extern floor_type floor_info;
/*
- * Grid based version of "creature_bold()"
- */
-#define player_grid(C, G) \
- ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
-
-
-/*
- * 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 "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))
-
-
-/*
- * 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)
-
-/*
- * 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_Y(G) \
#define GRID_X(G) \
((int)((G) % 256U))
-bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
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);
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);