extern const cptr stat_names[6];
extern const cptr stat_names_reduced[6];
extern const cptr window_flag_desc[32];
-extern const option_type option_info[];
extern const cptr chaos_patrons[MAX_PATRON];
extern const int chaos_stats[MAX_PATRON];
extern const int chaos_rewards[MAX_PATRON][20];
extern const activation_type activation_info[];
extern const cptr artifact_bias_name[MAX_BIAS];
+extern const option_type option_info[];
+extern const option_type cheat_info[CHEAT_MAX];
+extern const option_type autosave_info[2];
+
/* variable.c */
extern const cptr copyright[5];
extern byte h_ver_major;
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 DEPTH object_level;
extern DEPTH monster_level;
extern DEPTH base_level;
+extern bool invoking_midnight_curse;
extern s32b turn;
extern s32b turn_limit;
extern s32b dungeon_turn;
extern bool shimmer_objects;
extern bool repair_monsters;
extern bool repair_objects;
-extern s16b inven_nxt;
extern s16b inven_cnt;
extern s16b equip_cnt;
extern s16b o_max;
extern bool reinit_wilderness;
extern bool multi_rew;
extern char summon_kin_type;
-extern bool hack_mind;
+extern bool is_loading_now;
extern bool hack_mutation;
* Software options (set via the '=' command). See "tables.c"
*/
-/*** Input Options ***/
-
-extern bool rogue_like_commands; /* Rogue-like commands */
-extern bool always_pickup; /* Pick things up by default */
-extern bool carry_query_flag; /* Prompt before picking things up */
-extern bool quick_messages; /* Activate quick messages */
-extern bool auto_more; /* Automatically clear '-more-' prompts */
-extern bool command_menu; /* Enable command selection menu */
-extern bool other_query_flag; /* Prompt for floor item selection */
-extern bool use_old_target; /* Use old target by default */
-extern bool always_repeat; /* Repeat obvious commands */
-extern bool confirm_destroy; /* Prompt for destruction of known worthless items */
-extern bool confirm_wear; /* Confirm to wear/wield known cursed items */
-extern bool confirm_quest; /* Prompt before exiting a quest level */
-extern bool target_pet; /* Allow targetting pets */
-
-#ifdef ALLOW_EASY_OPEN
-extern bool easy_open; /* Automatically open doors */
-#endif
-
-#ifdef ALLOW_EASY_DISARM
-extern bool easy_disarm; /* Automatically disarm traps */
-#endif
-
-#ifdef ALLOW_EASY_FLOOR
-extern bool easy_floor; /* Display floor stacks in a list */
-#endif
-
-extern bool use_command; /* Allow unified use command */
-extern bool over_exert; /* Allow casting spells when short of mana */
-extern bool numpad_as_cursorkey; /* Use numpad keys as cursor key in editor mode */
-
-
-/*** Map Screen Options ***/
-
-extern bool center_player; /* Center map while walking (*slow*) */
-extern bool center_running; /* Centering even while running */
-extern bool view_yellow_lite; /* Use special colors for torch-lit grids */
-extern bool view_bright_lite; /* Use special colors for 'viewable' grids */
-extern bool view_granite_lite; /* Use special colors for wall grids (slow) */
-extern bool view_special_lite; /* Use special colors for floor grids (slow) */
-extern bool view_perma_grids; /* Map remembers all perma-lit grids */
-extern bool view_torch_grids; /* Map remembers all torch-lit grids */
-extern bool view_unsafe_grids; /* Map marked by detect traps */
-extern bool view_reduce_view; /* Reduce view-radius in town */
-extern bool fresh_before; /* Flush output while continuous command */
-extern bool fresh_after; /* Flush output after monster's move */
-extern bool fresh_message; /* Flush output after every message */
-extern bool hilite_player; /* Hilite the player with the cursor */
-extern bool display_path; /* Display actual path before shooting */
-
-
-/*** Text Display Options ***/
-
-extern bool plain_descriptions; /* Plain object descriptions */
-extern bool plain_pickup; /* Plain pickup messages(japanese only) */
-extern bool always_show_list; /* Always show list when choosing items */
-extern bool depth_in_feet; /* Show dungeon level in feet */
-extern bool show_labels; /* Show labels in object listings */
-extern bool show_weights; /* Show weights in object listings */
-extern bool show_item_graph; /* Show items graphics */
-extern bool equippy_chars; /* Display 'equippy' chars */
-extern bool display_mutations; /* Display mutations in 'C'haracter Display */
-extern bool compress_savefile; /* Compress messages in savefiles */
-extern bool abbrev_extra; /* Describe obj's extra resistances by abbreviation */
-extern bool abbrev_all; /* Describe obj's all resistances by abbreviation */
-extern bool exp_need; /* Show the experience needed for next level */
-extern bool ignore_unview; /* Ignore whenever any monster does */
-extern bool show_ammo_detail; /* Show Description of ammo damage */
-extern bool show_ammo_no_crit; /* Show No-crit damage of ammo */
