#include "system/angband.h"
-typedef struct floor_type floor_type;
extern floor_type floor_info;
-/*** Dungeon type flags -- DG ***/
-#define DF1_WINNER 0x00000001L
-#define DF1_MAZE 0x00000002L
-#define DF1_SMALLEST 0x00000004L
-#define DF1_BEGINNER 0x00000008L
-#define DF1_BIG 0x00000010L
-#define DF1_NO_DOORS 0x00000020L
-#define DF1_WATER_RIVER 0x00000040L
-#define DF1_LAVA_RIVER 0x00000080L
-#define DF1_CURTAIN 0x00000100L
-#define DF1_GLASS_DOOR 0x00000200L
-#define DF1_CAVE 0x00000400L
-#define DF1_CAVERN 0x00000800L
-#define DF1_ARCADE 0x00001000L
-#define DF1_LAKE_ACID 0x00002000L
-#define DF1_LAKE_POISONOUS 0x00004000L
-#define DF1_XXX15 0x00008000L
-#define DF1_FORGET 0x00010000L
-#define DF1_LAKE_WATER 0x00020000L
-#define DF1_LAKE_LAVA 0x00040000L
-#define DF1_LAKE_RUBBLE 0x00080000L
-#define DF1_LAKE_TREE 0x00100000L
-#define DF1_NO_VAULT 0x00200000L
-#define DF1_ARENA 0x00400000L
-#define DF1_DESTROY 0x00800000L
-#define DF1_GLASS_ROOM 0x01000000L
-#define DF1_NO_CAVE 0x02000000L
-#define DF1_NO_MAGIC 0x04000000L
-#define DF1_NO_MELEE 0x08000000L
-#define DF1_CHAMELEON 0x10000000L
-#define DF1_DARKNESS 0x20000000L
-#define DF1_ACID_RIVER 0x40000000L
-#define DF1_POISONOUS_RIVER 0x80000000L
-
-#define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
-
-/*
- * Determines if a map location is fully inside the outer walls
- */
-#define in_bounds(F,Y,X) \
- (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
-
-/*
- * Determines if a map location is on or inside the outer walls
- */
-#define in_bounds2(F,Y,X) \
- (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
-
-/*
- * Determines if a map location is on or inside the outer walls
- * (unsigned version)
- */
-#define in_bounds2u(F,Y,X) \
- (((Y) < (F)->height) && ((X) < (F)->width))
-
-
-/*
- * Determine if player is on this grid
- */
-#define player_bold(C,Y,X) \
- (((Y) == (C)->y) && ((X) == (C)->x))
-
-/*
- * Grid based version of "creature_bold()"
- */
-#define player_grid(C, G) \
- ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
-
-
-#define cave_have_flag_grid(C,INDEX) \
- (have_flag(f_info[(C)->feat].flags, (INDEX)))
-
-
-/*
- * Determine if a "feature" supports "los"
- */
-#define feat_supports_los(F) \
- (have_flag(f_info[(F)].flags, FF_LOS))
-
-
-#define cave_los_grid(C) \
- (feat_supports_los((C)->feat))
-
-
-/*
- * Determine if a "legal" grid is a "clean" floor grid
- * Determine if terrain-change spells are allowed in a grid.
- *
- * Line 1 -- forbid non-floors
- * Line 2 -- forbid object terrains
- * Line 3 -- forbid normal objects
- */
-#define cave_clean_bold(F,Y,X) \
- (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
- !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
- ((F)->grid_array[Y][X].o_idx == 0))
-
-
-/*
- * Determine if an object can be dropped on a "legal" grid
- *
- * Line 1 -- forbid non-drops
- * Line 2 -- forbid object terrains
- */
-#define cave_drop_bold(F,Y,X) \
- (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
- !((F)->grid_array[Y][X].info & CAVE_OBJECT))
-
-
-/*
- * Determine if a "legal" grid is an "naked" floor grid
- *
- * Line 1 -- forbid non-clean gird
- * Line 2 -- forbid monsters
- * Line 3 -- forbid the player
- */
-#define cave_naked_bold(C,F,Y,X) \
- (cave_clean_bold(F,Y,X) && \
- !((F)->grid_array[Y][X].m_idx) && \
- !player_bold(C,Y,X))
-
-
-/*
- * Determine if a "legal" grid is "permanent"
- *
- * Line 1 -- permanent flag
- */
-#define cave_perma_bold(F,Y,X) \
- (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
-
-
-/*
- * Grid based version of "cave_perma_bold()"
- */
-#define cave_perma_grid(C) \
- (cave_have_flag_grid((C), FF_PERMANENT))
-
-
-/*
- * Does the grid stop disintegration?
- */
-#define cave_stop_disintegration(F,Y,X) \
- (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
- (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
- cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
-
-
-/*
- * Determine if a "legal" grid is within "los" of the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_has_los_grid(C) \
- (((C)->info & (CAVE_VIEW)) != 0)
-
-/*
- * Determine if a "legal" grid is within "los" of the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_has_los_bold(C,Y,X) \
- ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
-
-
-/*
- * Determine if a "feature" is "permanent wall"
- */
-#define permanent_wall(F) \
- (have_flag((F)->flags, FF_WALL) && \
- have_flag((F)->flags, FF_PERMANENT))
-
-/*
- * Convert a "location" (Y,X) into a "grid" (G)
- */
-#define GRID(Y,X) \
- (256 * (Y) + (X))
-
/*
* Convert a "grid" (G) into a "location" (Y)
*/
#define GRID_X(G) \
((int)((G) % 256U))
-bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
-bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
-bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
-void add_door(player_type *player_ptr, POSITION x, POSITION y);
-void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
-void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
void forget_flow(floor_type *floor_ptr);
void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
-bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+int get_max_range(player_type *creature_ptr);
bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
void wipe_o_list(floor_type *floor_ptr);
-void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
-void try_door(player_type *player_ptr, POSITION y, POSITION x);
FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
-void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
-int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
void set_floor(player_type *player_ptr, POSITION x, POSITION y);
void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
void place_gold(player_type *player_ptr, POSITION y, POSITION x);
void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
void compact_objects(player_type *owner_ptr, int size);
-void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
-bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);
-
-typedef enum feature_flag_type feature_flag_type;
-bool cave_have_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx);