extern void clear_saved_floor_files(void);
extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);
extern FLOOR_IDX get_new_floor_id(void);
+
+/*
+ * Flags for change floor mode
+ */
+#define CFM_UP 0x0001 /* Move up */
+#define CFM_DOWN 0x0002 /* Move down */
+#define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
+#define CFM_XXX 0x0008 /* XXX */
+#define CFM_SHAFT 0x0010 /* Shaft */
+#define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
+#define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
+#define CFM_SAVE_FLOORS 0x0080 /* Save floors */
+#define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
+#define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
extern void prepare_change_floor_mode(BIT_FLAGS mode);
+
extern void precalc_cur_num_of_pet(void);
extern FLOOR_IDX max_floor_id;
\ No newline at end of file
#define DUNGEON_DARKNESS 19
/*
- * Flags for change floor mode
- */
-#define CFM_UP 0x0001 /* Move up */
-#define CFM_DOWN 0x0002 /* Move down */
-#define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
-#define CFM_XXX 0x0008 /* XXX */
-#define CFM_SHAFT 0x0010 /* Shaft */
-#define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
-#define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
-#define CFM_SAVE_FLOORS 0x0080 /* Save floors */
-#define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
-#define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
-
-/*
* Determines if a map location is fully inside the outer walls
*/
#define in_bounds(Y,X) \