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 s16b monster_level;
extern s16b base_level;
extern s32b turn;
+extern s32b turn_limit;
extern s32b dungeon_turn;
+extern s32b dungeon_turn_limit;
extern s32b old_turn;
extern s32b old_battle;
extern bool use_sound;
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 s16b hack_m_idx;
extern s16b hack_m_idx_ii;
extern int total_friends;
-extern s32b total_friend_levels;
extern s32b friend_align;
extern int leaving_quest;
extern bool reinit_wilderness;
extern s16b feat_quartz_vein;
extern s16b feat_granite;
extern s16b feat_permanent;
+extern s16b feat_glass_floor;
extern s16b feat_glass_wall;
extern s16b feat_permanent_glass_wall;
extern s16b feat_pattern_start;
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);
extern void do_cmd_browse(void);
extern void do_cmd_study(void);
extern void do_cmd_cast(void);
-extern void do_cmd_pray(void);
extern bool rakuba(int 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);
/* 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 leave_level(int level);
extern void enter_level(int level);
extern s32b turn_real(s32b hoge);
+extern void prevent_turn_overflow(void);
/* files.c */
extern errr make_character_dump(FILE *fff);
extern errr file_character(cptr name);
extern errr process_pref_file_command(char *buf);
-extern cptr process_pref_file_expr(cptr *sp, char *fp);
+extern cptr process_pref_file_expr(char **sp, char *fp);
extern errr process_pref_file(cptr name);
extern errr process_autopick_file(cptr name);
extern errr process_histpref_file(cptr name);
/* flavor.c */
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, u32b mode);
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 bool object_similar(object_type *o_ptr, object_type *j_ptr);
extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
extern s16b lookup_kind(int tval, int sval);
extern void floor_item_increase(int item, int num);
extern void floor_item_optimize(int 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 s16b inven_takeoff(int item, int amt);
extern void inven_drop(int item, int amt);
extern bool project_hack(int typ, int dam);
extern bool eat_magic(int power);
extern void discharge_minion(void);
-extern void kawarimi(bool success);
+extern bool kawarimi(bool success);
extern bool rush_attack(bool *mdeath);
extern void remove_all_mirrors(bool explode);
extern bool summon_kin_player(int level, int y, int x, u32b mode);
/* 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 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 void one_ability(object_type *o_ptr);
extern bool create_artifact(object_type *o_ptr, bool a_scroll);
extern bool activate_random_artifact(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 void main(void); */
#endif
-#if defined(MAC_MPW)
+#if defined(MAC_MPW) || defined(MACH_O_CARBON)
/* Globals needed */
extern u32b _ftype;
extern u32b _fcreator;
#endif
+#if defined(MAC_MPW) && defined(CARBON)
+extern void convert_pathname(char *path);
+#endif
+
+#if defined(MACH_O_CARBON)
+extern void fsetfileinfo(cptr path, u32b fcreator, u32b ftype);
+#endif
+
#ifdef WINDOWS
/* main-win.c */
/* extern int FAR PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, ...); */
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);
#ifdef JP
/* japanese.c */
+extern void sindarin_to_kana(char *kana, const char *sindarin);
extern void jverb1( const char *in , char *out);
extern void jverb2( const char *in , char *out);
extern void jverb3( const char *in , char *out);
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);
+