* Note that some files have their own header files
* (z-virt.h, z-util.h, z-form.h, term.h, random.h)
*/
-
+#include "geometry.h"
/*
* Automatically generated "variable" declarations
extern const byte blows_table[12][12];
extern const arena_type arena_info[MAX_ARENA_MONS + 2];
extern const byte extract_energy[200];
-extern const s32b player_exp[PY_MAX_LEVEL];
-extern const s32b player_exp_a[PY_MAX_LEVEL];
extern const player_sex sex_info[MAX_SEXES];
extern const player_race race_info[MAX_RACES];
extern const player_class class_info[MAX_CLASS];
extern const concptr E_realm_names[];
#endif
extern const concptr spell_names[VALID_REALM][32];
-extern const int chest_traps[64];
extern const concptr player_title[MAX_CLASS][PY_MAX_LEVEL/5];
extern const concptr color_names[16];
extern const concptr stat_names[6];
extern const concptr stat_names_reduced[6];
extern const concptr window_flag_desc[32];
-extern const concptr chaos_patrons[MAX_PATRON];
-extern const int chaos_stats[MAX_PATRON];
-extern const int chaos_rewards[MAX_PATRON][20];
extern const martial_arts ma_blows[MAX_MA];
extern const int monk_ave_damage[PY_MAX_LEVEL+1][3];
extern const concptr game_inscriptions[];
extern s16b command_new;
extern bool msg_flag;
extern s16b running;
-extern GAME_TURN resting;
extern bool invoking_midnight_curse;
extern GAME_TURN old_battle;
extern bool use_sound;
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 bool reinit_wilderness;
extern bool multi_rew;
extern char record_o_name[MAX_NLEN];
-extern s32b record_turn;
+extern GAME_TURN record_turn;
extern bool closing_flag;
extern POSITION panel_row_min, panel_row_max;
extern POSITION panel_col_min, panel_col_max;
extern char player_base[32];
extern char savefile[1024];
extern char savefile_base[40];
-extern POSITION_IDX temp_n;
-extern POSITION temp_y[TEMP_MAX];
-extern POSITION temp_x[TEMP_MAX];
+extern pos_list tmp_pos;
extern s16b macro__num;
extern concptr *macro__pat;
extern concptr *macro__act;
extern concptr ANGBAND_DIR_XTRA;
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 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 wilderness_type **wilderness;
extern building_type building[MAX_BLDG];
extern QUEST_IDX max_q_idx;
extern MONRACE_IDX max_r_idx;
extern quest_type *quest;
extern char quest_text[10][80];
extern int quest_text_line;
-extern TERM_COLOR gf_color[MAX_GF];
extern int init_flags;
extern int highscore_fd;
extern bool can_save;
extern MONSTER_IDX riding_t_m_idx;
extern MONRACE_IDX today_mon;
extern bool write_level;
-extern u32b playtime;
extern u32b start_time;
extern bool sukekaku;
extern bool new_mane;
extern bool mon_fight;
-extern bool ambush_flag;
extern bool generate_encounter;
extern concptr screen_dump;
/* grids.c */
-extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern void update_local_illumination(POSITION y, POSITION x);
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(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, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp);
extern void move_cursor_relative(int row, int col);
extern void print_rel(SYMBOL_CODE c, TERM_COLOR 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 prt_map(void);
extern void prt_path(POSITION y, POSITION x);
-extern void display_map(int *cy, int *cx);
-extern void do_cmd_view_map(void);
-extern void forget_lite(void);
-extern void update_lite(void);
-extern void forget_view(void);
-extern void update_view(void);
-extern void update_mon_lite(void);
-extern void clear_mon_lite(void);
extern void delayed_visual_update(void);
extern void forget_flow(void);
extern void update_flow(void);
extern void cave_alter_feat(POSITION y, POSITION x, int action);
extern void remove_mirror(POSITION y, POSITION x);
-extern void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION 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, 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(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);
-extern bool is_open(FEAT_IDX feat);
-
-/* cmd1.c */
-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(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 travel_step(void);
-#endif
-
-/* cmd2.c */
-extern bool cmd_limit_cast(player_type *creature_ptr);
-extern bool cmd_limit_arena(player_type *creature_ptr);
-extern bool cmd_limit_time_walk(player_type *creature_ptr);
-extern bool cmd_limit_blind(player_type *creature_ptr);
-extern bool cmd_limit_confused(player_type *creature_ptr);
-extern void forget_travel_flow(void);
-extern void do_cmd_go_up(void);
-extern void do_cmd_go_down(void);
-extern void do_cmd_search(void);
-extern void do_cmd_open(void);
-extern void do_cmd_close(void);
-extern void do_cmd_tunnel(void);
-extern void do_cmd_disarm(void);
-extern void do_cmd_bash(void);
-extern void do_cmd_alter(void);
-extern void do_cmd_spike(void);
-extern void do_cmd_walk(bool pickup);
-extern void do_cmd_stay(bool pickup);
-extern void do_cmd_run(void);
-extern void do_cmd_rest(void);
-extern void do_cmd_fire(void);
-extern void exe_fire(INVENTORY_IDX item, object_type *j_ptr);
-extern bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken);
-#ifdef TRAVEL
-extern void do_cmd_travel(void);
-#endif
-extern bool easy_open_door(POSITION y, POSITION x);
-extern bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir);
/* cmd4.c */
#ifndef JP
extern void do_cmd_save_screen(void);
extern void do_cmd_knowledge_quests_completed(FILE *fff, QUEST_IDX quest_num[]);
extern void do_cmd_knowledge_quests_failed(FILE *fff, QUEST_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 void do_cmd_knowledge(void);
extern void plural_aux(char * Name);
extern void do_cmd_checkquest(void);
extern void do_cmd_time(void);
+extern void do_cmd_suicide(void);
/* cmd-spell.c */
-extern concptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode);
extern bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode);
/* dungeon.c */
-extern void leave_quest_check(void);
-extern void leave_tower_check(void);
extern void extract_option_vars(void);
extern void determine_bounty_uniques(void);
extern void determine_today_mon(bool conv_old);
