extern kamae kamae_shurui[MAX_KAMAE];
extern kamae kata_shurui[MAX_KATA];
extern cptr exp_level_str[5];
-extern byte conv_terrain2feat[MAX_WILDERNESS];
+extern s16b conv_terrain2feat[MAX_WILDERNESS];
extern cptr silly_attacks[MAX_SILLY_ATTACK];
#ifdef JP
extern cptr silly_attacks2[MAX_SILLY_ATTACK];
extern cptr monster_powers_short[MAX_MONSPELLS];
extern cptr ident_info[];
extern mbe_info_type mbe_info[];
+extern byte feature_action_flags[FF_FLAG_MAX];
/* variable.c */
extern cptr copyright[5];
extern char summon_kin_type;
extern bool hack_mind;
extern bool hack_mutation;
-extern bool show_item_graph;
-extern bool rogue_like_commands;
-extern bool quick_messages;
-extern bool auto_more;
-extern bool command_menu;
-extern bool other_query_flag;
-extern bool carry_query_flag;
-extern bool always_pickup;
-extern bool always_repeat;
-extern bool use_old_target;
-extern bool depth_in_feet;
-extern bool compress_savefile;
-extern bool hilite_player;
-extern bool ring_bell;
-extern bool find_ignore_stairs;
-extern bool find_ignore_doors;
-extern bool find_cut;
-extern bool disturb_near;
-extern bool disturb_high;
-extern bool disturb_move;
-extern bool disturb_panel;
-extern bool disturb_state;
-extern bool disturb_minor;
-extern bool check_abort;
-extern bool avoid_other;
-extern bool flush_disturb;
-extern bool flush_failure;
-extern bool fresh_before;
-extern bool fresh_after;
-extern bool fresh_message;
-extern bool disturb_trap_detect;
-extern bool alert_trap_detect;
-extern bool view_yellow_lite;
-extern bool view_bright_lite;
-extern bool view_granite_lite;
-extern bool view_special_lite;
-extern bool new_ascii_graphics;
-extern bool target_pet;
-extern bool display_path;
-extern bool always_show_list;
-extern bool abbrev_extra;
-extern bool abbrev_all;
-extern bool plain_pickup;
-
-extern bool powerup_home;
-extern bool send_score;
-extern bool allow_debug_opts; /* Allow use of debug/cheat options */
-
-extern bool display_mutations; /* Skip mutations screen in 'C'haracter display */
-extern bool plain_descriptions;
-extern bool confirm_destroy;
-extern bool confirm_wear;
-extern bool confirm_quest;
-extern bool disturb_pets;
-extern bool view_perma_grids;
-extern bool view_torch_grids;
-extern bool view_unsafe_grids;
-extern bool track_follow;
-extern bool track_target;
-extern bool stack_force_notes;
-extern bool stack_force_costs;
-extern bool view_reduce_view;
-extern bool manual_haggle;
-extern bool auto_scum;
-extern bool expand_list;
-extern bool smart_learn;
-extern bool smart_cheat;
-extern bool show_labels;
-extern bool show_weights;
+
+
+/*
+ * 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_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 */
+
+
+/*** 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 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 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_know;
extern bool cheat_live;
extern bool cheat_save;
-extern bool last_words; /* Zangband options */
-extern bool over_exert;
-extern bool small_levels;
-extern bool always_small_levels;
-extern bool empty_levels;
-extern bool bound_walls_perm;
-extern bool equippy_chars;
-extern bool use_command;
-extern bool center_player;
-extern bool center_running;
-extern bool destroy_items;
-extern bool destroy_feeling;
-extern bool destroy_identify;
-extern bool leave_worth;
-extern bool leave_equip;
-extern bool leave_wanted;
-extern bool leave_corpse;
-extern bool leave_junk;
-extern bool destroy_items;
-extern bool leave_chest;
-extern bool leave_special;
-extern bool record_fix_art;
-extern bool record_rand_art;
-extern bool record_destroy_uniq;
-extern bool record_fix_quest;
-extern bool record_rand_quest;
-extern bool record_maxdeapth;
-extern bool record_stair;
-extern bool record_buy;
-extern bool record_sell;
-extern bool record_danger;
-extern bool record_arena;
-extern bool record_ident;
-extern bool record_named_pet;
+
extern char record_o_name[MAX_NLEN];
extern s32b record_turn;
extern byte hitpoint_warn;
extern player_magic *m_info;
extern feature_type *f_info;
extern char *f_name;
+extern char *f_tag;
extern object_kind *k_info;
extern char *k_name;
