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 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 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(int stop_search, int flush_output);
+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, ARMOUR_CLASS ac, int vis);
extern HIT_POINT critical_shot(WEIGHT 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 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, BIT_FLAGS mpe_mode);
-extern bool trap_can_be_ignored(int feat);
+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 output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte 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(FEAT_IDX 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 void reorder_pack(void);
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[];
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(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 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(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 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_LEN y, TERM_LEN 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 bool rustproof(void);
extern bool curse_armor(void);
extern bool curse_weapon_object(bool force, object_type *o_ptr);
extern bool eat_lock(void);
extern bool shock_power(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);
-
/* bldg.c */
extern bool get_nightmare(MONRACE_IDX r_idx);
extern void battle_monsters(void);
extern void redraw_stuff(void);
extern void window_stuff(void);
extern void handle_stuff(void);
-extern s16b empty_hands(bool riding_control);
+extern BIT_FLAGS16 empty_hands(bool riding_control);
extern bool heavy_armor(void);
extern void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines);
extern void update_playtime(void);
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(TERM_LEN *wid_p, TERM_LEN *hgt_p);
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 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 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_LEN *min_width);
/* 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);