extern s16b command_rep;
extern DIRECTION command_dir;
extern s16b command_see;
-extern TERM_POSITION command_gap;
+extern TERM_LEN command_gap;
extern s16b command_wrk;
extern s16b command_new;
extern bool msg_flag;
extern POSITION cur_hgt;
extern POSITION cur_wid;
extern DEPTH dun_level;
-extern s16b num_repro;
+extern MONSTER_NUMBER num_repro;
extern DEPTH object_level;
extern DEPTH monster_level;
extern DEPTH base_level;
extern u32b message__tail;
extern u32b *message__ptr;
extern char *message__buf;
-extern u32b option_flag[8];
-extern u32b option_mask[8];
-extern u32b window_flag[8];
-extern u32b window_mask[8];
+extern BIT_FLAGS option_flag[8];
+extern BIT_FLAGS option_mask[8];
+extern BIT_FLAGS window_flag[8];
+extern BIT_FLAGS window_mask[8];
extern term *angband_term[8];
extern const char angband_term_name[8][16];
extern byte angband_color_table[256][4];
extern alloc_entry *alloc_kind_table;
extern s16b alloc_race_size;
extern alloc_entry *alloc_race_table;
-extern byte misc_to_attr[256];
+extern TERM_COLOR misc_to_attr[256];
extern char misc_to_char[256];
-extern byte tval_to_attr[128];
+extern TERM_COLOR tval_to_attr[128];
extern char tval_to_char[128];
extern cptr keymap_act[KEYMAP_MODES][256];
extern player_type *p_ptr;
extern cptr ANGBAND_DIR_SAVE;
extern cptr ANGBAND_DIR_USER;
extern cptr ANGBAND_DIR_XTRA;
-extern bool item_tester_full;
-extern bool item_tester_no_ryoute;
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 monsterrace_hook_type get_mon_num_hook;
+extern monsterrace_hook_type get_mon_num2_hook;
extern bool (*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
extern bool monk_armour_aux;
extern bool monk_notify_aux;
extern bool write_level;
extern u32b playtime;
extern u32b start_time;
-extern int tsuri_dir;
extern bool sukekaku;
extern bool new_mane;
extern bool mon_fight;
extern FEAT_IDX feat_shallow_water;
extern FEAT_IDX feat_deep_lava;
extern FEAT_IDX feat_shallow_lava;
+extern FEAT_IDX feat_heavy_cold_zone;
+extern FEAT_IDX feat_cold_zone;
+extern FEAT_IDX feat_heavy_electrical_zone;
+extern FEAT_IDX feat_electrical_zone;
+extern FEAT_IDX feat_deep_acid_puddle;
+extern FEAT_IDX feat_shallow_acid_puddle;
+extern FEAT_IDX feat_deep_poisonous_puddle;
+extern FEAT_IDX feat_shallow_poisonous_puddle;
extern FEAT_IDX feat_dirt;
extern FEAT_IDX feat_grass;
extern FEAT_IDX feat_flower;
extern bool player_can_see_bold(POSITION y, POSITION x);
extern bool cave_valid_bold(POSITION y, POSITION x);
extern bool no_lite(void);
-extern void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]);
-extern void map_info(POSITION y, POSITION x, byte *ap, char *cp, byte *tap, char *tcp);
+extern void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX]);
+extern void map_info(POSITION y, POSITION x, TERM_COLOR *ap, char *cp, TERM_COLOR *tap, char *tcp);
extern void move_cursor_relative(int row, int col);
-extern void print_rel(char c, byte a, TERM_POSITION y, TERM_POSITION x);
+extern void print_rel(char c, byte a, TERM_LEN y, TERM_LEN x);
extern void note_spot(POSITION y, POSITION x);
extern void display_dungeon(void);
extern void lite_spot(POSITION y, POSITION x);
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 IDX conv_dungeon_feat(IDX newfeat);
-extern IDX feat_state(IDX feat, int action);
+extern void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat);
+extern FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat);
+extern FEAT_IDX feat_state(IDX feat, int action);
extern void cave_alter_feat(POSITION y, POSITION x, int action);
extern void remove_mirror(POSITION y, POSITION x);
extern bool is_mirror_grid(cave_type *c_ptr);
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 void disturb(int stop_search, int flush_output);
+extern void object_kind_track(KIND_OBJECT_IDX k_idx);
+extern void disturb(bool stop_search, bool flush_output);
extern void glow_deep_lava_and_bldg(void);
extern bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
extern bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode);
/* cmd1.c */
-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 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown);
+extern HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam);
+extern HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown);
extern void search(void);
extern void py_pickup_aux(OBJECT_IDX o_idx);
extern void carry(bool pickup);
extern bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x);
-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 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode);
+extern bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode);
+extern bool trap_can_be_ignored(FEAT_IDX feat);
extern void move_player(DIRECTION dir, bool do_pickup, bool break_trap);
extern void run_step(DIRECTION dir);
#ifdef TRAVEL
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(BIT_FLAGS mode);
+extern void display_player(int mode);
extern errr make_character_dump(FILE *fff);
extern errr file_character(cptr name);
extern errr process_pref_file_command(char *buf);
/* 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 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);
extern void leave_floor(void);
extern errr rd_savefile_new(void);
