#include "angband.h"
#include "floor.h"
+#include "floor-events.h"
#include "object-boost.h"
#include "object-flavor.h"
#include "object-hook.h"
extern bool no_lite(void);
extern void move_cursor_relative(int row, int col);
extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
-extern void note_spot(POSITION y, POSITION x);
extern void display_dungeon(void);
extern void prt_path(POSITION y, POSITION x);
-extern void forget_lite(void);
extern void update_lite(void);
extern void forget_view(void);
extern void update_view(void);
#include "spells.h"
#include "term.h"
#include "view-mainwindow.h"
+#include "floor-events.h"
/*
p_ptr->redraw |= (PR_MAP);
}
+
+/*
+ * Actually erase the entire "lite" array, redrawing every grid
+ */
+void forget_lite(void)
+{
+ int i;
+ POSITION x, y;
+
+ /* None to forget */
+ if (!current_floor_ptr->lite_n) return;
+
+ /* Clear them all */
+ for (i = 0; i < current_floor_ptr->lite_n; i++)
+ {
+ y = current_floor_ptr->lite_y[i];
+ x = current_floor_ptr->lite_x[i];
+
+ /* Forget "LITE" flag */
+ current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
+
+ /* lite_spot(y, x); Perhaps don't need? */
+ }
+
+ /* None left */
+ current_floor_ptr->lite_n = 0;
+}
-void day_break(void);
-void night_falls(void);
-MONSTER_NUMBER count_all_hostile_monsters(void);
-byte get_dungeon_feeling(void);
-void update_dungeon_feeling(void);
+extern void day_break(void);
+extern void night_falls(void);
+extern MONSTER_NUMBER count_all_hostile_monsters(void);
+extern byte get_dungeon_feeling(void);
+extern void update_dungeon_feeling(void);
extern void glow_deep_lava_and_bldg(void);
+extern void forget_lite(void);
#include "angband.h"
#include "floor.h"
+#include "floor-events.h"
#include "generate.h"
#include "grid.h"
#include "monster.h"
*/
-
-
-
-
-
-
- /*
- * Actually erase the entire "lite" array, redrawing every grid
- */
-void forget_lite(void)
-{
- int i;
- POSITION x, y;
-
- /* None to forget */
- if (!current_floor_ptr->lite_n) return;
-
- /* Clear them all */
- for (i = 0; i < current_floor_ptr->lite_n; i++)
- {
- y = current_floor_ptr->lite_y[i];
- x = current_floor_ptr->lite_x[i];
-
- /* Forget "LITE" flag */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
-
- /* lite_spot(y, x); Perhaps don't need? */
- }
-
- /* None left */
- current_floor_ptr->lite_n = 0;
-}
-
-
/*
* For delayed visual update
*/
extern void prt_map(void);
extern void prt_path(POSITION y, POSITION x);
extern void display_map(int *cy, int *cx);
-extern void forget_lite(void);
extern void update_lite(void);
extern void forget_view(void);
extern void update_view(void);
#include "angband.h"
#include "view-mainwindow.h"
+#include "floor-events.h"
#ifdef WINDOWS
#include <windows.h>
#include "player-move.h"
#include "player-status.h"
#include "floor.h"
+#include "floor-events.h"
#include "artifact.h"
#include "avatar.h"
#include "spells-status.h"
#include "quest.h"
#include "store.h"
#include "wild.h"
+#include "floor-events.h"
#include "player-status.h"
#include "object-flavor.h"
#include "object-hook.h"
+#include "floor-events.h"
#define MIN_STOCK 12