extern s16b command_rep;
extern DIRECTION command_dir;
extern s16b command_see;
-extern s16b command_gap;
+extern TERM_POSITION command_gap;
extern s16b command_wrk;
extern s16b command_new;
extern bool msg_flag;
extern bool inkey_scan;
extern bool inkey_flag;
extern bool get_com_no_macros;
-extern s16b coin_type;
+extern OBJECT_SUBTYPE_VALUE coin_type;
extern bool opening_chest;
extern bool shimmer_monsters;
extern bool shimmer_objects;
extern s16b equip_cnt;
extern s16b o_max;
extern s16b o_cnt;
-extern s16b m_max;
-extern s16b m_cnt;
-extern IDX hack_m_idx;
-extern IDX hack_m_idx_ii;
+extern MONSTER_IDX m_max;
+extern MONSTER_IDX m_cnt;
+extern MONSTER_IDX hack_m_idx;
+extern MONSTER_IDX hack_m_idx_ii;
extern int total_friends;
extern s32b friend_align;
extern int leaving_quest;
extern cptr ANGBAND_DIR_XTRA;
extern bool item_tester_full;
extern bool item_tester_no_ryoute;
-extern byte item_tester_tval;
+extern OBJECT_TYPE_VALUE item_tester_tval;
extern bool (*item_tester_hook)(object_type *o_ptr);
extern bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
extern void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
extern monster_hook_type get_mon_num_hook;
extern monster_hook_type get_mon_num2_hook;
-extern bool (*get_obj_num_hook)(int k_idx);
+extern bool (*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
extern bool monk_armour_aux;
extern bool monk_notify_aux;
extern wilderness_type **wilderness;
extern building_type building[MAX_BLDG];
-extern IDX max_quests;
-extern IDX max_r_idx;
+extern QUEST_IDX max_quests;
+extern MONRACE_IDX max_r_idx;
extern IDX max_k_idx;
extern IDX max_v_idx;
extern IDX max_f_idx;
extern IDX max_a_idx;
extern IDX max_e_idx;
-extern IDX max_d_idx;
-extern IDX max_o_idx;
-extern IDX max_m_idx;
+extern DUNGEON_IDX max_d_idx;
+extern OBJECT_IDX max_o_idx;
+extern MONSTER_IDX max_m_idx;
extern POSITION max_wild_x;
extern POSITION max_wild_y;
extern quest_type *quest;
extern bool world_player;
extern int cap_mon;
extern int cap_mspeed;
-extern int cap_hp;
-extern int cap_maxhp;
-extern u16b cap_nickname;
-extern IDX battle_mon[4];
+extern HIT_POINT cap_hp;
+extern HIT_POINT cap_maxhp;
+extern STR_OFFSET cap_nickname;
+extern MONRACE_IDX battle_mon[4];
extern int sel_monster;
extern int battle_odds;
-extern int kakekin;
+extern PRICE kakekin;
extern u32b mon_odds[4];
-extern int pet_t_m_idx;
-extern int riding_t_m_idx;
-extern s16b kubi_r_idx[MAX_KUBI];
-extern s16b today_mon;
+extern MONSTER_IDX pet_t_m_idx;
+extern MONSTER_IDX riding_t_m_idx;
+extern MONRACE_IDX kubi_r_idx[MAX_KUBI];
+extern MONRACE_IDX today_mon;
extern bool write_level;
extern u32b playtime;
extern u32b start_time;
extern FEAT_IDX feat_swamp;
extern FEAT_IDX feat_undetected;
-extern IDX dungeon_type;
+extern DUNGEON_IDX dungeon_type;
extern DEPTH *max_dlv;
extern FEAT_IDX feat_wall_outer;
extern FEAT_IDX feat_wall_inner;
extern FEAT_IDX feat_wall_solid;
extern FEAT_IDX floor_type[100], fill_type[100];
extern bool now_damaged;
-extern s16b now_message;
+extern COMMAND_CODE now_message;
extern bool use_menu;
/* autopick.c */
extern void forget_flow(void);
extern void update_flow(void);
extern void update_smell(void);
-extern void map_area(int range);
+extern void map_area(POSITION range);
extern void wiz_lite(bool ninja);
extern void wiz_dark(void);
extern void cave_set_feat(POSITION y, POSITION x, IDX feat);
extern void mmove2(int *y, int *x, int y1, int x1, int y2, int x2);
extern bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, int mode);
-extern void health_track(IDX m_idx);
+extern void health_track(MONSTER_IDX m_idx);
extern void monster_race_track(MONRACE_IDX r_idx);
extern void object_kind_track(IDX k_idx);
extern void disturb(int stop_search, int flush_output);
extern void do_cmd_fire(void);
extern void do_cmd_fire_aux(int item, object_type *j_ptr);
extern void do_cmd_throw(void);
-extern bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken);
+extern bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken);
#ifdef TRAVEL
extern void do_cmd_travel(void);
#endif
extern void do_cmd_save_screen(void);
extern void do_cmd_knowledge_quests_completed(FILE *fff, IDX quest_num[]);
extern void do_cmd_knowledge_quests_failed(FILE *fff, IDX quest_num[]);
-extern bool ang_sort_comp_quest_num(vptr u, vptr v, int a, int b);
-extern void ang_sort_swap_quest_num(vptr u, vptr v, int a, int b);
+extern bool ang_sort_comp_quest_num(vptr u, vptr v, QUEST_IDX a, QUEST_IDX b);
+extern void ang_sort_swap_quest_num(vptr u, vptr v, QUEST_IDX a, QUEST_IDX b);
extern void do_cmd_knowledge(void);
extern void plural_aux(char * Name);
extern void do_cmd_checkquest(void);
extern void do_cmd_browse(void);
extern void do_cmd_study(void);
extern void do_cmd_cast(void);
-extern bool rakuba(int dam, bool force);
+extern bool rakuba(HIT_POINT dam, bool force);
extern bool do_riding(bool force);
extern void check_pets_num_and_align(monster_type *m_ptr, bool inc);
extern int calculate_upkeep(void);
/* do-spell.c */
extern void stop_singing(void);
-extern cptr do_spell(int realm, int spell, int mode);
+extern cptr do_spell(REALM_IDX realm, SPELL_IDX spell, int mode);
/* dungeon.c */
extern void leave_quest_check(void);
/* melee1.c */
/* melee2.c */
-extern bool make_attack_normal(IDX m_idx);
+extern bool make_attack_normal(MONSTER_IDX m_idx);
extern void process_monsters(void);
-extern int get_mproc_idx(IDX m_idx, int mproc_type);
+extern int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type);
extern void mproc_init(void);
-extern bool set_monster_csleep(IDX m_idx, int v);
-extern bool set_monster_fast(IDX m_idx, int v);
-extern bool set_monster_slow(IDX m_idx, int v);
-extern bool set_monster_stunned(IDX m_idx, int v);
-extern bool set_monster_confused(IDX m_idx, int v);
-extern bool set_monster_monfear(IDX m_idx, int v);
-extern bool set_monster_invulner(IDX m_idx, int v, bool energy_need);
+extern bool set_monster_csleep(MONSTER_IDX m_idx, int v);
+extern bool set_monster_fast(MONSTER_IDX m_idx, int v);
+extern bool set_monster_slow(MONSTER_IDX m_idx, int v);
+extern bool set_monster_stunned(MONSTER_IDX m_idx, int v);
+extern bool set_monster_confused(MONSTER_IDX m_idx, int v);
+extern bool set_monster_monfear(MONSTER_IDX m_idx, int v);
+extern bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need);
extern void process_monsters_mtimed(int mtimed_idx);
-extern void dispel_monster_status(IDX m_idx);
+extern void dispel_monster_status(MONSTER_IDX m_idx);
extern u32b get_curse(int power, object_type *o_ptr);
extern void curse_equipment(int chance, int heavy_chance);
-extern void mon_take_hit_mon(IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who);
+extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who);
extern bool process_the_world(int num, int who, bool vs_player);
-extern void monster_gain_exp(IDX m_idx, IDX s_idx);
+extern void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx);
/* monster1.c */
extern void roff_top(MONRACE_IDX r_idx);
extern void set_target(monster_type *m_ptr, int y, int x);
extern void reset_target(monster_type *m_ptr);
extern monster_race *real_r_ptr(monster_type *m_ptr);
-extern void delete_monster_idx(int i);
-extern void delete_monster(int y, int x);
+extern void delete_monster_idx(MONSTER_IDX i);
+extern void delete_monster(POSITION y, POSITION x);
extern void compact_monsters(int size);
extern void wipe_m_list(void);
-extern s16b m_pop(void);
+extern MONSTER_IDX m_pop(void);
extern errr get_mon_num_prep(monster_hook_type monster_hook, monster_hook_type monster_hook2);
-extern s16b get_mon_num(int level);
+extern MONRACE_IDX get_mon_num(DEPTH level);
extern void monster_desc(char *desc, monster_type *m_ptr, int mode);
extern int lore_do_probe(MONRACE_IDX r_idx);
-extern void lore_treasure(IDX m_idx, int num_item, int num_gold);
+extern void lore_treasure(MONSTER_IDX m_idx, int num_item, int num_gold);
extern void sanity_blast(monster_type *m_ptr, bool necro);
-extern void update_mon(IDX m_idx, bool full);
+extern void update_mon(MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
-extern bool place_monster_aux(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode);
+extern bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode);
extern bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode);