extern bool load_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
-/* melee1.c */
/* monster-process.c */
extern bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name);
-extern HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode);
-extern bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode);
-extern bool make_attack_normal(MONSTER_IDX m_idx);
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 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(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(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 mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, cptr note, IDX who);
+extern bool process_the_world(int num, MONSTER_IDX who, bool vs_player);
extern void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx);
/* monster1.c */
extern void roff_top(MONRACE_IDX r_idx);
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 output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, cptr str));
extern void create_name(int type, char *name);
-extern monster_hook_type get_monster_hook(void);
-extern monster_hook_type get_monster_hook2(POSITION y, POSITION x);
+extern monsterrace_hook_type get_monster_hook(void);
+extern monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x);
extern void set_friendly(monster_type *m_ptr);
extern void set_pet(monster_type *m_ptr);
extern void set_hostile(monster_type *m_ptr);
extern void anger_monster(monster_type *m_ptr);
-extern bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode);
-extern bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, u16b mode);
+extern bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode);
+extern bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode);
extern bool are_enemies(monster_type *m_ptr1, monster_type *m_ptr2);
extern bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr);
-extern bool monster_living(monster_race *r_ptr);
-extern bool no_questor_or_bounty_uniques(MONRACE_IDX r_idx);
extern void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg);
extern void set_target(monster_type *m_ptr, POSITION y, POSITION x);
extern void reset_target(monster_type *m_ptr);
extern monster_race *real_r_ptr(monster_type *m_ptr);
+extern MONRACE_IDX real_r_idx(monster_type *m_ptr);
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 MONSTER_IDX m_pop(void);
-extern errr get_mon_num_prep(monster_hook_type monster_hook, monster_hook_type monster_hook2);
+extern errr get_mon_num_prep(monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(DEPTH level);
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, 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_monster(MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
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(POSITION 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_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode, SYMBOL_CODE symbol);
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, BIT_FLAGS mode);
extern void update_smart_learn(MONSTER_IDX m_idx, int what);
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 void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
+extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]);
extern cptr item_activation(object_type *o_ptr);
extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode);
extern char index_to_label(int i);
extern bool item_tester_okay(object_type *o_ptr);
extern void display_inven(void);
extern void display_equip(void);
-extern COMMAND_CODE show_inven(int target_item);
-extern COMMAND_CODE show_equip(int target_item);
+extern COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode);
+extern COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode);
extern void toggle_inven_equip(void);
extern bool can_get_item(void);
extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS mode);
+extern object_type *choose_object(OBJECT_IDX *idx, cptr q, cptr s, BIT_FLAGS option);
/* object2.c */
extern void excise_object_idx(OBJECT_IDX o_idx);
extern void delete_object(POSITION y, POSITION x);
extern void compact_objects(int size);
extern void wipe_o_list(void);
-extern IDX o_pop(void);
-extern s16b get_obj_num(int level);
+extern OBJECT_IDX o_pop(void);
+extern OBJECT_IDX get_obj_num(DEPTH level);
extern void object_known(object_type *o_ptr);
extern void object_aware(object_type *o_ptr);
extern void object_tried(object_type *o_ptr);
extern byte value_check_aux1(object_type *o_ptr);
extern byte value_check_aux2(object_type *o_ptr);
-extern s32b object_value(object_type *o_ptr);
-extern s32b object_value_real(object_type *o_ptr);
+extern PRICE object_value(object_type *o_ptr);
+extern PRICE object_value_real(object_type *o_ptr);
extern bool can_player_destroy_object(object_type *o_ptr);
extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
extern void reduce_charges(object_type *o_ptr, int amt);
extern void amusement(POSITION y1, POSITION x1, int num, bool known);
extern void inven_item_charges(INVENTORY_IDX item);
extern void inven_item_describe(INVENTORY_IDX item);
-extern void inven_item_increase(INVENTORY_IDX item, int num);
+extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
