extern bool character_saved;
extern bool character_icky;
extern bool character_xtra;
+extern bool creating_savefile;
extern u32b seed_flavor;
extern u32b seed_town;
extern s16b command_cmd;
extern bool inkey_xtra;
extern bool inkey_scan;
extern bool inkey_flag;
+extern bool get_com_no_macros;
extern s16b coin_type;
extern bool opening_chest;
extern bool shimmer_monsters;
extern bool trap_can_be_ignored(int feat);
extern void move_player(int dir, bool do_pickup, bool break_trap);
extern void run_step(int dir);
+#ifdef TRAVEL
+extern void travel_step(void);
+#endif
/* cmd2.c */
+extern bool confirm_leave_level(bool down_stair);
extern void do_cmd_go_up(void);
extern void do_cmd_go_down(void);
extern void do_cmd_search(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, int shuriken);
+#ifdef TRAVEL
+extern void do_cmd_travel(void);
+#endif
/* cmd3.c */
extern void do_cmd_inven(void);
/* 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 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);
/* effects.c */
extern bool target_able(int m_idx);
extern bool target_okay(void);
extern bool target_set(int mode);
+extern void target_set_prepare_look();
extern bool get_aim_dir(int *dp);
extern bool get_hack_dir(int *dp);
extern bool get_rep_dir(int *dp, bool under);
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);
/* mspells1.c */
extern bool clean_shot(int y1, int x1, int y2, int x2, bool friend);
extern bool object_is_ammo(object_type *o_ptr);
extern bool object_is_armour(object_type *o_ptr);
extern bool object_is_weapon_armour_ammo(object_type *o_ptr);
-extern bool object_is_weapon_armour_ammo(object_type *o_ptr);
extern bool object_is_melee_weapon(object_type *o_ptr);
extern bool object_is_wearable(object_type *o_ptr);
extern bool object_is_equipment(object_type *o_ptr);
extern void prepare_chuukei_hooks(void);
#endif
+extern void prepare_movie_hooks(void);
+extern void prepare_browse_movie_aux(cptr filename);
+extern void prepare_browse_movie(cptr filename);
+extern void browse_movie(void);
+extern bool browsing_movie;
+
+#ifdef TRAVEL
+/* for travel */
+extern travel_type travel;
+#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 void do_cmd_snipe(void);
+extern void do_cmd_snipe_browse(void);
+extern int boost_concentration_damage(int tdam);
+
+/* hex.c */
+extern bool stop_hex_spell_all(void);
+extern bool stop_hex_spell(void);
+extern void check_hex(void);
+extern bool hex_spell_fully(void);
+extern void revenge_spell();
+extern void revenge_store(int dam);
+extern bool teleport_barrier(int m_idx);
+extern bool magic_barrier(int m_idx);
+extern bool multiply_barrier(int m_idx);
+