extern bool alloc_horde(POSITION y, POSITION x);
extern bool alloc_guardian(bool def_val);
extern bool alloc_monster(int dis, u32b mode);
-extern bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode);
-extern bool summon_named_creature (int who, int oy, int ox, MONRACE_IDX r_idx, u32b mode);
-extern bool multiply_monster(IDX m_idx, bool clone, u32b mode);
-extern void update_smart_learn(IDX m_idx, int what);
-extern void choose_new_monster(IDX m_idx, bool born, MONRACE_IDX r_idx);
+extern bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode);
+extern bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode);
+extern bool multiply_monster(MONSTER_IDX m_idx, bool clone, u32b mode);
+extern void update_smart_learn(MONSTER_IDX m_idx, int what);
+extern void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx);
extern byte get_mspeed(monster_race *r_ptr);
extern bool player_place(POSITION y, POSITION x);
extern void monster_drop_carried_objects(monster_type *m_ptr);
/* object1.c */
-extern s16b m_bonus(int max, int level);
+extern int m_bonus(int max, DEPTH level);
extern void reset_visuals(void);
extern void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]);
extern cptr item_activation(object_type *o_ptr);
extern bool screen_object(object_type *o_ptr, u32b mode);
extern char index_to_label(int i);
-extern s16b label_to_inven(int c);
-extern s16b label_to_equip(int c);
+extern INVENTORY_IDX label_to_inven(int c);
+extern INVENTORY_IDX label_to_equip(int c);
extern s16b wield_slot(object_type *o_ptr);
extern cptr mention_use(int i);
extern cptr describe_use(int i);
extern bool item_tester_okay(object_type *o_ptr);
extern void display_inven(void);
extern void display_equip(void);
-extern int show_inven(int target_item);
-extern int show_equip(int target_item);
+extern COMMAND_CODE show_inven(int target_item);
+extern COMMAND_CODE show_equip(int target_item);
extern void toggle_inven_equip(void);
extern bool can_get_item(void);
-extern bool get_item(int *cp, cptr pmt, cptr str, int mode);
+extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, int mode);
/* object2.c */
extern void excise_object_idx(int o_idx);
extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
extern IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval);
extern void object_wipe(object_type *o_ptr);
-extern void object_prep(object_type *o_ptr, IDX k_idx);
+extern void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx);
extern void object_copy(object_type *o_ptr, object_type *j_ptr);
extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
/* spells1.c */
extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ);
+extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int typ);
extern int take_hit(int damage_type, HIT_POINT damage, cptr kb_str, int monspell);
extern u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, int typ);
extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int flg);
-extern int dist_to_line(int y, int x, int y1, int x1, int y2, int x2);
-extern bool project(int who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
+extern POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+extern bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
extern int project_length;
-extern bool binding_field(int dam);
-extern void seal_of_mirror(int dam);
+extern bool binding_field(HIT_POINT dam);
+extern void seal_of_mirror(HIT_POINT dam);
/* spells2.c */
-extern void message_pain(IDX m_idx, int dam);
+extern void message_pain(MONSTER_IDX m_idx, HIT_POINT dam);
extern void self_knowledge(void);
-extern bool detect_traps(int range, bool known);
-extern bool detect_doors(int range);
-extern bool detect_stairs(int range);
-extern bool detect_treasure(int range);
-extern bool detect_objects_gold(int range);
-extern bool detect_objects_normal(int range);
-extern bool detect_objects_magic(int range);
-extern bool detect_monsters_normal(int range);
-extern bool detect_monsters_invis(int range);
-extern bool detect_monsters_evil(int range);
-extern bool detect_monsters_xxx(int range, u32b match_flag);
-extern bool detect_monsters_string(int range, cptr);
-extern bool detect_monsters_nonliving(int range);