extern void inven_item_optimize(INVENTORY_IDX item);
extern void floor_item_charges(INVENTORY_IDX item);
extern void floor_item_describe(INVENTORY_IDX item);
-extern void floor_item_increase(INVENTORY_IDX item, int num);
+extern void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
extern void floor_item_optimize(INVENTORY_IDX item);
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 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 void display_koff(KIND_OBJECT_IDX k_idx);
extern object_type *choose_warning_item(void);
-extern bool process_warning(int xx, int yy);
+extern bool process_warning(POSITION xx, POSITION yy);
extern void do_cmd_kaji(bool only_browse);
-extern void torch_flags(object_type *o_ptr, u32b *flgs);
-extern void torch_dice(object_type *o_ptr, int *dd, int *ds);
+extern void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs);
+extern void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds);
extern void torch_lost_fuel(object_type *o_ptr);
extern cptr essence_name[];
/* spells1.c */
extern PERCENTAGE beam_chance(void);
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, POSITION *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, EFFECT_ID 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 u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ);
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 bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID 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 earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx);
extern bool earthquake(POSITION cy, POSITION cx, POSITION r);
extern void lite_room(POSITION y1, POSITION x1);
-extern void unlite_room(int y1, int x1);
-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_breath(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 void unlite_room(POSITION y1, POSITION x1);
+extern bool lite_area(HIT_POINT dam, POSITION rad);
+extern bool unlite_area(HIT_POINT dam, POSITION rad);
+extern bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION 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 bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
extern void call_chaos(void);
-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 hypodynamic_bolt(int dir, HIT_POINT dam);
-extern bool death_ray(int dir, int plev);
-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, 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 stasis_monster(int dir); /* Like sleep, affects undead as well */
-extern bool stasis_evil(int dir); /* Like sleep, affects undead as well */
-extern bool confuse_monster(int dir, int plev);
-extern bool stun_monster(int dir, int plev);
-extern bool fear_monster(int dir, int plev);
-extern bool poly_monster(int dir, int power);
-extern bool clone_monster(int dir);
-extern bool teleport_monster(int dir, int distance);
+extern bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool lite_line(DIRECTION dir, HIT_POINT dam);
+extern bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam);
+extern bool death_ray(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool wall_to_mud(DIRECTION dir, HIT_POINT dam);
+extern bool destroy_door(DIRECTION dir);
+extern bool disarm_trap(DIRECTION dir);
+extern bool wizard_lock(DIRECTION dir);
+extern bool heal_monster(DIRECTION dir, HIT_POINT dam);
+extern bool speed_monster(DIRECTION dir, int power);
+extern bool slow_monster(DIRECTION dir, int power);
+extern bool sleep_monster(DIRECTION dir, int power);
+extern bool stasis_monster(DIRECTION dir); /* Like sleep, affects undead as well */
+extern bool stasis_evil(DIRECTION dir); /* Like sleep, affects undead as well */
+extern bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool poly_monster(DIRECTION dir, int power);
+extern bool clone_monster(DIRECTION dir);
+extern bool teleport_monster(DIRECTION dir, int distance);
extern bool door_creation(void);
extern bool trap_creation(POSITION y, POSITION x);
extern bool tree_creation(void);
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_monster(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev);
extern bool mindblast_monsters(HIT_POINT dam);
extern s32b flag_cost(object_type *o_ptr, int plusses);
-extern bool teleport_swap(int dir);
-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 teleport_swap(DIRECTION dir);
+extern bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg);
+extern bool project_all_los(EFFECT_ID typ, HIT_POINT dam);
extern bool eat_magic(int power);
extern void discharge_minion(void);
extern bool kawarimi(bool success);
extern bool rush_attack(bool *mdeath);
extern void remove_all_mirrors(bool explode);
-extern void ring_of_power(int dir);
+extern void ring_of_power(DIRECTION dir);
extern void wild_magic(int spell);
-extern void cast_meteor(HIT_POINT dam, int rad);
-extern bool cast_wrath_of_the_god(HIT_POINT dam, int rad);
-extern void cast_wonder(int dir);
-extern void cast_invoke_spirits(int dir);
+extern void cast_meteor(HIT_POINT dam, POSITION rad);
+extern bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad);
+extern void cast_wonder(DIRECTION dir);
+extern void cast_invoke_spirits(DIRECTION dir);
extern void cast_shuffle(void);
extern bool_hack life_stream(bool_hack message, bool_hack virtue);
