1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359
|
#ifndef _SPECIAL_FUNC_H
#define _SPECIAL_FUNC_H
#include "specials.h"
#include "code.h"
#include "individual.h"
#include "linkedlist.h"
#include "config.h"
/****************************
* communications functions
****************************/
params *send_actor(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_all_room(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_all_room_except(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_room_except_dual(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_obj_room(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_to_room(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_to(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_holder(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *tell_ind(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_all_except(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *send_all(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************************
* flow control functions
****************************************/
params *goto_spec(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *goto_if_eq(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *goto_if_neq(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *goto_if_less(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *ret_inv_crit(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *force_termination(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *force_failure(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *force_success(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************************
* comparison functions
****************************************/
params *is_string_eq(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* functions for all objects
****************************/
params *set(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_brief(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_examine(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *destroy_this_obj(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get_parent_name(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *is_individual(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *clone_object(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *spec_add_status(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *remove_status(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *has_status(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *move_object(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *object_exists(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *attach_special(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *detach_special(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* item functions
****************************/
params *is_itemflag_set(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_itemflag(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *clr_itemflag(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *light_all_room(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* individual functions
****************************/
params *ambush_individual(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *damage_individual(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *damage_all_room(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *fight_player(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *is_indflag_set(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_indflag(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *clr_indflag(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *ind_holds(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *ind_wears(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *is_a_corpse(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* player functions
****************************/
params *trans_actor(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *add_ability(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *remove_ability(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *has_ability(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *boot_off(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *award_quest(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *advance_experience(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *push_prompt(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *pop_prompt(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *start_busy(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *end_busy(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* functions for mergers
****************************/
params *decrement_number_of(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *increment_number_of(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get_number_of(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* functions for doors
****************************/
params *set_door_state(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get_door_state(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/****************************
* functions for locations
****************************/
params *get_loc_by_dir(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *display_loc(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *display_objects(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/**********************************
* Functions to read and manipulate
* specials attributes
**********************************/
params *decrement_counter(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *increment_counter(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get_counter(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_counter(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_param(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *set_store_int(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get_store_int(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *get_target_str(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/**********************************
* Functions to manipulate a number
* and return a new value
**********************************/
params *increment_number(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *decrement_number(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/**********************************
* Functions to get and use a
* random number
**********************************/
params *get_random(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *select_rand_param(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/**********************************
* Miscellaneous Functions
**********************************/
params *test_for_success(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *exit_tutorial(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
params *apply_special_loc(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
/************************************
* Functions to manage an assignment
************************************/
params *assign(LinkedList<params> *the_params, Specials *the_special,
Individual *the_user, in_params *player_params, special_env *environment,
int *results);
#endif
|