-extern bool detect_monsters_mind(int range);
-extern bool detect_all(int range);
+extern bool detect_traps(POSITION range, bool known);
+extern bool detect_doors(POSITION range);
+extern bool detect_stairs(POSITION range);
+extern bool detect_treasure(POSITION range);
+extern bool detect_objects_gold(POSITION range);
+extern bool detect_objects_normal(POSITION range);
+extern bool detect_objects_magic(POSITION range);
+extern bool detect_monsters_normal(POSITION range);
+extern bool detect_monsters_invis(POSITION range);
+extern bool detect_monsters_evil(POSITION range);
+extern bool detect_monsters_xxx(POSITION range, u32b match_flag);
+extern bool detect_monsters_string(POSITION range, cptr);
+extern bool detect_monsters_nonliving(POSITION range);
+extern bool detect_monsters_mind(POSITION range);
+extern bool detect_all(POSITION range);
extern bool wall_stone(void);
extern bool speed_monsters(void);
extern bool slow_monsters(int power);
extern bool sleep_monsters(int power);
-extern void aggravate_monsters(int who);
-extern bool genocide_aux(IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name);
+extern void aggravate_monsters(MONSTER_IDX who);
+extern bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name);
extern bool symbol_genocide(int power, bool player_cast);
extern bool mass_genocide(int power, bool player_cast);
extern bool mass_genocide_undead(int power, bool player_cast);
extern bool probing(void);
extern bool banish_evil(int dist);
-extern bool dispel_evil(int dam);
-extern bool dispel_good(int dam);
-extern bool dispel_undead(int dam);
-extern bool dispel_monsters(int dam);
-extern bool dispel_living(int dam);
-extern bool dispel_demons(int dam);
+extern bool dispel_evil(HIT_POINT dam);
+extern bool dispel_good(HIT_POINT dam);
+extern bool dispel_undead(HIT_POINT dam);
+extern bool dispel_monsters(HIT_POINT dam);
+extern bool dispel_living(HIT_POINT dam);
+extern bool dispel_demons(HIT_POINT dam);
extern bool crusade(void);
extern bool turn_undead(void);
extern bool destroy_area(int y1, int x1, int r, bool in_generate);
-extern bool earthquake_aux(int cy, int cx, int r, IDX m_idx);
+extern bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx);
extern bool earthquake(int cy, int cx, int r);
extern void lite_room(int y1, int x1);
extern void unlite_room(int y1, int x1);
-extern bool lite_area(int dam, int rad);
-extern bool unlite_area(int dam, int rad);
-extern bool fire_ball(int typ, int dir, int dam, int rad);
-extern bool fire_rocket(int typ, int dir, int dam, int rad);
-extern bool fire_ball_hide(int typ, int dir, int dam, int rad);
-extern bool fire_meteor(int who, int typ, int x, int y, int dam, int rad);
-extern bool fire_bolt(int typ, int dir, int dam);
+extern bool lite_area(HIT_POINT dam, int rad);
+extern bool unlite_area(HIT_POINT dam, int rad);
+extern bool fire_ball(int typ, int dir, HIT_POINT dam, int rad);
+extern bool fire_rocket(int typ, int dir, HIT_POINT dam, int rad);
+extern bool fire_ball_hide(int typ, int dir, HIT_POINT dam, int rad);
+extern bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
+extern bool fire_bolt(int typ, int dir, HIT_POINT dam);
extern bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev);
extern void call_chaos(void);
-extern bool fire_beam(int typ, int dir, int dam);
-extern bool fire_bolt_or_beam(int prob, int typ, int dir, int dam);
-extern bool lite_line(int dir, int dam);
-extern bool drain_life(int dir, int dam);
+extern bool fire_beam(int typ, int dir, HIT_POINT dam);
+extern bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam);
+extern bool lite_line(int dir, HIT_POINT dam);
+extern bool drain_life(int dir, HIT_POINT dam);
extern bool death_ray(int dir, int plev);
-extern bool wall_to_mud(int dir, int dam);
+extern bool wall_to_mud(int dir, HIT_POINT dam);
extern bool destroy_door(int dir);
extern bool disarm_trap(int dir);
extern bool wizard_lock(int dir);
-extern bool heal_monster(int dir, int dam);
+extern bool heal_monster(int dir, HIT_POINT dam);
extern bool speed_monster(int dir, int power);
extern bool slow_monster(int dir, int power);
extern bool sleep_monster(int dir, int power);
