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 s16b running;
-extern s16b resting;
+extern GAME_TURN resting;
extern POSITION cur_hgt;
extern POSITION cur_wid;
extern DEPTH dun_level;
extern char player_base[32];
extern char savefile[1024];
extern char savefile_base[40];
-extern s16b lite_n;
+extern POSITION_IDX lite_n;
extern POSITION lite_y[LITE_MAX];
extern POSITION lite_x[LITE_MAX];
-extern s16b mon_lite_n;
+extern POSITION_IDX mon_lite_n;
extern POSITION mon_lite_y[MON_LITE_MAX];
extern POSITION mon_lite_x[MON_LITE_MAX];
-extern s16b view_n;
+extern POSITION_IDX view_n;
extern POSITION view_y[VIEW_MAX];
extern POSITION view_x[VIEW_MAX];
-extern s16b temp_n;
+extern POSITION_IDX temp_n;
extern POSITION temp_y[TEMP_MAX];
extern POSITION temp_x[TEMP_MAX];
-extern s16b redraw_n;
+extern POSITION_IDX redraw_n;
extern POSITION redraw_y[REDRAW_MAX];
extern POSITION redraw_x[REDRAW_MAX];
extern s16b macro__num;
extern cptr *macro__act;
extern bool *macro__cmd;
extern char *macro__buf;
-extern s16b quark__num;
+extern STR_OFFSET quark__num;
extern cptr *quark__str;
extern u32b message__next;
extern u32b message__last;
extern bool monk_notify_aux;
extern wilderness_type **wilderness;
extern building_type building[MAX_BLDG];
-extern IDX max_quests;
+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 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 bool is_explosive_rune_grid(cave_type *c_ptr);
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 scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
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 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 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 HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode);
+extern s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown);
extern void search(void);
extern void py_pickup_aux(int o_idx);
extern void carry(bool pickup);
-extern bool py_attack(int y, int x, int mode);
+extern bool py_attack(int y, int x, BIT_FLAGS mode);
extern bool pattern_seq(int c_y, int c_x, int n_y, int n_x);
extern bool player_can_enter(s16b feature, u16b mode);
extern bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode);
/* do-spell.c */
extern void stop_singing(void);
-extern cptr do_spell(REALM_IDX realm, SPELL_IDX spell, int mode);
+extern cptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode);
/* dungeon.c */
extern void leave_quest_check(void);
/* files.c */
extern void safe_setuid_drop(void);
extern void safe_setuid_grab(void);
-extern s16b tokenize(char *buf, s16b num, char **tokens, int mode);
-extern void display_player(int mode);
+extern s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode);
+extern void display_player(BIT_FLAGS mode);
extern errr make_character_dump(FILE *fff);
extern errr file_character(cptr name);
extern errr process_pref_file_command(char *buf);
extern errr check_load_init(void);
extern errr check_time(void);
extern errr check_load(void);
-extern bool show_file(bool show_version, cptr name, cptr what, int line, int mode);
+extern bool show_file(bool show_version, cptr name, cptr 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 get_table_sindarin(char *out_string);
extern void flavor_init(void);
extern char *object_desc_kosuu(char *t, object_type *o_ptr);
-extern void object_desc(char *buf, object_type *o_ptr, u32b mode);
+extern void object_desc(char *buf, object_type *o_ptr, BIT_FLAGS mode);
/* floors.c */
extern void init_saved_floors(bool force);
extern void clear_saved_floor_files(void);
extern saved_floor_type *get_sf_ptr(s16b floor_id);
extern s16b get_new_floor_id(void);
-extern void prepare_change_floor_mode(u32b mode);
+extern void prepare_change_floor_mode(BIT_FLAGS mode);
extern void precalc_cur_num_of_pet(void);
extern void leave_floor(void);
extern void change_floor(void);
/* load.c */
extern errr rd_savefile_new(void);
-extern bool load_floor(saved_floor_type *sf_ptr, u32b mode);
+extern bool load_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
/* melee1.c */
/* melee2.c */
/* monster1.c */
extern void roff_top(MONRACE_IDX r_idx);
-extern void screen_roff(MONRACE_IDX r_idx, int mode);
+extern void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode);
extern void display_roff(MONRACE_IDX r_idx);
extern void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte attr, cptr str));
extern void create_name(int type, char *name);
extern MONSTER_IDX m_pop(void);
extern errr get_mon_num_prep(monster_hook_type monster_hook, monster_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(DEPTH level);
-extern void monster_desc(char *desc, monster_type *m_ptr, int mode);
+extern void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode);
extern int lore_do_probe(MONRACE_IDX r_idx);
-extern void lore_treasure(MONSTER_IDX m_idx, int num_item, int num_gold);
+extern void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
extern void sanity_blast(monster_type *m_ptr, bool necro);
extern void update_mon(MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
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 alloc_monster(int dis, BIT_FLAGS mode);
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 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS 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 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 void object_flags_known(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 bool screen_object(object_type *o_ptr, BIT_FLAGS mode);
extern char index_to_label(int i);
extern INVENTORY_IDX label_to_inven(int c);
extern INVENTORY_IDX label_to_equip(int c);
extern COMMAND_CODE show_equip(int target_item);
extern void toggle_inven_equip(void);
extern bool can_get_item(void);
-extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, int mode);
+extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS 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, OBJECT_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);
extern bool inven_carry_okay(object_type *o_ptr);
extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
extern s16b inven_carry(object_type *o_ptr);
-extern s16b inven_takeoff(int item, int amt);
-extern void inven_drop(int item, int amt);
+extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt);
+extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt);
extern void combine_pack(void);
extern void reorder_pack(void);
extern void display_koff(IDX k_idx);
extern bool save_player(void);
extern bool load_player(void);
extern void remove_loc(void);
-extern bool save_floor(saved_floor_type *sf_ptr, u32b mode);
