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#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);
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);
void display_map(int *cy, int *cx);
void do_cmd_view_map(void);
errr vinfo_init(void);
void forget_view(void);
void update_view(void);
void forget_mon_lite(void);
void update_mon_lite(void);
void update_flow(void);
void map_area(void);
void wiz_lite(void);
void wiz_lite_extra(void);
void wiz_dark(void);
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);