-extern bool show_ammo_crit_ratio; /* Show critical ratio of ammo */
-
-
-/*** Game-Play Options ***/
-
-extern bool stack_force_notes; /* Merge inscriptions when stacking */
-extern bool stack_force_costs; /* Merge discounts when stacking */
-extern bool expand_list; /* Expand the power of the list commands */
-extern bool small_levels; /* Allow unusually small dungeon levels */
-extern bool always_small_levels; /* Always create unusually small dungeon levels */
-extern bool empty_levels; /* Allow empty 'arena' levels */
-extern bool bound_walls_perm; /* Boundary walls become 'permanent wall' */
-extern bool last_words; /* Leave last words when your character dies */
-
-#ifdef WORLD_SCORE
-extern bool send_score; /* Send score dump to the world score server */
-#endif
-
-extern bool allow_debug_opts; /* Allow use of debug/cheat options */
-
-
-/*** Disturbance Options ***/
-
-extern bool find_ignore_stairs; /* Run past stairs */
-extern bool find_ignore_doors; /* Run through open doors */
-extern bool find_cut; /* Run past known corners */
-extern bool check_abort; /* Check for user abort while continuous command */
-extern bool flush_failure; /* Flush input on various failures */
-extern bool flush_disturb; /* Flush input whenever disturbed */
-extern bool disturb_move; /* Disturb whenever any monster moves */
-extern bool disturb_high; /* Disturb whenever high-level monster moves */
-extern bool disturb_near; /* Disturb whenever viewable monster moves */
-extern bool disturb_pets; /* Disturb when visible pets move */
-extern bool disturb_panel; /* Disturb whenever map panel changes */
-extern bool disturb_state; /* Disturb whenever player state changes */
-extern bool disturb_minor; /* Disturb whenever boring things happen */
-extern bool ring_bell; /* Audible bell (on errors, etc) */
-extern bool disturb_trap_detect; /* Disturb when leaving trap detected area */
-extern bool alert_trap_detect; /* Alert when leaving trap detected area */
-
-
-/*** Birth Options ***/
-
-extern bool manual_haggle; /* Manually haggle in stores */
-extern bool easy_band; /* Easy Mode (*) */
-extern bool smart_learn; /* Monsters learn from their mistakes (*) */
-extern bool smart_cheat; /* Monsters exploit players weaknesses (*) */
-extern bool vanilla_town; /* Use 'vanilla' town without quests and wilderness */
-extern bool lite_town; /* Use 'lite' town without a wilderness */
-extern bool ironman_shops; /* Stores are permanently closed (*) */
-extern bool ironman_small_levels; /* Always create unusually small dungeon levels (*) */
-extern bool ironman_downward; /* Disable recall and use of up stairs (*) */
-extern bool ironman_empty_levels; /* Always create empty 'arena' levels (*) */
-extern bool ironman_rooms; /* Always generate very unusual rooms (*) */
-extern bool ironman_nightmare; /* Nightmare mode(it isn't even remotely fair!)(*) */
-extern bool left_hander; /* Left-Hander */
-extern bool preserve_mode; /* Preserve artifacts (*) */
-extern bool autoroller; /* Allow use of autoroller for stats (*) */
-extern bool autochara; /* Autoroll for weight, height and social status */
-extern bool powerup_home; /* Increase capacity of your home (*) */
-
-
-/*** Easy Object Auto-Destroyer ***/
-
-extern bool destroy_items; /* Use easy auto-destroyer */
-extern bool destroy_feeling; /* Apply auto-destroy as sense feeling */
-extern bool destroy_identify; /* Apply auto-destroy as identify an item */
-extern bool leave_worth; /* Auto-destroyer leaves known worthy items */
-extern bool leave_equip; /* Auto-destroyer leaves weapons and armour */
-extern bool leave_chest; /* Auto-destroyer leaves closed chests */
-extern bool leave_wanted; /* Auto-destroyer leaves wanted corpses */
-extern bool leave_corpse; /* Auto-destroyer leaves corpses and skeletons */
-extern bool leave_junk; /* Auto-destroyer leaves junk */
-extern bool leave_special; /* Auto-destroyer leaves items your race/class needs */
-
-
-/*** Play-record Options ***/
-
-extern bool record_fix_art; /* Record fixed artifacts */
-extern bool record_rand_art; /* Record random artifacts */
-extern bool record_destroy_uniq; /* Record when destroy unique monster */
-extern bool record_fix_quest; /* Record fixed quests */
-extern bool record_rand_quest; /* Record random quests */
-extern bool record_maxdepth; /* Record movements to deepest level */
-extern bool record_stair; /* Record recall and stair movements */
-extern bool record_buy; /* Record purchased items */
-extern bool record_sell; /* Record sold items */
-extern bool record_danger; /* Record hitpoint warning */
-extern bool record_arena; /* Record arena victories */
-extern bool record_ident; /* Record first identified items */
-extern bool record_named_pet; /* Record informations of named pets */
-
-
-extern bool cheat_peek;
-extern bool cheat_hear;
-extern bool cheat_room;