extern char *k_text;
extern int init_flags;
extern int highscore_fd;
extern int mutant_regenerate_mod;
-extern bool easy_band;
-extern bool vanilla_town;
-extern bool ironman_shops;
-extern bool ironman_small_levels;
-extern bool ironman_downward;
-extern bool ironman_autoscum;
-extern bool lite_town;
-extern bool ironman_empty_levels;
-extern bool ironman_rooms;
-extern bool ironman_nightmare;
-extern bool left_hander;
-extern bool preserve_mode;
-extern bool autoroller;
-extern bool autochara;
extern bool can_save;
extern s16b world_monster;
extern bool world_player;
extern cptr screen_dump;
extern byte dungeon_type;
extern s16b *max_dlv;
-extern byte feat_wall_outer;
-extern byte feat_wall_inner;
-extern byte feat_wall_solid;
-extern byte floor_type[100], fill_type[100];
+extern s16b feat_wall_outer;
+extern s16b feat_wall_inner;
+extern s16b feat_wall_solid;
+extern s16b floor_type[100], fill_type[100];
extern bool now_damaged;
extern s16b now_message;
extern bool use_menu;
/* autopick.c */
-extern void init_autopicker(void);
-extern errr process_pickpref_file_line(char *buf);
+extern void autopick_load_pref(bool disp_mes);
+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 auto_do_item(int item, bool destroy);
-extern void delayed_auto_destroy(void);
-extern void auto_pickup_items(cave_type *c_ptr);
-extern bool add_auto_register(object_type *o_ptr);
+extern void autopick_alter_item(int 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 void do_cmd_edit_autopick(void);
/* birth.c */
extern bool cave_valid_bold(int y, int x);
extern bool cave_valid_grid(cave_type *c_ptr);
extern bool no_lite(void);
+extern byte lighting_colours[16][2];
extern void map_info(int y, int 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 wiz_lite(bool ninja);
extern void wiz_dark(void);
extern void cave_set_feat(int y, int x, int feat);
+extern int conv_dungeon_feat(int newfeat);
+extern int feat_state(int feat, int action);
+extern void cave_alter_feat(int y, int x, int action);
extern void remove_mirror(int y, int x);
extern bool is_mirror_grid(cave_type *c_ptr);
extern bool is_glyph_grid(cave_type *c_ptr);
extern s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown);
extern void search(void);
extern void py_pickup_aux(int o_idx);
-extern void carry(int pickup);
+extern void carry(bool pickup);
extern bool py_attack(int y, int x, int mode);
-extern bool player_can_enter(byte feature);
-extern void move_player(int dir, int do_pickup, bool break_trap);
+extern bool pattern_seq(int c_y, int c_x, int n_y, int n_x);
+extern bool player_can_enter(s16b feature, u16b mode);
+extern bool move_player_effect(int oy, int ox, int ny, int nx, u32b mpe_mode);
+extern void move_player(int dir, bool do_pickup, bool break_trap);
extern void run_step(int dir);
/* cmd2.c */
extern void do_cmd_bash(void);
extern void do_cmd_alter(void);
extern void do_cmd_spike(void);
-extern void do_cmd_walk(int pickup);
-extern void do_cmd_stay(int pickup);
+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 do_cmd_options_aux(int page, cptr info);
extern void do_cmd_options(void);
extern void do_cmd_pref(void);
-extern void do_cmd_pickpref(void);
+extern void do_cmd_reload_autopick(void);
extern void do_cmd_macros(void);
extern void do_cmd_visuals(void);
extern void do_cmd_colors(void);
extern errr process_pref_file_command(char *buf);
extern cptr process_pref_file_expr(cptr *sp, char *fp);
extern errr process_pref_file(cptr name);
-extern errr process_pickpref_file(cptr name);
+extern errr process_autopick_file(cptr name);
extern errr process_histpref_file(cptr name);
extern void print_equippy(void);
extern errr check_time_init(void);
extern void get_table_name(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, int pref, int mode);
+extern void object_desc(char *buf, object_type *o_ptr, u32b mode);
/* floors.c */
extern void init_saved_floors(bool force);
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(byte feat, monster_race *r_ptr);
-extern bool monster_can_enter(int y, int x, monster_race *r_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 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 void reset_visuals(void);
