Searched refs:night_surface (Results 1 – 7 of 7) sorted by relevance
141 bool night_surface = FALSE; variable
231 extern bool night_surface; /* Is it night outside? */
1708 if (night_surface) switch (town[i].type) { in handle_music()1734 Send_music(Ind, tmus, night_surface ? tmus_inverse : 1); in handle_music()1735 else if (night_surface) Send_music(Ind, 10, 0); in handle_music()1739 if (night_surface) Send_music(Ind, 10, 0); in handle_music()7251 if (!p_ptr->wpos.wz && !night_surface && !(c_ptr->info & CAVE_PROT) &&
2481 if (night_surface &&2866 if (p_ptr->wpos.wz || !night_surface) /* not already shaded in m.c.c.daytime() above? */3034 && !(night_surface && !p_ptr->wpos.wz)
1859 night_surface = FALSE;1882 night_surface = TRUE;1917 else if (nightfall && !night_surface)6852 …(p_ptr->wpos.wz < 0 || (p_ptr->wpos.wz == 0 && night_surface))) { //Training Tower currently exempt
279 extern bool night_surface;
4219 if (!p_ptr->wpos.wz && !night_surface && //!(zcave[p_ptr->py][p_ptr->px].info & CAVE_ICKY) &&