
const char *determine_god (object *op);
void pray_at_altar (object *pl, object *altar, object *skill);
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);
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);
/* init.c */
void load_settings (void);
void load_materials (void);
void init (int argc, char **argv);
void usage (void);
void help (void);
void init_beforeplay (void);
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);
/* login.c */
void delete_character (const char *name);
int verify_player (const char *name, char *password);
int check_name (player *me, const char *name);
int create_savedir_if_needed (char *savedir);
void copy_file (const char *filename, FILE *fpout);
/* main.c */
void server_tick ();
void version (object *op);
void info_keys (object *op);
char *crypt_string (char *str, char *salt);
void enter_player_savebed (object *op);
void leave_map (object *op);
void set_map_timeout (maptile *oldmap);
char *clean_path (const char *file);
char *unclean_path (const char *src);
void enter_exit (object *op, object *exit_ob);
void process_events ();
void clean_tmp_files (void);
void leave (player *pl,int draw_exit);
void do_specials (void);
int main (int argc, char **argv);
/* monster.c */
object *check_enemy (object *npc, rv_vector *rv);
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 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 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, maptile *m, int x, int y);
void check_doors (object *op, maptile *m, int x, int y);
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);
int can_detect_enemy (object *op, object *enemy, rv_vector *rv);
int stand_in_light (object *op);
int can_see_enemy (object *op, object *enemy);
/* move.c */
int move_object (object *op, int dir);
int move_ob (object *op, int dir, object *originator);
int transfer_ob (object *op, int x, int y, int randomly, object *originator);
int teleport (object *teleporter, uint8 tele_type, object *user);
void recursive_roll (object *op, int dir, object *pusher);
int try_fit (object *op, maptile *m, int x, int y);
int roll_ob (object *op, int dir, object *pusher);
int push_ob (object *who, int dir, object *pusher);
/* pets.c */
object *get_pet_enemy (object *pet, rv_vector *rv);
void terminate_all_pets (object *owner);
void remove_all_pets (maptile *map);
int follow_owner (object *ob, object *owner);
void pet_move (object *ob);
object *fix_summon_pet (archetype *at, object *op, int dir, int is_golem);
void move_golem (object *op);
void control_golem (object *op, int dir);
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);
object *get_real_owner (object *ob);
int should_arena_attack (object *pet, object *owner, object *target);
/* player.c */
player *find_player (const char *plname);
player *find_player_partial_name (const char *plname);
void display_motd (const object *op);
void send_rules (const object *op);
void send_news (const object *op);
int playername_ok (const char *cp);
archetype *get_player_archetype (archetype *at);
object *get_nearest_player (object *mon);
int path_to_player (object *mon, object *pl, unsigned mindiff);
void give_initial_items (object *pl, treasurelist *items);
void get_name (object *op);
void get_password (object *op);
void play_again (object *op);
int receive_play_again (object *op, char key);
void confirm_password (object *op);
void get_party_password (object *op, partylist *party);
void Roll_Again (object *op);
void Swap_Stat (object *op, int Swap_Second);
int key_roll_stat (object *op, char key);
int key_change_class (object *op, char key);
int key_confirm_quit (object *op, char key);
void flee_player (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 player_fire_bow (object *op, int dir);
void fire_misc_object (object *op, int dir);
bool fire (object *op, int dir);
object *find_key (object *pl, object *container, object *door);
bool move_player_attack (object *op, int dir);
bool move_player (object *op, int dir);
bool handle_newcs_player (object *op);
int save_life (object *op);
const char *gravestone_text (object *op);
void do_some_living (object *op);
void kill_player (object *op);
void loot_object (object *op);
void fix_weight (void);
void fix_luck (void);
void cast_dust (object *op, object *throw_ob, int dir);
void make_visible (object *op);
int is_true_undead (object *op);
int hideability (object *ob);
void do_hidden_move (object *op);
int stand_near_hostile (object *who);
int player_can_view (object *pl, object *op);
int action_makes_visible (object *op);
int op_on_battleground (object *op, int *x, int *y);
void dragon_ability_gain (object *who, int atnr, int level);
void player_unready_range_ob (player *pl, object *ob);
/* resurrection.c */
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_character (const char *name);
int dead_player_exists (const char *name);
/* rune.c */
int write_rune (object *op, object *caster, object *spell, int dir, const char *runename);
void move_rune (object *op);
void rune_attack (object *op, object *victim);
void spring_trap (object *trap, object *victim);
int dispel_rune (object *op, object *caster, object *spell, object *skill, int dir);
int trap_see (object *op, object *trap);
int trap_show (object *trap, object *where);
int trap_disarm (object *disarmer, object *trap, int risk, object *skill);
void trap_adjust (object *trap, int difficulty);
/* shop.c */
int get_payment (object *pl);
sint64 query_cost (const object *tmp, object *who, int flag);
const char *query_cost_string (const object *tmp, object *who, int flag);
sint64 query_money (const object *op);
int pay_for_amount (sint64 to_pay, object *pl);
int pay_for_item (object *op, object *pl);
int can_pay (object *pl);
bool sell_item (object *op, object *pl);
double shopkeeper_approval (const maptile *map, const object *player);
int describe_shop (const object *op);
void shop_listing (object *sign, object *op);
bool is_in_shop (object *o);
bool is_in_shop (maptile *map, int x, int y);
/* skills.c */
int steal (object *op, int dir, object *skill);
int pick_lock (object *pl, int dir, object *skill);
int hide (object *op, 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 use_oratory (object *pl, int dir, object *skill);