-extern bool cheat_xtra;
-extern bool cheat_know;
-extern bool cheat_live;
-extern bool cheat_save;
-extern bool cheat_diary_output;
-extern bool cheat_turn;
extern char record_o_name[MAX_NLEN];
extern s32b record_turn;
-extern byte hitpoint_warn;
-extern byte mana_warn;
-extern byte delay_factor;
-extern s16b autosave_freq;
-extern bool autosave_t;
-extern bool autosave_l;
extern bool closing_flag;
extern POSITION panel_row_min, panel_row_max;
extern POSITION panel_col_min, panel_col_max;
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 QUEST_IDX max_quests;
+extern QUEST_IDX max_q_idx;
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 ARTIFACT_IDX max_a_idx;
extern IDX max_e_idx;
extern DUNGEON_IDX max_d_idx;
extern OBJECT_IDX max_o_idx;
extern errr process_autopick_file_command(char *buf);
extern cptr autopick_line_from_entry(autopick_type *entry);
extern int is_autopick(object_type *o_ptr);
-extern void autopick_alter_item(int item, bool destroy);
+extern void autopick_alter_item(INVENTORY_IDX item, bool destroy);
extern void autopick_delayed_alter(void);
extern void autopick_pickup_items(cave_type *c_ptr);
extern bool autopick_autoregister(object_type *o_ptr);
extern bool is_closed_door(IDX feat);
extern bool is_hidden_door(cave_type *c_ptr);
extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void update_local_illumination(int y, int x);
-extern bool player_can_see_bold(int y, int x);
-extern bool cave_valid_bold(int y, int x);
+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(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]);
-extern void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp);
+extern void map_info(POSITION y, POSITION x, byte *ap, char *cp, byte *tap, char *tcp);
extern void move_cursor_relative(int row, int col);
-extern void print_rel(char c, byte a, int y, int x);
-extern void note_spot(int y, int x);
+extern void print_rel(char c, byte a, TERM_POSITION y, TERM_POSITION x);
+extern void note_spot(POSITION y, POSITION x);
extern void display_dungeon(void);
-extern void lite_spot(int y, int x);
+extern void lite_spot(POSITION y, POSITION x);
extern void prt_map(void);
-extern void prt_path(int y, int x);
+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 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_alter_feat(int y, int x, int action);
-extern void remove_mirror(int y, int x);
+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 bool is_glyph_grid(cave_type *c_ptr);
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 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 object_kind_track(IDX k_idx);
extern void disturb(int stop_search, int 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_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, 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 py_pickup_aux(OBJECT_IDX o_idx);
extern void carry(bool pickup);
-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 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 void move_player(DIRECTION dir, bool do_pickup, bool break_trap);
-extern void run_step(int dir);
+extern void run_step(DIRECTION dir);
#ifdef TRAVEL
extern void travel_step(void);
#endif
extern void do_cmd_run(void);
extern void do_cmd_rest(void);
extern void do_cmd_fire(void);
-extern void do_cmd_fire_aux(int item, object_type *j_ptr);
-extern void do_cmd_throw(void);
-extern bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken);
+extern void do_cmd_fire_aux(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
-/* cmd3.c */
-extern void do_cmd_inven(void);
-extern void do_cmd_equip(void);
-extern void do_cmd_wield(void);
-extern void do_cmd_takeoff(void);
-extern void do_cmd_drop(void);
-extern void do_cmd_destroy(void);
-extern void do_cmd_observe(void);
-extern void do_cmd_uninscribe(void);
-extern void do_cmd_inscribe(void);
-extern void do_cmd_refill(void);
-extern void do_cmd_target(void);
-extern void do_cmd_look(void);
-extern void do_cmd_locate(void);
-extern void do_cmd_query_symbol(void);
-extern void kamaenaoshi(int 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);
-
/* cmd4.c */
#ifndef JP
extern cptr get_ordinal_number_suffix(int num);
extern void do_cmd_browse(void);
extern void do_cmd_study(void);
extern void do_cmd_cast(void);
-extern bool rakuba(HIT_POINT dam, bool force);
-extern bool do_riding(bool force);
-extern void check_pets_num_and_align(monster_type *m_ptr, bool inc);
-extern int calculate_upkeep(void);
-extern void do_cmd_pet_dismiss(void);
-extern void do_cmd_pet(void);
-
-/* cmd6.c */
-extern void do_cmd_eat_food(void);
-extern void do_cmd_quaff_potion(void);
-extern void do_cmd_read_scroll(void);
-extern void do_cmd_aim_wand(void);
-extern void do_cmd_use_staff(void);
-extern void do_cmd_zap_rod(void);
-extern void do_cmd_activate(void);
-extern void do_cmd_rerate_aux(void);
