extern char summon_kin_type;
extern bool is_loading_now;
extern bool hack_mutation;
+extern bool reset_concent;
+extern bool is_fired;
+
/*
extern void dump_yourself(FILE *fff);
+
/* grids.c */
extern void update_local_illumination(POSITION y, POSITION x);
extern bool player_can_see_bold(POSITION y, POSITION x);
extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
extern void display_dungeon(void);
extern void prt_path(POSITION y, POSITION x);
-extern void update_mon_lite(void);
-extern void clear_mon_lite(void);
extern void delayed_visual_update(void);
extern void forget_flow(void);
extern void update_flow(void);
extern void update_smell(void);
-extern void map_area(POSITION range);
extern void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat);
-extern FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat);
-extern FEAT_IDX feat_state(FEAT_IDX feat, int action);
-extern void cave_alter_feat(POSITION y, POSITION x, int action);
-extern void remove_mirror(POSITION y, POSITION x);
extern void health_track(MONSTER_IDX m_idx);
extern void monster_race_track(MONRACE_IDX r_idx);
extern void get_name(void);
extern void do_cmd_save_game(int is_autosave);
extern void do_cmd_save_and_exit(void);
-extern long total_points(void);
extern void exit_game_panic(void);
extern void signals_ignore_tstp(void);
extern void signals_handle_tstp(void);
extern errr counts_write(int where, u32b count);
extern u32b counts_read(int where);
-/* floors.c */
-extern void clear_saved_floor_files(void);
-extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);
-extern FLOOR_IDX get_new_floor_id(void);
-extern void prepare_change_floor_mode(BIT_FLAGS mode);
-extern void precalc_cur_num_of_pet(void);
/* init1.c */
extern TERM_COLOR color_char_to_attr(SYMBOL_CODE c);
extern bool load_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
/* monster-process.c */
-extern bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name);
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 bool set_monster_fast(MONSTER_IDX m_idx, int v);
-extern bool set_monster_slow(MONSTER_IDX m_idx, int v);
-extern bool set_monster_stunned(MONSTER_IDX m_idx, int v);
-extern bool set_monster_confused(MONSTER_IDX m_idx, int v);
-extern bool set_monster_monfear(MONSTER_IDX m_idx, int v);
-extern bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need);
extern void process_monsters_mtimed(int mtimed_idx);
extern void dispel_monster_status(MONSTER_IDX m_idx);
-extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who);
extern bool process_the_world(int num, MONSTER_IDX who, bool vs_player);
extern void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx);
extern bool repeat_pull(COMMAND_CODE *what);
extern void repeat_check(void);
-/* variable.c */
-extern bool easy_open;
-
-
-/* variable.c */
extern bool easy_disarm;
+extern bool easy_floor;
+extern bool easy_open;
/* object1.c */
extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode);
extern void py_pickup_floor(bool pickup);
-/* variable.c */
-extern bool easy_floor;
-
/* wizard1.c */
extern void spoil_random_artifact(concptr fname);
extern travel_type travel;
#endif
-/* variable.c (for snipers) */
-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 MULTIPLY tot_dam_aux_snipe (MULTIPLY mult, monster_type *m_ptr, SPELL_IDX snipe_type);
-extern void do_cmd_snipe(void);
-extern void do_cmd_snipe_browse(void);
-extern int boost_concentration_damage(int tdam);
-
extern void kamaenaoshi(INVENTORY_IDX item);