extern bool glyph_creation(void);
extern bool destroy_doors_touch(void);
extern bool disarm_traps_touch(void);
-extern bool animate_dead(int who, int y, int x);
+extern bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x);
extern bool sleep_monsters_touch(void);
extern bool activate_ty_curse(bool stop_ty, int *count);
-extern int activate_hi_summon(int y, int x, bool can_pet);
-extern int summon_cyber(int who, int y, int x);
+extern int activate_hi_summon(POSITION y, POSITION x, bool can_pet);
+extern int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x);
extern void wall_breaker(void);
-extern bool confuse_monsters(int dam);
-extern bool charm_monsters(int dam);
-extern bool charm_animals(int dam);
-extern bool stun_monsters(int dam);
-extern bool stasis_monsters(int dam);
+extern bool confuse_monsters(HIT_POINT dam);
+extern bool charm_monsters(HIT_POINT dam);
+extern bool charm_animals(HIT_POINT dam);
+extern bool stun_monsters(HIT_POINT dam);
+extern bool stasis_monsters(HIT_POINT dam);
extern bool banish_monsters(int dist);
-extern bool turn_monsters(int dam);
-extern bool turn_evil(int dam);
+extern bool turn_monsters(HIT_POINT dam);
+extern bool turn_evil(HIT_POINT dam);
extern bool deathray_monsters(void);
extern bool charm_monster(int dir, int plev);
extern bool control_one_undead(int dir, int plev);
extern bool control_one_demon(int dir, int plev);
extern bool charm_animal(int dir, int plev);
extern bool charm_living(int dir, int plev);
-extern bool mindblast_monsters(int dam);
+extern bool mindblast_monsters(HIT_POINT dam);
extern s32b flag_cost(object_type *o_ptr, int plusses);
extern void report_magics(void);
extern bool teleport_swap(int dir);
extern bool item_tester_hook_recharge(object_type *o_ptr);
-extern bool project_hook(int typ, int dir, int dam, int flg);
-extern bool project_hack(int typ, int dam);
+extern bool project_hook(int typ, int dir, HIT_POINT dam, int flg);
+extern bool project_hack(int typ, HIT_POINT dam);
extern bool eat_magic(int power);
extern void discharge_minion(void);
extern bool kawarimi(bool success);
extern void remove_all_mirrors(bool explode);
/* spells3.c */
-extern bool teleport_away(IDX m_idx, int dis, u32b mode);
-extern void teleport_monster_to(IDX m_idx, POSITION ty, POSITION tx, int power, u32b mode);
+extern bool teleport_away(MONSTER_IDX m_idx, int dis, u32b mode);
+extern void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, u32b mode);
extern bool cave_player_teleportable_bold(int y, int x, u32b mode);
extern bool teleport_player_aux(int dis, u32b mode);
extern void teleport_player(int dis, u32b mode);
-extern void teleport_player_away(IDX m_idx, int dis);
+extern void teleport_player_away(MONSTER_IDX m_idx, int dis);
extern void teleport_player_to(POSITION ny, POSITION nx, u32b mode);
-extern void teleport_away_followable(IDX m_idx);
-extern void teleport_level(IDX m_idx);
-extern IDX choose_dungeon(cptr note, int y, int x);
-extern bool recall_player(int turns);
+extern void teleport_away_followable(MONSTER_IDX m_idx);
+extern void teleport_level(MONSTER_IDX m_idx);
+extern DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x);
+extern bool recall_player(TIME_EFFECT turns);
extern bool word_of_recall(void);
extern bool reset_recall(void);
extern bool apply_disenchant(int mode);
extern bool recharge(int num);
extern bool bless_weapon(void);
extern bool pulish_shield(void);
-extern bool potion_smash_effect(int who, POSITION y, POSITION x, int k_idx);
+extern bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx);
extern void display_spell_list(void);
extern s16b experience_of_spell(int spell, int realm);
extern int mod_need_mana(int need_mana, int spell, int realm);
extern int mod_spell_chance_2(int chance);
extern s16b spell_chance(int spell,int realm);
extern bool spell_okay(int spell, bool learned, bool study_pray, int realm);
-extern void print_spells(int target_spell, int *spells, int num, TERM_POSITION y, TERM_POSITION x, int realm);
+extern void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_POSITION y, TERM_POSITION x, REALM_IDX realm);
extern bool hates_acid(object_type *o_ptr);