-extern void do_cmd_rerate(bool display);
-extern void ring_of_power(int dir);
-extern void do_cmd_use(void);
-extern bool do_cmd_magic_eater(bool only_browse, bool powerful);
-/* do-spell.c */
+/* cmd-spell.c */
extern void stop_singing(void);
extern cptr 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 determine_bounty_uniques(void);
extern void determine_today_mon(bool conv_old);
extern void play_game(bool new_game);
-extern bool psychometry(void);
-extern void leave_level(int level);
-extern void enter_level(int level);
extern s32b turn_real(s32b hoge);
extern void prevent_turn_overflow(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);
+
-/* generate.c */
-extern bool place_quest_monsters(void);
-extern void wipe_generate_cave_flags(void);
-extern void clear_cave(void);
-extern void generate_cave(void);
/* init1.c */
extern byte color_char_to_attr(char c);
extern bool load_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
/* melee1.c */
-/* melee2.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 void mproc_init(void);
extern bool set_monster_csleep(MONSTER_IDX m_idx, int v);
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 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 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 bool mon_hook_dungeon(MONRACE_IDX r_idx);
extern monster_hook_type get_monster_hook(void);
-extern monster_hook_type get_monster_hook2(int y, int x);
+extern monster_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(int y, int x, monster_race *r_ptr, u16b mode);
+extern bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, u16b 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 cptr horror_desc[MAX_SAN_HORROR];
extern cptr funny_desc[MAX_SAN_FUNNY];
extern cptr funny_comments[MAX_SAN_COMMENT];
-extern void set_target(monster_type *m_ptr, int y, int x);
+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 void delete_monster_idx(MONSTER_IDX i);
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, BIT_FLAGS mode);
+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_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 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 delete_object_idx(int o_idx);
-extern void delete_object(int y, int x);
+extern void excise_object_idx(OBJECT_IDX o_idx);
+extern void delete_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 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 bool can_player_destroy_object(object_type *o_ptr);
extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode);
extern bool make_gold(object_type *j_ptr);
extern void place_gold(POSITION y, POSITION x);
-extern s16b drop_near(object_type *o_ptr, int chance, int y, int x);
-extern void acquirement(int y1, int x1, int num, bool great, bool special, bool known);
-extern void amusement(int y1, int x1, int num, bool known);
-extern void init_normal_traps(void);
-extern s16b choose_random_trap(void);
-extern void disclose_grid(int y, int x);
-extern void place_trap(int y, int x);
-extern void inven_item_charges(int item);
-extern void inven_item_describe(int item);
-extern void inven_item_increase(int item, int num);
-extern void inven_item_optimize(int item);
-extern void floor_item_charges(int item);
-extern void floor_item_describe(int item);
-extern void floor_item_increase(int item, int num);
-extern void floor_item_optimize(int item);
+extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
+extern void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known);
+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_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_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 s16b inven_carry(object_type *o_ptr);
extern bool save_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
/* 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);
/* spells2.c */
extern void message_pain(MONSTER_IDX m_idx, HIT_POINT dam);
-extern void self_knowledge(void);
extern bool detect_traps(POSITION range, bool known);
extern bool detect_doors(POSITION range);
extern bool detect_stairs(POSITION range);
extern bool dispel_demons(HIT_POINT dam);
extern bool crusade(void);
extern bool turn_undead(void);
-extern bool destroy_area(int y1, int x1, int r, bool in_generate);
-extern bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx);
-extern bool earthquake(int cy, int cx, int r);
-extern void lite_room(int y1, int 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_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 destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate);
+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(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, int dd, int 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 drain_life(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, int 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, int plev);