extern void play_game(bool new_game);
extern s32b turn_real(s32b hoge);
extern void prevent_turn_overflow(void);
+extern void close_game(void);
/* files.c */
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 void do_cmd_help(void);
extern void process_player_name(bool sf);
extern void get_name(void);
-extern void do_cmd_suicide(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 close_game(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);
extern errr counts_write(int where, u32b count);
extern u32b counts_read(int where);
-/* flavor.c */
-extern bool object_is_quest_target(object_type *o_ptr);
-extern void get_table_name_aux(char *out_string);
-extern void get_table_name(char *out_string);
-extern void get_table_sindarin_aux(char *out_string);
-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, 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(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 void change_floor(void);
-extern void stair_creation(void);
-extern bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2);
-extern bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff);
-
-
/* init1.c */
extern TERM_COLOR color_char_to_attr(SYMBOL_CODE c);
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 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who);
+extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_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)(TERM_COLOR attr, concptr str));
-extern void create_name(int type, char *name);
-
-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(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 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg);
+extern void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx);
/* monster2.c */
-extern concptr horror_desc[MAX_SAN_HORROR];
-extern concptr funny_desc[MAX_SAN_FUNNY];
-extern concptr funny_comments[MAX_SAN_COMMENT];
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 MONSTER_IDX m_pop(void);
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_monster(MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
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 SPEED get_mspeed(monster_race *r_ptr);
extern void monster_drop_carried_objects(monster_type *m_ptr);
/* object1.c */
-extern int m_bonus(int max, DEPTH level);
-
extern void reset_visuals(void);
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 bool can_get_item(void);
extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode);
extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option);
-PERCENTAGE breakage_chance(object_type *o_ptr);
+PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type);
/* object2.c */
extern void excise_object_idx(OBJECT_IDX o_idx);
extern byte value_check_aux2(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 int object_similar_part(object_type *o_ptr, object_type *j_ptr);
extern void combine_pack(void);
extern void reorder_pack(void);
extern void display_koff(KIND_OBJECT_IDX k_idx);
-extern object_type *choose_warning_item(void);
-extern bool process_warning(POSITION xx, POSITION yy);
-extern void do_cmd_kaji(bool only_browse);
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 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 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(DIRECTION dir, WEIGHT wgt, bool require_los);
extern void alter_reality(void);
-extern bool warding_glyph(void);
-extern bool place_mirror(void);
-extern bool explosive_rune(void);
extern void identify_pack(void);
extern int remove_curse(void);
extern int remove_all_curse(void);
extern bool identify_item(object_type *o_ptr);
extern bool identify_fully(bool only_equip);
extern bool recharge(int power);
-extern bool bless_weapon(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 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_LEN y, TERM_LEN x, REALM_IDX realm);
extern bool polymorph_monster(POSITION y, POSITION x);
extern bool dimension_door(void);
/* bldg.c */
-extern void battle_monsters(void);
+extern void update_gambling_monsters(void);
extern void do_cmd_bldg(void);
extern void do_cmd_quest(void);
-extern void quest_discovery(QUEST_IDX q_idx);
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(WEIGHT weight, int plus_ammo,int plus_bow, HIT_POINT dam);
/* xtra1.c */
-extern void cnv_stat(int val, char *out_val);
-extern s16b modify_stat_value(int value, int amount);
extern void prt_time(void);
extern concptr map_name(void);
extern int bow_tval_ammo(object_type *o_ptr);
/* xtra2.c */
-extern void check_experience(void);
-extern concptr extract_note_dies(MONRACE_IDX r_idx);
-extern void monster_death(MONSTER_IDX m_idx, bool drop_item);
extern void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p);
extern void panel_bounds_center(void);
extern void verify_panel(void);
-extern concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode);
extern bool target_able(MONSTER_IDX m_idx);
extern bool target_okay(void);
extern bool target_set(BIT_FLAGS mode);
extern void do_cmd_mind(void);
extern void do_cmd_mind_browse(void);
-/* mane.c */
-extern bool do_cmd_mane(bool baigaesi);
/* mspells1.c */
extern bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
extern HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, 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 void do_cmd_gain_hissatsu(void);
-extern MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode);
-
/*
* Hack -- conditional (or "bizarre") externs
#endif
/* variable.c (for snipers) */
-extern int snipe_type;
extern bool reset_concent; /* Concentration reset flag */
extern bool is_fired;
/* snipe.c */
extern void reset_concentration(bool msg);
extern void display_snipe_list(void);
-extern int tot_dam_aux_snipe (int mult, monster_type *m_ptr);
+extern MULTIPLY tot_dam_aux_snipe (MULTIPLY mult, monster_type *m_ptr, SPELL_IDX snipe_type);
extern void do_cmd_snipe(void);
extern void do_cmd_snipe_browse(void);
extern int boost_concentration_damage(int tdam);
extern void kamaenaoshi(INVENTORY_IDX item);
-
-extern bool ang_sort_comp_hook(vptr u, vptr v, int a, int b);
-extern void ang_sort_swap_hook(vptr u, vptr v, int a, int b);
-