int singing (object *pl, int dir, object *skill);
int find_traps (object *pl, object *skill);
int remove_trap (object *op, int dir, object *skill);
int pray (object *pl, object *skill);
void meditate (object *pl, object *skill);
int write_on_item (object *pl, const char *params, object *skill);
int skill_throw (object *op, object *part, int dir, const char *params, object *skill);
/* skill_util.c */
void init_skills (void);
void link_player_skills (object *op);
int do_skill (object *op, object *part, object *skill, int dir, const char *string);
int calc_skill_exp (object *who, object *op, object *skill);
int learn_skill (object *pl, object *scroll);
void show_skills (object *op, const char *search);
int use_skill (object *op, const char *string);
int skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill);
/* spell_attack.c */
void check_spell_knockback (object *op);
void forklightning (object *op, object *tmp);
void move_bolt (object *op);
int fire_bolt (object *op, object *caster, int dir, object *spob, object *skill);
void explosion (object *op);
void explode_bullet (object *op);
void check_bullet (object *op);
void move_bullet (object *op);
int fire_bullet (object *op, object *caster, int dir, object *spob);
void cone_drop (object *op);
void move_cone (object *op);
int cast_cone (object *op, object *caster, int dir, object *spell);
void animate_bomb (object *op);
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);
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_curse (object *op, object *caster, object *spell_ob, int dir);
int mood_change (object *op, object *caster, object *spell);
void move_ball_spell (object *op);
void move_swarm_spell (object *op);
int fire_swarm (object *op, object *caster, object *spell, int dir);
int cast_light (object *op, object *caster, object *spell, int dir);
int cast_cause_disease (object *op, object *caster, object *spell, int dir);
/* spell_effect.c */
void cast_magic_storm (object *op, object *tmp, int lvl);
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);
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_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg);
int probe (object *op, object *caster, object *spell_ob, int dir);
int makes_invisible_to (object *pl, object *mon);
int cast_invisible (object *op, object *caster, object *spell_ob);
int cast_earth_to_dust (object *op, object *caster, object *spell_ob);
void execute_word_of_recall (object *op);
int cast_word_of_recall (object *op, object *caster, object *spell_ob);
int cast_wonder (object *op, object *caster, int dir, object *spell_ob);
int perceive_self (object *op);
int magic_wall (object *op, object *caster, int dir, object *spell_ob);
int dimension_door (object *op, object *caster, object *spob, int dir);
int cast_heal (object *op, object *caster, object *spell, int dir);
int cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent);
int cast_bless (object *op, object *caster, object *spell_ob, int dir);
int alchemy (object *op, object *caster, object *spell_ob);
int remove_curse (object *op, object *caster, object *spell);
int cast_identify (object *op, object *caster, object *spell);
int cast_detection (object *op, object *caster, object *spell, object *skill);
int cast_transfer (object *op, object *caster, object *spell, int dir);
void counterspell (object *op, int dir);
int cast_consecrate (object *op, object *caster, object *spell);
int animate_weapon (object *op, object *caster, object *spell, int dir);
int cast_change_map_lightlevel (object *op, object *caster, object *spell);
int create_aura (object *op, object *caster, object *spell);
void move_aura (object *aura);
void move_peacemaker (object *op);
int write_mark (object *op, object *spell, const char *msg);
/* spell_util.c */
object *find_random_spell_in_ob (object *ob, const char *skill);
void set_spell_skill (object *op, object *caster, object *spob, object *dest);
void spell_effect (object *spob, int x, int y, maptile *map, object *originator);
int min_casting_level (object *caster, object *spell);
int casting_level (object *caster, object *spell);
sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
int SP_level_dam_adjust (object *caster, object *spob);
int SP_level_duration_adjust (object *caster, object *spob);
int SP_level_range_adjust (object *caster, object *spob);
object *check_spell_known (object *op, const char *name);
object *lookup_spell_by_name (object *op, const char *spname);
int reflwall (maptile *m, int x, int y, object *sp_op);
int cast_create_obj (object *op, object *caster, object *new_op, int dir);
int ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop);
int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell);
void regenerate_rod (object *rod);
void drain_rod_charge (object *rod);
object *find_target_for_friendly_spell (object *op, int dir);
int spell_find_dir (maptile *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);
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);
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);
void move_spell_effect (object *op);
void check_spell_effect (object *op);
void apply_spell_effect (object *spell, object *victim);
/* swamp.c */
void walk_on_deep_swamp (object *op, object *victim);
void move_deep_swamp (object *op);
/* swap.c */
void read_map_log (void);
void swap_map (maptile *map);
void check_active_maps (void);
maptile *map_least_timeout (char *except_level);
void swap_below_max (char *except_level);
int players_on_map (maptile *m, int show_all);
void flush_old_maps (void);
/* time.c */
void remove_door (object *op);
void remove_door2 (object *op);
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);
void fix_stopped_item (object *op, maptile *map, object *originator);
object *fix_stopped_arrow (object *op);
void move_arrow (object *op);
void change_object (object *op);
void move_teleporter (object *op);
void move_player_changer (object *op);
void move_firewall (object *op);
void move_player_mover (object *op);
void move_duplicator (object *op);
void move_creator (object *creator);
void move_marker (object *op);
void process_object (object *op);
/* weather.c */
void set_darkness_map (maptile *m);
void adjust_daylight (void);