extern bool_hack heroism(int base);
extern bool_hack berserk(int base);
-extern bool_hack cure_light_wounds(int dice, int sides);
-extern bool_hack cure_serious_wounds(int dice, int sides);
+extern bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides);
+extern bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides);
extern bool_hack cure_critical_wounds(HIT_POINT pow);
extern bool_hack true_healing(HIT_POINT pow);
extern bool_hack restore_mana(bool_hack magic_eater);
/* spells3.c */
extern bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode);
extern void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, 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 bool teleport_player_aux(POSITION dis, BIT_FLAGS mode);
+extern void teleport_player(POSITION dis, BIT_FLAGS mode);
+extern void teleport_player_away(MONSTER_IDX m_idx, POSITION dis);
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 recall_player(player_type *creature_ptr, TIME_EFFECT turns);
+extern bool free_level_recall(player_type *creature_ptr);
extern bool reset_recall(void);
extern bool apply_disenchant(BIT_FLAGS mode);
extern void mutate_player(void);
extern bool pulish_shield(void);
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 EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm);
+extern MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX 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 hates_elec(object_type *o_ptr);
-extern bool hates_fire(object_type *o_ptr);
-extern bool hates_cold(object_type *o_ptr);
-extern int set_acid_destroy(object_type *o_ptr);
-extern int set_elec_destroy(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(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 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX realm);
extern bool rustproof(void);
extern bool curse_armor(void);
extern bool curse_weapon_object(bool force, 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(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode);
extern void massacre(void);
-
-/* store.c */
-extern bool combine_and_reorder_home(int store_num);
-extern void do_cmd_store(void);
-extern void store_shuffle(int which);
-extern void store_maint(int town_num, int store_num);
-extern void store_init(int town_num, int store_num);
-extern void move_to_black_market(object_type * o_ptr);
+extern bool eat_lock(void);
+extern bool shock_power(void);
/* bldg.c */
-extern bool get_nightmare(MONRACE_IDX r_idx);
extern void battle_monsters(void);
extern void do_cmd_bldg(void);
extern void do_cmd_quest(void);
extern QUEST_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, HIT_POINT dam);
-extern HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari);
+extern HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo,int plus_bow, HIT_POINT dam);
+extern HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari);
/* util.c */
extern errr path_parse(char *buf, int max, cptr file);
extern s32b message_num(void);
extern cptr message_str(int age);
extern void message_add(cptr msg);
+extern void msg_erase(void);
extern void msg_print(cptr msg);
extern void msg_print_wizard(int cheat_type, cptr msg);
#ifndef SWIG
#endif /* SWIG */
extern void screen_save(void);
extern void screen_load(void);
-extern void c_put_str(byte attr, cptr str, int row, int col);
-extern void put_str(cptr str, int row, int col);
-extern void c_prt(byte attr, cptr str, int row, int col);
-extern void prt(cptr str, int row, int col);
-extern void c_roff(byte attr, cptr str);
+extern void c_put_str(TERM_COLOR attr, cptr str, TERM_LEN row, TERM_LEN col);
+extern void put_str(cptr str, TERM_LEN row, TERM_LEN col);
+extern void c_prt(TERM_COLOR attr, cptr str, TERM_LEN row, TERM_LEN col);
+extern void prt(cptr str, TERM_LEN row, TERM_LEN col);
+extern void c_roff(TERM_COLOR attr, cptr str);
extern void roff(cptr str);
extern void clear_from(int row);
extern bool askfor_aux(char *buf, int len, bool numpad_cursor);
extern void build_gamma_table(int gamma);
#endif /* SUPPORT_GAMMA */
-extern size_t my_strcpy(char *buf, const char *src, size_t bufsize);
-extern size_t my_strcat(char *buf, const char *src, size_t bufsize);
-extern char *my_strstr(const char *haystack, const char *needle);
-extern char *my_strchr(const char *ptr, char ch);
+extern size_t my_strcpy(char *buf, cptr src, size_t bufsize);
+extern size_t my_strcat(char *buf, cptr src, size_t bufsize);
+extern char *my_strstr(cptr haystack, cptr needle);
+extern char *my_strchr(cptr ptr, char ch);
extern void str_tolower(char *str);
extern int inkey_special(bool numpad_cursor);
/* xtra1.c */
extern void cnv_stat(int val, char *out_val);
extern s16b modify_stat_value(int value, int amount);
-extern bool is_daytime(void);
-extern void extract_day_hour_min(int *day, int *hour, int *min);
extern void prt_time(void);
extern cptr map_name(void);
extern WEIGHT weight_limit(void);
extern int bow_tval_ammo(object_type *o_ptr);
extern s16b calc_num_fire(object_type *o_ptr);
extern void calc_bonuses(void);
-extern void notice_stuff(void);
-extern void update_stuff(void);
-extern void redraw_stuff(void);
-extern void window_stuff(void);
extern void handle_stuff(void);
-extern s16b empty_hands(bool riding_control);
