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root |
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elmex |
1.1 |
/* |
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* static char *rcsid_standalone_c = |
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root |
1.3 |
* "$Id: standalone.C,v 1.2 2006-08-29 08:01:36 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#define LO_NEWFILE 2 |
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/* the main routine for making a standalone version. */ |
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#include <time.h> |
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#include <stdio.h> |
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#include <global.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <rproto.h> |
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root |
1.3 |
int |
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main (int argc, char *argv[]) |
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{ |
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char InFileName[1024], OutFileName[1024]; |
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elmex |
1.1 |
mapstruct *newMap; |
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RMParms rp; |
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FILE *fp; |
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if (argc < 3) |
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{ |
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printf ("\nUsage: %s inputfile outputfile\n", argv[0]); |
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exit (0); |
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} |
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strcpy (InFileName, argv[1]); |
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strcpy (OutFileName, argv[2]); |
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init_globals (); |
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init_library (); |
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init_archetypes (); |
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init_artifacts (); |
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init_formulae (); |
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init_readable (); |
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init_gods (); |
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memset (&rp, 0, sizeof (RMParms)); |
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rp.Xsize = -1; |
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rp.Ysize = -1; |
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if ((fp = fopen (InFileName, "r")) == NULL) |
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{ |
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fprintf (stderr, "\nError: can not open %s\n", InFileName); |
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exit (1); |
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} |
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load_parameters (fp, LO_NEWFILE, &rp); |
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fclose (fp); |
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newMap = generate_random_map (OutFileName, &rp); |
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new_save_map (newMap, 1); |
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exit (0); |
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1.1 |
} |
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1.3 |
void |
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set_map_timeout (mapstruct *) |
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{ |
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} /* doesn't need to do anything */ |
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#include <global.h> |
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/* some plagarized code from apply.c--I needed just these two functions |
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without all the rest of the junk, so.... */ |
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1.3 |
int |
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auto_apply (object *op) |
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{ |
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object *tmp = NULL; |
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int i; |
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switch (op->type) |
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{ |
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case SHOP_FLOOR: |
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if (!HAS_RANDOM_ITEMS (op)) |
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return 0; |
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do |
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{ |
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i = 10; /* let's give it 10 tries */ |
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while ((tmp = generate_treasure (op->randomitems, op->stats.exp ? op->stats.exp : 5)) == NULL && --i); |
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if (tmp == NULL) |
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return 0; |
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if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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{ |
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free_object (tmp); |
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tmp = NULL; |
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} |
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} |
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while (!tmp); |
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tmp->x = op->x, tmp->y = op->y; |
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SET_FLAG (tmp, FLAG_UNPAID); |
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insert_ob_in_map (tmp, op->map, NULL, 0); |
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CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
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identify (tmp); |
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break; |
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case TREASURE: |
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if (HAS_RANDOM_ITEMS (op)) |
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while ((op->stats.hp--) > 0) |
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create_treasure (op->randomitems, op, GT_ENVIRONMENT, |
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op->stats.exp ? op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
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remove_ob (op); |
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free_object (op); |
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break; |
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} |
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elmex |
1.1 |
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return tmp ? 1 : 0; |
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} |
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/* fix_auto_apply goes through the entire map (only the first time |
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* when an original map is loaded) and performs special actions for |
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* certain objects (most initialization of chests and creation of |
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* treasures and stuff). Calls auto_apply if appropriate. |
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*/ |
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root |
1.3 |
void |
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fix_auto_apply (mapstruct *m) |
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{ |
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object *tmp, *above = NULL; |
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int x, y; |
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for (x = 0; x < MAP_WIDTH (m); x++) |
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for (y = 0; y < MAP_HEIGHT (m); y++) |
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for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) |
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{ |
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above = tmp->above; |
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if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
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auto_apply (tmp); |
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else if (tmp->type == TREASURE) |
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{ |
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if (HAS_RANDOM_ITEMS (tmp)) |
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while ((tmp->stats.hp--) > 0) |
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create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
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} |
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if (tmp && tmp->arch && tmp->type != PLAYER && tmp->type != TREASURE && tmp->randomitems) |
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{ |
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if (tmp->type == CONTAINER) |
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{ |
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if (HAS_RANDOM_ITEMS (tmp)) |
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while ((tmp->stats.hp--) > 0) |
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create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
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} |
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else if (HAS_RANDOM_ITEMS (tmp)) |
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create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
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} |
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elmex |
1.1 |
} |
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root |
1.3 |
for (x = 0; x < MAP_WIDTH (m); x++) |
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for (y = 0; y < MAP_HEIGHT (m); y++) |
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for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
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if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
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check_trigger (tmp, tmp->above); |
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elmex |
1.1 |
} |
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/** |
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* Those are dummy functions defined to resolve all symboles. |
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* Added as part of glue cleaning. |
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* Ryo 2005-07-15 |
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**/ |
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root |
1.3 |
void |
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new_draw_info (int a, int b, const object *ob, const char *txt) |
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{ |
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fprintf (logfile, "%s\n", txt); |
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} |
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void |
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new_info_map (int color, mapstruct *map, const char *str) |
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{ |
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fprintf (logfile, "new_info_map: %s\n", str); |
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} |
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void |
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move_teleporter (object *ob) |
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{ |
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} |
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void |
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move_firewall (object *ob) |
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{ |
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} |
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void |
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move_duplicator (object *ob) |
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{ |
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} |
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void |
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move_marker (object *ob) |
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{ |
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} |
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void |
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move_creator (object *ob) |
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{ |
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} |
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void |
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emergency_save (int x) |
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{ |
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} |
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void |
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clean_tmp_files (void) |
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{ |
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} |
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void |
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esrv_send_item (object *ob, object *obx) |
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{ |
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} |
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void |
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dragon_ability_gain (object *ob, int x, int y) |
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{ |
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} |
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void |
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weather_effect (const char *c) |
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{ |
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} |
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void |
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set_darkness_map (mapstruct *m) |
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{ |
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} |
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void |
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move_apply (object *ob, object *obt, object *obx) |
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{ |
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} |
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object * |
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find_skill_by_number (object *ob, int x) |
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{ |
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return NULL; |
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} |
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void |
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esrv_del_item (player *pl, int tag) |
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{ |
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} |
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void |
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esrv_update_spells (player *pl) |
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{ |
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} |
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void |
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monster_check_apply (object *ob, object *obt) |
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{ |
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} |
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void |
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trap_adjust (object *ob, int x) |
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{ |
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} |