#ifdef JP
extern const concptr silly_attacks2[MAX_SILLY_ATTACK];
#endif
-extern const monster_power monster_powers[MAX_MONSPELLS];
-extern const concptr monster_powers_short[MAX_MONSPELLS];
extern const concptr ident_info[];
extern const mbe_info_type mbe_info[];
extern const byte feature_action_flags[FF_FLAG_MAX];
extern char summon_kin_type;
extern bool is_loading_now;
extern bool hack_mutation;
+extern bool reset_concent;
+extern bool is_fired;
+
/*
extern bool autopick_autoregister(object_type *o_ptr);
extern void do_cmd_edit_autopick(void);
-/* birth.c */
-extern void add_history_from_pref_line(concptr t);
-extern void player_birth(void);
-extern void get_max_stats(void);
-extern void get_height_weight(void);
-extern void player_outfit(void);
-extern void dump_yourself(FILE *fff);
-
/* grids.c */
extern void update_local_illumination(POSITION y, POSITION x);
extern void update_smell(void);
extern void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat);
-extern void health_track(MONSTER_IDX m_idx);
extern void monster_race_track(MONRACE_IDX r_idx);
extern void object_kind_track(KIND_OBJECT_IDX k_idx);
extern bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
extern void close_game(void);
-/* files.c */
-extern void safe_setuid_drop(void);
-extern void safe_setuid_grab(void);
-extern s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode);
-extern void display_player(int mode);
-extern errr make_character_dump(FILE *fff);
-extern errr file_character(concptr name);
-extern errr process_pref_file_command(char *buf);
-extern concptr process_pref_file_expr(char **sp, char *fp);
-extern errr process_pref_file(concptr name);
-extern errr process_autopick_file(concptr name);
-extern errr process_histpref_file(concptr name);
-extern void print_equippy(void);
-extern void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode);
-extern errr check_time_init(void);
-extern errr check_load_init(void);
-extern errr check_time(void);
-extern errr check_load(void);
-extern bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode);
-extern void do_cmd_help(void);
-extern void process_player_name(bool sf);
-extern void get_name(void);
-extern void do_cmd_save_game(int is_autosave);
-extern void do_cmd_save_and_exit(void);
-extern long total_points(void);
-extern void exit_game_panic(void);
-extern void signals_ignore_tstp(void);
-extern void signals_handle_tstp(void);
-extern void signals_init(void);
-extern errr get_rnd_line(concptr file_name, int entry, char *output);
-extern void print_tomb(void);
-extern void show_info(void);
-extern bool check_score(void);
-#ifdef JP
-extern errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count);
-#endif
-extern errr counts_write(int where, u32b count);
-extern u32b counts_read(int where);
-
-/* floors.c */
-extern void clear_saved_floor_files(void);
-extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);
-extern FLOOR_IDX get_new_floor_id(void);
-extern void prepare_change_floor_mode(BIT_FLAGS mode);
-extern void precalc_cur_num_of_pet(void);
-
-/* init1.c */
-extern TERM_COLOR color_char_to_attr(SYMBOL_CODE c);
-extern s16b f_tag_to_index(concptr str);
-extern errr process_dungeon_file(concptr name, int ymin, int xmin, int ymax, int xmax);
-
-/* init2.c */
-extern void init_file_paths(char *path);
-extern concptr err_str[PARSE_ERROR_MAX];
-extern errr init_v_info(void);
-extern errr init_buildings(void);
-extern s16b f_tag_to_index_in_init(concptr str);
-extern void init_angband(void);
-extern concptr get_check_sum(void);
/* load.c */
extern errr rd_savefile_new(void);
extern bool load_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
-/* monster-process.c */
-extern void process_monsters(void);
-extern void process_monster(MONSTER_IDX m_idx);
-extern int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type);
-extern void mproc_init(void);
-extern void process_monsters_mtimed(int mtimed_idx);
-extern void dispel_monster_status(MONSTER_IDX m_idx);
-extern bool process_the_world(int num, MONSTER_IDX who, bool vs_player);
-extern void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx);
-
/* monster2.c */
extern void set_target(monster_type *m_ptr, POSITION y, POSITION x);
extern void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines);
extern void update_playtime(void);
-
-/* effects.c */
-extern void set_action(ACTION_IDX typ);
-extern void reset_tim_flags(void);
-extern void dispel_player(void);
-extern bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec);
-extern bool set_blind(TIME_EFFECT v);
-extern bool set_confused(TIME_EFFECT v);