extern void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]);
extern void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]);
-extern void object_desc_store(char *buf, object_type *o_ptr, int pref, int mode);
extern cptr item_activation(object_type *o_ptr);
extern bool screen_object(object_type *o_ptr, bool real);
extern char index_to_label(int i);
extern void place_gold(int y, int 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 known);
-extern byte choose_random_trap(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);
/* spells1.c */
extern bool in_disintegration_range(int y1, int x1, int y2, int x2);
-extern void breath_shape(u16b *path_g, int dist, int *pgrids, byte *gx, byte *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, bool disint_ball, bool real_breath);
+extern void breath_shape(u16b *path_g, int dist, int *pgrids, byte *gx, byte *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ);
extern int take_hit(int damage_type, int damage, cptr kb_str, int monspell);
extern u16b bolt_pict(int y, int x, int ny, int nx, int typ);
extern sint project_path(u16b *gp, int range, int y1, int x1, int y2, int x2, int flg);
/* spells3.c */
extern bool teleport_away(int m_idx, int dis, bool dec_valour);
extern void teleport_monster_to(int m_idx, int ty, int tx, int power);
+extern bool cave_teleportable_bold(int y, int x);
extern void teleport_player(int dis);
extern void teleport_player_to(int ny, int nx, bool no_tele);
extern void teleport_level(int m_idx);
extern void fetch(int dir, int wgt, bool require_los);
extern void alter_reality(void);
extern bool warding_glyph(void);
-extern bool warding_mirror(void);
+extern bool place_mirror(void);
extern bool explosive_rune(void);
extern void identify_pack(void);
extern bool remove_curse(void);
extern bool brand_bolts(void);
extern bool polymorph_monster(int y, int x);
extern bool dimension_door(void);
+extern bool mirror_tunnel(void);
extern bool summon_kin_player(int level, int y, int x, u32b mode);
/* store.c */
extern void c_roff(byte attr, cptr str);
extern void roff(cptr str);
extern void clear_from(int row);
-extern bool askfor_aux(char *buf, int len);
+extern bool askfor_aux(char *buf, int len, bool numpad_cursor);
+extern bool askfor(char *buf, int len);
extern bool get_string(cptr prompt, char *buf, int len);
extern bool get_check(cptr prompt);
extern bool get_check_strict(cptr prompt, int mode);
extern size_t my_strcat(char *buf, const char *src, size_t bufsize);
extern char *my_strstr(const char *haystack, const char *needle);
extern char *my_strchr(const char *ptr, char ch);
-extern int inkey_special(void);
+extern void str_tolower(char *str);
+extern int inkey_special(bool numpad_cursor);
/* xtra1.c */
extern s16b empty_hands(bool is_monk);
extern bool heavy_armor(void);
extern void calc_bonuses(void);
-extern int number_of_quests(void);
+extern bool exp_need;
/* effects.c */
extern void set_action(int typ);
extern bool do_inc_stat(int stat);
extern bool restore_level(void);
extern bool lose_all_info(void);
+extern void gain_exp_64(s32b amount, u32b amount_frac);
extern void gain_exp(s32b amount);
extern void calc_android_exp(void);
extern void lose_exp(s32b amount);
extern bool spell_is_inate(u16b spell);
/* mspells2.c */
+extern void get_project_point(int sy, int sx, int *ty, int *tx, int flg);
extern bool monst_spell_monst(int m_idx);
/* artifact.c */
extern int scan_floor(int *items, int y, int x, int mode);
extern int show_floor(int target_item, int y, int x, int *min_width);
extern bool get_item_floor(int *cp, cptr pmt, cptr str, int mode);
-extern void py_pickup_floor(int pickup);
+extern void py_pickup_floor(bool pickup);
/* variable.c */
extern bool easy_floor;
extern bool chuukei_client;
extern int connect_chuukei_server(char *server_string);
-extern void send_text_to_chuukei_server(int x, int y, int len, int col, char *str);
-extern void send_wipe_to_chuukei_server(int x, int y, int len);
-extern void send_xtra_to_chuukei_server(int n);
extern void browse_chuukei(void);
-extern void send_curs_to_chuukei_server(int x, int y);
extern void flush_ringbuf(void);
+extern void prepare_chuukei_hooks(void);
#endif