extern bool hates_elec(object_type *o_ptr);
extern bool hates_fire(object_type *o_ptr);
extern int set_fire_destroy(object_type *o_ptr);
extern int set_cold_destroy(object_type *o_ptr);
extern int inven_damage(inven_func typ, int perc);
-extern int acid_dam(int dam, cptr kb_str, int monspell, bool aura);
-extern int elec_dam(int dam, cptr kb_str, int monspell, bool aura);
-extern int fire_dam(int dam, cptr kb_str, int monspell, bool aura);
-extern int cold_dam(int dam, cptr kb_str, int monspell, bool aura);
+extern int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura);
+extern int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura);
+extern int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura);
+extern int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura);
extern bool rustproof(void);
extern bool curse_armor(void);
extern bool curse_weapon_object(bool force, object_type *o_ptr);
extern bool curse_weapon(bool force, int slot);
extern bool brand_bolts(void);
-extern bool polymorph_monster(int y, int x);
+extern bool polymorph_monster(POSITION y, POSITION x);
extern bool dimension_door(void);
extern bool mirror_tunnel(void);
extern bool summon_kin_player(int level, int y, int x, u32b mode);
extern IDX random_quest_number(DEPTH level);
extern bool tele_town(void);
extern HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow);
-extern HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo,int plus_bow, int dam);
-extern HIT_POINT calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari);
+extern HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo,int plus_bow, HIT_POINT dam);
+extern HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari);
/* util.c */
extern errr path_parse(char *buf, int max, cptr file);
extern errr macro_add(cptr pat, cptr act);
extern sint macro_find_exact(cptr pat);
extern char inkey(void);
-extern cptr quark_str(s16b num);
+extern cptr quark_str(STR_OFFSET num);
extern void quark_init(void);
extern s16b quark_add(cptr str);
extern s32b message_num(void);
extern bool get_check(cptr prompt);
extern bool get_check_strict(cptr prompt, int mode);
extern bool get_com(cptr prompt, char *command, bool z_escape);
-extern s16b get_quantity(cptr prompt, int max);
+extern QUANTITY get_quantity(cptr prompt, QUANTITY max);
extern void pause_line(int row);
extern void request_command(int shopping);
extern bool is_a_vowel(int ch);
extern void check_quest_completion(monster_type *m_ptr);
extern void check_find_art_quest_completion(object_type *o_ptr);
extern cptr extract_note_dies(monster_race *r_ptr);
-extern void monster_death(IDX m_idx, bool drop_item);
-extern bool mon_take_hit(IDX m_idx, int dam, bool *fear, cptr note);
+extern void monster_death(MONSTER_IDX m_idx, bool drop_item);
+extern bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note);
extern void get_screen_size(int *wid_p, int *hgt_p);
extern void panel_bounds_center(void);
extern void resize_map(void);
extern cptr look_mon_desc(monster_type *m_ptr, u32b mode);
extern void ang_sort_aux(vptr u, vptr v, int p, int q);
extern void ang_sort(vptr u, vptr v, int n);
-extern bool target_able(IDX m_idx);
+extern bool target_able(MONSTER_IDX m_idx);
extern bool target_okay(void);
extern bool target_set(int mode);
extern void target_set_prepare_look(void);
-extern bool get_aim_dir(int *dp);
-extern bool get_hack_dir(int *dp);
-extern bool get_rep_dir(int *dp, bool under);
-extern bool get_rep_dir2(int *dp);
+extern bool get_aim_dir(DIRECTION *dp);
+extern bool get_hack_dir(DIRECTION *dp);
+extern bool get_rep_dir(DIRECTION *dp, bool under);
+extern bool get_rep_dir2(DIRECTION *dp);
extern void gain_level_reward(int chosen_reward);
extern bool tgt_pt(POSITION *x, POSITION *y);
extern void do_poly_wounds(void);
extern void display_rumor(bool ex);
/* artifact.c */
-extern void one_sustain(object_type *o_ptr);
extern void one_high_resistance(object_type *o_ptr);
extern void one_lordly_high_resistance(object_type *o_ptr);
extern void one_ele_resistance(object_type *o_ptr);
extern bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend);
extern bool summon_possible(int y1, int x1);
