/* ************************************************************************ * File: handler.h Part of CircleMUD * * Usage: header file: prototypes of handling and utility functions * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ /* handling the affected-structures */ void affect_total(struct char_data *ch); void affect_modify(struct char_data *ch, byte loc, sbyte mod, bitvector_t bitv, bool add); void affect_to_char(struct char_data *ch, struct affected_type *af); void affect_remove(struct char_data *ch, struct affected_type *af); void affect_from_char(struct char_data *ch, int type); bool affected_by_spell(struct char_data *ch, int type); void affect_join(struct char_data *ch, struct affected_type *af, bool add_dur, bool avg_dur, bool add_mod, bool avg_mod); /* utility */ const char *money_desc(int amount); struct obj_data *create_money(int amount); int isname(const char *str, const char *namelist); char *fname(const char *namelist); int get_number(char **name); /* ******** objects *********** */ void obj_to_char(struct obj_data *object, struct char_data *ch); void obj_from_char(struct obj_data *object); void equip_char(struct char_data *ch, struct obj_data *obj, int pos); struct obj_data *unequip_char(struct char_data *ch, int pos); int invalid_align(struct char_data *ch, struct obj_data *obj); struct obj_data *get_obj_in_list(char *name, struct obj_data *list); struct obj_data *get_obj_in_list_num(int num, struct obj_data *list); struct obj_data *get_obj(char *name); struct obj_data *get_obj_num(obj_rnum nr); void obj_to_room(struct obj_data *object, room_rnum room); void obj_from_room(struct obj_data *object); void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to); void obj_from_obj(struct obj_data *obj); void object_list_new_owner(struct obj_data *list, struct char_data *ch); void extract_obj(struct obj_data *obj); /* ******* characters ********* */ struct char_data *get_char_room(char *name, int *number, room_rnum room); struct char_data *get_char_num(mob_rnum nr); void char_from_room(struct char_data *ch); void char_to_room(struct char_data *ch, room_rnum room); void extract_char(struct char_data *ch); void extract_pending_chars(void); /* find if character can see */ struct char_data *get_player_vis(struct char_data *ch, char *name, int *number, int inroom); struct char_data *get_char_vis(struct char_data *ch, char *name, int *number, int where); struct char_data *get_char_room_vis(struct char_data *ch, char *name, int *number); struct char_data *get_char_world_vis(struct char_data *ch, char *name, int *number); struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name, int *number, struct obj_data *list); struct obj_data *get_obj_vis(struct char_data *ch, char *name, int *number); struct obj_data *get_object_in_equip_vis(struct char_data *ch, char *arg, struct obj_data *equipment[], int *j); /* find all dots */ int find_all_dots(char *arg); #define FIND_INDIV 0 #define FIND_ALL 1 #define FIND_ALLDOT 2 /* Generic Find */ int generic_find(char *arg, bitvector_t bitvector, struct char_data *ch, struct char_data **tar_ch, struct obj_data **tar_obj); #define FIND_CHAR_ROOM (1 << 0) #define FIND_CHAR_WORLD (1 << 1) #define FIND_OBJ_INV (1 << 2) #define FIND_OBJ_ROOM (1 << 3) #define FIND_OBJ_WORLD (1 << 4) #define FIND_OBJ_EQUIP (1 << 5) /* prototypes from crash save system */ int Crash_get_filename(char *orig_name, char *filename); int Crash_delete_file(char *name); int Crash_delete_crashfile(struct char_data *ch); int Crash_clean_file(char *name); void Crash_listrent(struct char_data *ch, char *name); int Crash_load(struct char_data *ch); void Crash_crashsave(struct char_data *ch); void Crash_idlesave(struct char_data *ch); void Crash_save_all(void); /* prototypes from fight.c */ void set_fighting(struct char_data *ch, struct char_data *victim); void stop_fighting(struct char_data *ch); void stop_follower(struct char_data *ch); void hit(struct char_data *ch, struct char_data *victim, int type); void forget(struct char_data *ch, struct char_data *victim); void remember(struct char_data *ch, struct char_data *victim); int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype); int skill_message(int dam, struct char_data *ch, struct char_data *vict, int attacktype);