-extern bool set_poisoned(TIME_EFFECT v);
-extern bool set_afraid(TIME_EFFECT v);
-extern bool set_paralyzed(TIME_EFFECT v);
-extern bool set_image(TIME_EFFECT v);
-extern bool set_fast(TIME_EFFECT v, bool do_dec);
-extern bool set_slow(TIME_EFFECT v, bool do_dec);
-extern bool set_shield(TIME_EFFECT v, bool do_dec);
-extern bool set_tsubureru(TIME_EFFECT v, bool do_dec);
-extern bool set_magicdef(TIME_EFFECT v, bool do_dec);
-extern bool set_blessed(TIME_EFFECT v, bool do_dec);
-extern bool set_hero(TIME_EFFECT v, bool do_dec);
-extern bool set_shero(TIME_EFFECT v, bool do_dec);
-extern bool set_protevil(TIME_EFFECT v, bool do_dec);
-extern bool set_invuln(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_invis(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_infra(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_regen(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_stealth(TIME_EFFECT v, bool do_dec);
-extern bool set_lightspeed(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_levitation(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec);
-extern bool set_resist_magic(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_reflect(TIME_EFFECT v, bool do_dec);
-extern bool set_multishadow(TIME_EFFECT v, bool do_dec);
-extern bool set_dustrobe(TIME_EFFECT v, bool do_dec);
-extern bool set_kabenuke(TIME_EFFECT v, bool do_dec);
-extern bool set_tsuyoshi(TIME_EFFECT v, bool do_dec);
-extern bool set_ele_attack(u32b attack_type, TIME_EFFECT v);
-extern bool set_ele_immune(u32b immune_type, TIME_EFFECT v);
-extern bool set_oppose_acid(TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_elec(TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_fire(TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_cold(TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_pois(TIME_EFFECT v, bool do_dec);
-extern bool set_stun(TIME_EFFECT v);
-extern bool set_cut(TIME_EFFECT v);
-extern bool set_food(TIME_EFFECT v);
-extern bool inc_stat(int stat);
-extern bool dec_stat(int stat, int amount, int permanent);
-extern bool res_stat(int stat);
-extern bool hp_player(int num);
-extern bool do_dec_stat(int stat);
-extern bool do_res_stat(int stat);
-extern bool do_inc_stat(int stat);
-extern bool restore_level(void);
-extern bool lose_all_info(void);
-extern void gain_exp_64(s32b amount, u32b amount_frac);
-extern void gain_exp(s32b amount);
-extern void calc_android_exp(void);
-extern void lose_exp(s32b amount);
-extern bool drain_exp(s32b drain, s32b slip, int hold_exp_prob);
-extern void do_poly_self(void);
-extern bool set_ultimate_res(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_res_nether(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_res_time(TIME_EFFECT v, bool do_dec);
-extern bool choose_ele_attack(void);
-extern bool choose_ele_immune(TIME_EFFECT turn);
-extern bool set_wraith_form(TIME_EFFECT v, bool do_dec);
-extern bool set_tim_esp(TIME_EFFECT v, bool do_dec);
-extern bool set_superstealth(bool set);
-
/* view-mainwindow.c */
extern void resize_map(void);
extern void redraw_window(void);
extern void race_score(int race_num);
extern void show_highclass(void);
-/* mind.c */
-extern mind_power const mind_powers[5];
-extern void mindcraft_info(char *p, int use_mind, int power);
-extern void do_cmd_mind(void);
-extern void do_cmd_mind_browse(void);
-
-
/* mspells1.c */
extern bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
extern bool summon_possible(POSITION y1, POSITION x1);
extern bool repeat_pull(COMMAND_CODE *what);
extern void repeat_check(void);
-/* variable.c */
-extern bool easy_open;
-
-
-/* variable.c */
extern bool easy_disarm;
+extern bool easy_floor;
+extern bool easy_open;
/* object1.c */
extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode);
extern void py_pickup_floor(bool pickup);
-/* variable.c */
-extern bool easy_floor;
-
/* wizard1.c */
extern void spoil_random_artifact(concptr fname);
extern int disconnect_server(int sd);
extern concptr soc_err(void);
-#ifdef CHUUKEI
-/* chuukei.c */
-extern bool chuukei_server;
-extern bool chuukei_client;
-
-extern int connect_chuukei_server(char *server_string);
-extern void browse_chuukei(void);
-extern void flush_ringbuf(void);
-extern void prepare_chuukei_hooks(void);
-#endif
-
extern void prepare_movie_hooks(void);
extern void prepare_browse_movie_aux(concptr filename);
extern void prepare_browse_movie(concptr filename);
extern travel_type travel;
#endif
-/* variable.c (for snipers) */
-extern bool reset_concent; /* Concentration reset flag */
-extern bool is_fired;
-
extern void kamaenaoshi(INVENTORY_IDX item);