extern bool raise_possible(monster_type *m_ptr);
-extern bool dispel_check(IDX m_idx);
-extern bool spell_is_inate(u16b spell);
-extern bool make_attack_spell(IDX m_idx);
-extern void beam(IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type);
-extern void bolt(IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type);
-extern void breath(int y, int x, IDX m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type);
+extern bool dispel_check(MONSTER_IDX m_idx);
+extern bool spell_is_inate(SPELL_IDX spell);
+extern bool make_attack_spell(MONSTER_IDX m_idx);
+extern void beam(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type);
+extern void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type);
+extern void breath(int y, int x, MONSTER_IDX m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type);
/* mspells2.c */
extern void get_project_point(int sy, int sx, int *ty, int *tx, int flg);
-extern bool monst_spell_monst(IDX m_idx);
+extern bool monst_spell_monst(MONSTER_IDX m_idx);
/* mspells3.c */
extern bool do_cmd_cast_learned(void);
extern void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, int mode);
/* mspells4.c */
-extern bool spell_learnable(IDX m_idx);
-extern int monspell_to_player(int SPELL_NUM, POSITION y, POSITION x, IDX m_idx);
-extern int monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, IDX m_idx, IDX t_idx);
-extern int monspell_damage(int SPELL_NUM, IDX m_idx, int TYPE);
+extern bool spell_learnable(MONSTER_IDX m_idx);
+extern int monspell_to_player(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx);
+extern int monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, IDX t_idx);
+extern int monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE);
extern int monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE);
extern int monspell_bluemage_damage(int SPELL_NUM, int plev, int TYPE);
extern void do_cmd_hissatsu(void);
extern void do_cmd_hissatsu_browse(void);
extern void do_cmd_gain_hissatsu(void);
-extern s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode);
+extern MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, int mode);
/* mutation.c */
-extern int count_bits(u32b x);
+extern int count_bits(BIT_FLAGS x);
extern bool gain_random_mutation(int choose_mut);
extern bool lose_mutation(int choose_mut);
extern void dump_mutations(FILE *OutFile);
#ifdef ALLOW_REPEAT /* TNB */
/* util.c */
-extern void repeat_push(SPELL_IDX what);
-extern bool repeat_pull(SPELL_IDX *what);
+extern void repeat_push(COMMAND_CODE what);
+extern bool repeat_pull(COMMAND_CODE *what);
extern void repeat_check(void);
#endif /* ALLOW_REPEAT -- TNB */
#ifdef ALLOW_EASY_FLOOR /* TNB */
/* object1.c */
-extern int scan_floor(int *items, int y, int x, int mode);
-extern int show_floor(int target_item, int y, int x, int *min_width);
-extern bool get_item_floor(int *cp, cptr pmt, cptr str, int mode);
+extern int scan_floor(int *items, POSITION y, POSITION x, int mode);
+extern COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_POSITION *min_width);
+extern bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode);
extern void py_pickup_floor(bool pickup);
/* variable.c */
extern bool object_allow_two_hands_wielding(object_type *o_ptr);
/* wild.c */
-extern void set_floor_and_wall(byte type);
+extern void set_floor_and_wall(DUNGEON_IDX type);
extern void wilderness_gen(void);
extern void wilderness_gen_small(void);
extern errr init_wilderness(void);
extern void spoil_random_artifact(cptr fname);
/* wizard2.c */
-extern void strip_name(char *buf, int k_idx);
+extern void strip_name(char *buf, KIND_OBJECT_IDX k_idx);
/* avatar.c */
extern bool compare_virtue(int type, int num, int tekitou);
extern void check_hex(void);
extern bool hex_spell_fully(void);
extern void revenge_spell(void);
-extern void revenge_store(int dam);
-extern bool teleport_barrier(IDX m_idx);
-extern bool magic_barrier(IDX m_idx);
-extern bool multiply_barrier(IDX m_idx);
+extern void revenge_store(HIT_POINT dam);
+extern bool teleport_barrier(MONSTER_IDX m_idx);
+extern bool magic_barrier(MONSTER_IDX m_idx);
+extern bool multiply_barrier(MONSTER_IDX m_idx);