Devilution
Diablo devolved - magic behind the 1996 computer game
|
Go to the documentation of this file.
26 void AddBookLever(
int lx1,
int ly1,
int lx2,
int ly2,
int x1,
int y1,
int x2,
int y2,
int msg);
28 void AddL1Objs(
int x1,
int y1,
int x2,
int y2);
29 void AddL2Objs(
int x1,
int y1,
int x2,
int y2);
30 void AddL3Objs(
int x1,
int y1,
int x2,
int y2);
36 void LoadMapObjects(BYTE *pMap,
int startx,
int starty,
int x1,
int y1,
int w,
int h,
int leveridx);
37 void LoadMapObjs(BYTE *pMap,
int startx,
int starty);
49 void AddL1Door(
int i,
int x,
int y,
int ot);
52 void AddL2Door(
int i,
int x,
int y,
int ot);
53 void AddL3Door(
int i,
int x,
int y,
int ot);
97 void DoorSet(
int oi,
int dx,
int dy);
142 void BreakBarrel(
int pnum,
int i,
int dam, BOOL forcebreak, BOOL sendmsg);
void ObjSetMicro(int dx, int dy, int pn)
void SyncOpObject(int pnum, int cmd, int i)
void OperateL1Door(int pnum, int i, BOOL sendflag)
void AddWeaponRack(int i)
void SyncOpL1Door(int pnum, int cmd, int i)
int objectactive[MAXOBJECTS]
void LoadMapObjs(BYTE *pMap, int startx, int starty)
void SetMapObjects(BYTE *pMap, int startx, int starty)
void GetRndObjLoc(int randarea, int *xx, int *yy)
void OperateL3LDoor(int pnum, int oi, BOOL sendflag)
void OperateStoryBook(int pnum, int i)
void SyncObjectAnim(int o)
void OperateL1RDoor(int pnum, int oi, BOOL sendflag)
void SyncOpL3Door(int pnum, int cmd, int i)
void OperateL2RDoor(int pnum, int oi, BOOL sendflag)
void OperateSlainHero(int pnum, int i, BOOL sendmsg)
BOOL RndLocOk(int xp, int yp)
void objects_set_door_piece(int x, int y)
void AddL2Objs(int x1, int y1, int x2, int y2)
void OperateShrine(int pnum, int i, int sType)
void AddL2Door(int i, int x, int y, int ot)
void OperateL1LDoor(int pnum, int oi, BOOL sendflag)
void OperateSChambBk(int pnum, int i)
void BreakBarrel(int pnum, int i, int dam, BOOL forcebreak, BOOL sendmsg)
void DoorSet(int oi, int dx, int dy)
void OperateL3RDoor(int pnum, int oi, BOOL sendflag)
void OperateWeaponRack(int pnum, int i, BOOL sendmsg)
void OperateL3Door(int pnum, int i, BOOL sendflag)
int ItemMiscIdIdx(int imiscid)
void LoadMapObjects(BYTE *pMap, int startx, int starty, int x1, int y1, int w, int h, int leveridx)
void OperateLever(int pnum, int i)
BOOL TorchLocOK(int xp, int yp)
void AddPurifyingFountain(int i)
void AddL1Door(int i, int x, int y, int ot)
void OperateCauldron(int pnum, int i, int sType)
void AddObject(int ot, int ox, int oy)
void AddTearFountain(int i)
void ObjChangeMapResync(int x1, int y1, int x2, int y2)
void AddL3Door(int i, int x, int y, int ot)
void ObjL2Special(int x1, int y1, int x2, int y2)
void OperateBookLever(int pnum, int i)
void ObjChangeMap(int x1, int y1, int x2, int y2)
void MonstCheckDoors(int m)
char shrinemax[NUM_SHRINETYPE]
void OperateChest(int pnum, int i, BOOL sendmsg)
void AddObjLight(int i, int r)
void BreakObject(int pnum, int oi)
void SetupObject(int i, int x, int y, int ot)
void Obj_BCrossDamage(int i)
void AddHookedBodies(int freq)
BOOL WallTrapLocOk(int xp, int yp)
void AddMagicCircle(int i)
int FindValidShrine(int i)
char shrinemin[NUM_SHRINETYPE]
void SyncBreakObj(int pnum, int oi)
void Obj_FlameTrap(int i)
void InitRndLocBigObj(int min, int max, int objtype)
void AddTorturedBody(int i)
void OperateL2Door(int pnum, int i, BOOL sendflag)
void OperateLazStand(int pnum, int i)
void ObjSetMini(int x, int y, int v)
void InitRndLocObj(int min, int max, int objtype)
void AddBookLever(int lx1, int ly1, int lx2, int ly2, int x1, int y1, int x2, int y2, int msg)
void AddTrap(int i, int ot)
void Obj_Light(int i, int lr)
char * shrinestrs[NUM_SHRINETYPE]
void AddL1Objs(int x1, int y1, int x2, int y2)
void OperateSarc(int pnum, int i, BOOL sendmsg)
void AddBarrel(int i, int t)
void SetBookMsg(int i, int msg)
void SyncOpL2Door(int pnum, int cmd, int i)
void OperateInnSignChest(int pnum, int i)
void OperateL2LDoor(int pnum, int oi, BOOL sendflag)
void TryDisarm(int pnum, int i)
BOOL OperateFountains(int pnum, int i)
void AddMurkyFountain(int i)
void OperateDecap(int pnum, int i, BOOL sendmsg)
BYTE shrineavail[NUM_SHRINETYPE]
0 - sp+mp, 1 - sp only, 2 - mp only
void OperateObject(int pnum, int i, BOOL TeleFlag)
void OperateArmorStand(int pnum, int i, BOOL sendmsg)
int objectavail[MAXOBJECTS]
void OperateMushPatch(int pnum, int i)
void OperateGoatShrine(int pnum, int i, int sType)
void ActivateTrapLine(int ttype, int tid)
void OperateBookCase(int pnum, int i, BOOL sendmsg)
void OperateTrapLvr(int i)
void OperateSkelBook(int pnum, int i, BOOL sendmsg)
void AddL3Objs(int x1, int y1, int x2, int y2)
void DeleteObject_(int oi, int i)
void InitRndLocObj5x5(int min, int max, int objtype)
void OperateBook(int pnum, int i)
void AddChest(int i, int t)
void SetObjMapRange(int i, int x1, int y1, int x2, int y2, int v)
void AddGoatShrine(int i)
void AddArmorStand(int i)
void OperatePedistal(int pnum, int i)
void ObjL1Special(int x1, int y1, int x2, int y2)