+extern bool stun_monster(DIRECTION dir, int plev);
+extern bool fear_monster(DIRECTION dir, int 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(int y, int x);
+extern bool trap_creation(POSITION y, POSITION x);
extern bool tree_creation(void);
extern bool glyph_creation(void);
extern bool destroy_doors_touch(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_living(int dir, int plev);
+extern bool charm_monster(DIRECTION dir, int plev);
+extern bool control_one_undead(DIRECTION dir, int plev);
+extern bool control_one_demon(DIRECTION dir, int plev);
+extern bool charm_animal(DIRECTION dir, int plev);
extern bool mindblast_monsters(HIT_POINT dam);
extern s32b flag_cost(object_type *o_ptr, int plusses);
-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, 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_hack(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(DIRECTION dir);
+extern void wild_magic(int spell);
+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_critical_wounds(HIT_POINT pow);
+extern bool_hack true_healing(HIT_POINT pow);
+extern bool_hack restore_mana(bool_hack magic_eater);
+extern bool restore_all_status(void);
+extern void stop_mouth(void);
+extern bool_hack vampirism(void);
+extern bool panic_hit(void);
+extern bool psychometry(void);
/* spells3.c */
-extern bool teleport_away(MONSTER_IDX m_idx, int dis, BIT_FLAGS mode);
+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 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 bool mundane_spell(bool only_equip);
extern bool identify_item(object_type *o_ptr);
extern bool identify_fully(bool only_equip);
-extern bool recharge(int num);
+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 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, BIT_FLAGS mode);
+extern bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode);
extern void massacre(void);
/* store.c */
extern void battle_monsters(void);
extern void do_cmd_bldg(void);
extern void do_cmd_quest(void);
-extern void quest_discovery(int q_idx);
-extern IDX quest_number(DEPTH level);
-extern IDX random_quest_number(DEPTH level);
+extern void quest_discovery(QUEST_IDX q_idx);
+extern QUEST_IDX quest_number(DEPTH level);
+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 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 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);
extern void handle_stuff(void);
extern s16b empty_hands(bool riding_control);
extern bool heavy_armor(void);
-extern void print_monster_list(int x, int y, int max_lines);
+extern void print_monster_list(TERM_POSITION x, TERM_POSITION y, TERM_POSITION max_lines);
extern void update_playtime(void);
extern void one_activation(object_type *o_ptr);
extern bool create_artifact(object_type *o_ptr, bool a_scroll);
extern int activation_index(object_type *o_ptr);
-extern bool activate_random_artifact(object_type * o_ptr);
extern const activation_type* find_activation_info(object_type *o_ptr);
-extern void get_bloody_moon_flags(object_type *o_ptr);
extern void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr);
-extern bool create_named_art(int a_idx, int y, int x);
+extern bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x);
/* scores.c */
extern void display_scores_aux(int from, int to, int note, high_score *score);
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, int y, int x, int typ, int dam_hp, int monspell, int target_type);
-extern void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type);
-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);
+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 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 MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode);
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 void dump_mutations(FILE *OutFile);
extern void do_cmd_knowledge_mutations(void);
extern int calc_mutant_regenerate_mod(void);
-extern bool mutation_power_aux(u32b power);
+extern bool mutation_power_aux(int power);
/*
extern bool easy_open;
/* cmd2.c */
-extern bool easy_open_door(int y, int x);
+extern bool easy_open_door(POSITION y, POSITION x);
#endif /* ALLOW_EASY_OPEN -- TNB */
extern bool easy_disarm;
/* cmd2.c */
-extern bool do_cmd_disarm_aux(int y, int x, int dir);
+extern bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir);
#endif /* ALLOW_EASY_DISARM -- TNB */
/* wizard2.c */
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);
/* avatar.c */
extern bool compare_virtue(int type, int num, int tekitou);
/* inet.c */
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 disconnect_server(int sd);
extern bool teleport_barrier(MONSTER_IDX m_idx);
extern bool magic_barrier(MONSTER_IDX m_idx);
extern bool multiply_barrier(MONSTER_IDX m_idx);
+
+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);