3 #include "system/angband.h"
5 #define MPE_STAYING 0x00000001
6 #define MPE_FORGET_FLOW 0x00000002
7 #define MPE_HANDLE_STUFF 0x00000004
8 #define MPE_ENERGY_USE 0x00000008
9 #define MPE_DONT_PICKUP 0x00000010
10 #define MPE_DO_PICKUP 0x00000020
11 #define MPE_BREAK_TRAP 0x00000040
12 #define MPE_DONT_SWAP_MON 0x00000080
14 /* Types of pattern tiles */
15 #define NOT_PATTERN_TILE -1
16 #define PATTERN_TILE_START 0
17 #define PATTERN_TILE_1 1
18 #define PATTERN_TILE_2 2
19 #define PATTERN_TILE_3 3
20 #define PATTERN_TILE_4 4
21 #define PATTERN_TILE_END 5
22 #define PATTERN_TILE_OLD 6
23 #define PATTERN_TILE_TELEPORT 7
24 #define PATTERN_TILE_WRECKED 8
26 void disturb(player_type *creature_ptr, bool stop_search, bool flush_output);
27 bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode);
28 void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx);
29 bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x);
30 bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat);
31 void search(player_type *creature_ptr);
32 void carry(player_type *creature_ptr, bool pickup);
33 void do_cmd_travel(player_type *creature_ptr);
35 typedef struct floor_type floor_type;
36 void forget_travel_flow(floor_type *floor_ptr);