extern void update_flow(player_type *subject_ptr);
extern FEAT_IDX feat_state(FEAT_IDX feat, int action);
extern void cave_alter_feat(POSITION y, POSITION x, int action);
-extern void remove_mirror(POSITION y, POSITION x);
+extern void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x);
extern bool is_open(FEAT_IDX feat);
extern bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);