3 #include "system/angband.h"
5 extern floor_type floor_info;
8 * Convert a "location" (Y,X) into a "grid" (G)
14 * Convert a "grid" (G) into a "location" (Y)
20 * Convert a "grid" (G) into a "location" (X)
25 void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
26 void add_door(player_type *player_ptr, POSITION x, POSITION y);
27 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
28 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
29 void forget_flow(floor_type *floor_ptr);
30 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
31 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
32 int get_max_range(player_type *creature_ptr);
33 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
34 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
35 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
36 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
37 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
38 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
39 void wipe_o_list(floor_type *floor_ptr);
40 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
41 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
42 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
43 int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
44 void set_floor(player_type *player_ptr, POSITION x, POSITION y);
45 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
46 void place_gold(player_type *player_ptr, POSITION y, POSITION x);
47 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
48 void compact_objects(player_type *owner_ptr, int size);
49 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
50 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);