/* cmd1.c */
extern bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name);
extern bool test_hit_norm(int chance, int ac, int vis);
-extern s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam);
-extern s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode);
+extern hit_point critical_shot(int weight, int plus_ammo, int plus_bow, hit_point dam);
+extern hit_point critical_norm(int weight, int plus, hit_point dam, s16b meichuu, int mode);
extern s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown);
extern void search(void);
extern void py_pickup_aux(int o_idx);
extern bool player_can_enter(s16b feature, u16b mode);
extern bool move_player_effect(position ny, position nx, u32b mpe_mode);
extern bool trap_can_be_ignored(int feat);
-extern void move_player(int dir, bool do_pickup, bool break_trap);
+extern void move_player(direction dir, bool do_pickup, bool break_trap);
extern void run_step(int dir);
#ifdef TRAVEL
extern void travel_step(void);
extern bool place_mirror(void);
extern bool explosive_rune(void);
extern void identify_pack(void);
-extern bool remove_curse(void);
-extern bool remove_all_curse(void);
+extern int remove_curse(void);
+extern int remove_all_curse(void);
extern bool alchemy(void);
extern bool enchant(object_type *o_ptr, int n, int eflag);
extern bool enchant_spell(int num_hit, int num_dam, int num_ac);