+extern bool save_floor(saved_floor_type *sf_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, POSITION *gm, int *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION 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(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
+extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
+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, BIT_FLAGS flg, int monspell);
extern int project_length;
extern bool binding_field(HIT_POINT dam);
extern void seal_of_mirror(HIT_POINT dam);
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(int who, int typ, int x, int y, 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 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, HIT_POINT dam, int flg);
+extern bool project_hook(int typ, int dir, HIT_POINT dam, BIT_FLAGS flg);
extern bool project_hack(int typ, HIT_POINT dam);
extern bool eat_magic(int power);
extern void discharge_minion(void);
extern void remove_all_mirrors(bool explode);
/* spells3.c */
-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 bool teleport_away(MONSTER_IDX m_idx, int dis, BIT_FLAGS mode);
+extern void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode);
+extern bool cave_player_teleportable_bold(int y, int x, BIT_FLAGS mode);
+extern bool teleport_player_aux(int dis, BIT_FLAGS mode);
+extern void teleport_player(int dis, BIT_FLAGS mode);
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_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode);
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 apply_disenchant(BIT_FLAGS mode);
extern void mutate_player(void);
extern void apply_nexus(monster_type *m_ptr);
extern void phlogiston(void);
extern void brand_weapon(int brand_type);
extern void call_the_(void);
-extern void fetch(int dir, int wgt, bool require_los);
+extern void fetch(DIRECTION dir, WEIGHT wgt, bool require_los);
extern void alter_reality(void);
extern bool warding_glyph(void);
extern bool place_mirror(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);
+extern bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac);
extern bool artifact_scroll(void);
extern bool ident_spell(bool only_equip);
extern bool mundane_spell(bool only_equip);
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_1(int chance);
-extern int mod_spell_chance_2(int chance);
-extern s16b spell_chance(int spell,int realm);
+extern PERCENTAGE mod_spell_chance_1(PERCENTAGE chance);
+extern PERCENTAGE mod_spell_chance_2(PERCENTAGE chance);
+extern PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX realm);
extern bool spell_okay(int spell, bool learned, bool study_pray, 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 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 bool summon_kin_player(int level, int y, int x, BIT_FLAGS mode);
extern void massacre(void);
/* store.c */
extern errr fd_kill(cptr file);
extern errr fd_move(cptr file, cptr what);
extern errr fd_copy(cptr file, cptr what);
-extern int fd_make(cptr file, int mode);
+extern int fd_make(cptr file, BIT_FLAGS mode);
extern int fd_open(cptr file, int flags);
extern errr fd_lock(int fd, int what);
extern errr fd_seek(int fd, huge n);
extern char inkey(void);
extern cptr quark_str(STR_OFFSET num);
extern void quark_init(void);
-extern s16b quark_add(cptr str);
+extern u16b quark_add(cptr str);
extern s32b message_num(void);
extern cptr message_str(int age);
extern void message_add(cptr msg);
extern bool askfor(char *buf, int len);
extern bool get_string(cptr prompt, char *buf, int len);
extern bool get_check(cptr prompt);
-extern bool get_check_strict(cptr prompt, int mode);
+extern bool get_check_strict(cptr prompt, BIT_FLAGS mode);
extern bool get_com(cptr prompt, char *command, bool z_escape);
extern QUANTITY get_quantity(cptr prompt, QUANTITY max);
extern void pause_line(int row);
extern void extract_day_hour_min(int *day, int *hour, int *min);
extern void prt_time(void);
extern cptr map_name(void);
-extern u32b weight_limit(void);
+extern WEIGHT weight_limit(void);
extern bool buki_motteruka(int i);
extern bool is_heavy_shoot(object_type *o_ptr);
extern int bow_tval_ammo(object_type *o_ptr);
/* effects.c */
-extern void set_action(int typ);
+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 void redraw_window(void);
extern bool change_panel(int dy, int dx);
extern void verify_panel(void);
-extern cptr look_mon_desc(monster_type *m_ptr, u32b mode);
+extern cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS 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(MONSTER_IDX m_idx);
extern bool target_okay(void);
-extern bool target_set(int mode);
+extern bool target_set(BIT_FLAGS mode);
extern void target_set_prepare_look(void);
extern bool get_aim_dir(DIRECTION *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_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 change_race(CHARACTER_IDX new_race, cptr effect_msg);
extern HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear);
extern s16b gain_energy(void);
-extern s16b bow_energy(OBJECT_SUBTYPE_VALUE sval);
+extern ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
extern int bow_tmul(OBJECT_SUBTYPE_VALUE sval);
extern cptr your_alignment(void);
extern int weapon_exp_level(int weapon_exp);
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 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 void get_project_point(int sy, int sx, int *ty, int *tx, BIT_FLAGS flg);
extern bool monst_spell_monst(MONSTER_IDX m_idx);
/* mspells3.c */
extern bool do_cmd_cast_learned(void);
extern void learn_spell(int monspell);
-extern void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, int mode);
+extern void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, BIT_FLAGS mode);
/* mspells4.c */
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 HIT_POINT monspell_to_player(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx);
+extern HIT_POINT monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, IDX t_idx);
+extern HIT_POINT monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE);
+extern HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE);
+extern HIT_POINT monspell_bluemage_damage(int SPELL_NUM, int plev, int TYPE);
/* hissatsu.c */
extern void hissatsu_info(char *p, int power);
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, BIT_FLAGS 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_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(COMMAND_CODE *cp, cptr pmt, cptr str, int mode);
+extern ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS 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, BIT_FLAGS mode);
extern void py_pickup_floor(bool pickup);
/* variable.c */