#pragma once #include "h-basic.h" #include "cave_type_fwd.hpp" #include "object_type_fwd.hpp" int distance(int y1, int x1, int y2, int x2); bool_ los(int y1, int x1, int y2, int x2); bool_ cave_valid_bold(int y, int x); bool_ no_lite(); void map_info_default(int y, int x, byte *ap, char *cp); void move_cursor_relative(int row, int col); void print_rel(char c, byte a, int y, int x); void note_spot(int y, int x); void lite_spot(int y, int x); void prt_map(); void display_map(int *cy, int *cx); void do_cmd_view_map(); errr vinfo_init(); void forget_view(); void update_view(); void forget_mon_lite(); void update_mon_lite(); void update_flow(); void map_area(); void wiz_lite(); void wiz_lite_extra(); void wiz_dark(); void cave_set_feat(int y, int x, int feat); void place_floor(int y, int x); void place_floor_convert_glass(int y, int x); void place_filler(int y, int x); void mmove2(int *y, int *x, int y1, int x1, int y2, int x2); bool_ projectable(int y1, int x1, int y2, int x2); void scatter(int *yp, int *xp, int y, int x, int d); void health_track(int m_idx); void monster_race_track(int r_idx, int ego); void object_track(object_type *o_ptr); void disturb(); void disturb_on_state(); void disturb_on_other(); int is_quest(int level); int new_effect(int type, int dam, int time, int cy, int cx, int rad, s32b flags); bool cave_floor_bold(int y, int x); bool cave_floor_grid(cave_type const *c); bool cave_plain_floor_bold(int y, int x); bool cave_plain_floor_grid(cave_type const *c); bool cave_sight_bold(int y, int x); bool cave_sight_grid(cave_type const *c); bool cave_clean_bold(int y, int x); bool cave_empty_bold(int y, int x); bool cave_naked_bold(int y, int x); bool cave_naked_bold2(int y, int x); bool cave_perma_bold(int y, int x); bool cave_perma_grid(cave_type const *c); bool player_has_los_bold(int y, int x); bool player_can_see_bold(int y, int x);