+extern void update_output(void);
+extern void update_creature(player_type *creature_ptr);
+extern BIT_FLAGS16 empty_hands(bool riding_control);
extern bool heavy_armor(void);
-extern void print_monster_list(TERM_POSITION x, TERM_POSITION y, TERM_POSITION max_lines);
+extern void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines);
extern void update_playtime(void);
/* xtra2.c */
extern void check_experience(void);
-extern void complete_quest(int quest_num);
+extern void complete_quest(QUEST_IDX quest_num);
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 cptr extract_note_dies(MONRACE_IDX r_idx);
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 get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p);
extern void panel_bounds_center(void);
extern void resize_map(void);
extern void redraw_window(void);
-extern bool change_panel(int dy, int dx);
+extern bool change_panel(POSITION dy, POSITION dx);
extern void verify_panel(void);
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 target_set_prepare_look(void);
extern bool get_aim_dir(DIRECTION *dp);
extern bool get_hack_dir(DIRECTION *dp);
+extern bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed);
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 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 int riding_exp_level(int riding_exp);
-extern int spell_exp_level(int spell_exp);
extern void display_rumor(bool ex);
/* artifact.c */
extern bool do_cmd_mane(bool baigaesi);
/* mspells1.c */
-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 clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
+extern bool summon_possible(POSITION y1, POSITION x1);
extern bool raise_possible(monster_type *m_ptr);
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, POSITION y, POSITION x, int typ, int dam_hp, int monspell, int target_type);
-extern void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, int typ, int dam_hp, int monspell, int target_type);
-extern void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, int typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type);
+extern void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
+extern void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
+extern void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type);
/* mspells2.c */
-extern void get_project_point(int sy, int sx, int *ty, int *tx, BIT_FLAGS flg);
+extern void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *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, BIT_FLAGS mode);
+extern void set_rf_masks(BIT_FLAGS *f4, BIT_FLAGS *f5, BIT_FLAGS *f6, BIT_FLAGS mode);
/* mspells4.c */
extern bool spell_learnable(MONSTER_IDX m_idx);
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_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_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);
+extern HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE);
/* hissatsu.c */
extern void do_cmd_hissatsu(void);
extern MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode);
/* mutation.c */
-extern int count_bits(BIT_FLAGS x);
extern bool gain_random_mutation(int choose_mut);
extern bool lose_mutation(int choose_mut);
extern void lose_all_mutations(void);
/* extern int FAR PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, ...); */
#endif
-
-#ifdef ALLOW_REPEAT /* TNB */
-
/* util.c */
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_OPEN /* TNB */
-
/* variable.c */
extern bool easy_open;
/* cmd2.c */
extern bool easy_open_door(POSITION y, POSITION x);
-#endif /* ALLOW_EASY_OPEN -- TNB */
-
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* variable.c */
extern bool easy_disarm;
/* cmd2.c */
extern bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir);
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
-
-#ifdef ALLOW_EASY_FLOOR /* TNB */
-
/* object1.c */
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 COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *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 */
extern bool easy_floor;
-#endif /* ALLOW_EASY_FLOOR -- TNB */
-
/* obj_kind.c */
extern bool object_is_potion(object_type *o_ptr);
extern bool object_is_shoukinkubi(object_type *o_ptr);
extern void strip_name(char *buf, KIND_OBJECT_IDX k_idx);
extern void do_cmd_rerate_aux(void);
extern void do_cmd_rerate(bool display);
+extern void cheat_death(player_type *creature_ptr);
/* avatar.c */
extern bool compare_virtue(int type, int num, int tekitou);
#ifdef JP
/* japanese.c */
-extern void sindarin_to_kana(char *kana, const char *sindarin);
-extern void jverb( const char *in , char *out , int flag);
+extern void sindarin_to_kana(char *kana, cptr sindarin);
+extern void jverb( cptr in , char *out , int flag);
extern void sjis2euc(char *str);
extern void euc2sjis(char *str);
extern byte codeconv(char *str);
extern int soc_write(int sd, char *buf, size_t sz);
extern int soc_read(int sd, char *buf, size_t sz);
extern void set_proxy(char *default_url, int default_port);
-extern int connect_server(int timeout, const char *host, int port);
+extern int connect_server(int timeout, cptr host, int port);
extern int disconnect_server(int sd);
extern cptr soc_err(void);