X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fexterns.h;h=da08f8f270ba8793ceb26fea5aa0e5e8b8477dc2;hb=9a44855a30a336d0a1900a21ddf15fbbbe05407d;hp=d0faafe30090884d7a46dba2c4a851936e6a3ae9;hpb=2695da87f9c99421938b3b68c716a9fced486fbf;p=hengband%2Fhengband.git diff --git a/src/externs.h b/src/externs.h index d0faafe30..da08f8f27 100644 --- a/src/externs.h +++ b/src/externs.h @@ -156,7 +156,7 @@ extern COMMAND_ARG command_arg; extern s16b command_rep; extern DIRECTION command_dir; extern s16b command_see; -extern TERM_POSITION command_gap; +extern TERM_LEN command_gap; extern s16b command_wrk; extern s16b command_new; extern bool msg_flag; @@ -165,7 +165,7 @@ extern GAME_TURN resting; extern POSITION cur_hgt; extern POSITION cur_wid; extern DEPTH dun_level; -extern s16b num_repro; +extern MONSTER_NUMBER num_repro; extern DEPTH object_level; extern DEPTH monster_level; extern DEPTH base_level; @@ -214,188 +214,9 @@ extern bool hack_mutation; * 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_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 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 */ -extern bool ignore_unview; /* Ignore whenever any monster does */ -extern bool show_ammo_detail; /* Show Description of ammo damage */ -extern bool show_ammo_no_crit; /* Show No-crit damage of ammo */ -extern bool show_ammo_crit_ratio; /* Show critical ratio of ammo */ - - -/*** 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 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_xtra; -extern bool cheat_know; -extern bool cheat_live; -extern bool cheat_save; -extern bool cheat_diary_output; -extern bool cheat_turn; -extern bool cheat_sight; extern char record_o_name[MAX_NLEN]; extern s32b record_turn; -extern byte hitpoint_warn; -extern byte mana_warn; -extern byte delay_factor; -extern s16b autosave_freq; -extern bool autosave_t; -extern bool autosave_l; extern bool closing_flag; extern POSITION panel_row_min, panel_row_max; extern POSITION panel_col_min, panel_col_max; @@ -437,10 +258,10 @@ extern u32b message__head; 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]; @@ -461,9 +282,9 @@ extern s16b alloc_kind_size; extern alloc_entry *alloc_kind_table; extern s16b alloc_race_size; extern alloc_entry *alloc_race_table; -extern byte misc_to_attr[256]; +extern TERM_COLOR misc_to_attr[256]; extern char misc_to_char[256]; -extern byte tval_to_attr[128]; +extern TERM_COLOR tval_to_attr[128]; extern char tval_to_char[128]; extern cptr keymap_act[KEYMAP_MODES][256]; extern player_type *p_ptr; @@ -530,7 +351,7 @@ extern MONRACE_IDX max_r_idx; extern IDX max_k_idx; extern IDX max_v_idx; extern IDX max_f_idx; -extern IDX max_a_idx; +extern ARTIFACT_IDX max_a_idx; extern IDX max_e_idx; extern DUNGEON_IDX max_d_idx; extern OBJECT_IDX max_o_idx; @@ -632,7 +453,7 @@ 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 autopick_alter_item(int item, bool destroy); +extern void autopick_alter_item(INVENTORY_IDX 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); @@ -654,19 +475,19 @@ extern bool is_known_trap(cave_type *c_ptr); extern bool is_closed_door(IDX feat); extern bool is_hidden_door(cave_type *c_ptr); extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2); -extern void update_local_illumination(int y, int x); -extern bool player_can_see_bold(int y, int x); -extern bool cave_valid_bold(int y, int x); +extern void update_local_illumination(POSITION y, POSITION x); +extern bool player_can_see_bold(POSITION y, POSITION x); +extern bool cave_valid_bold(POSITION y, POSITION x); extern bool no_lite(void); -extern void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]); -extern void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp); +extern void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]); +extern void map_info(POSITION y, POSITION x, TERM_COLOR *ap, char *cp, TERM_COLOR *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 note_spot(int y, int x); +extern void print_rel(char c, byte a, TERM_LEN y, TERM_LEN x); +extern void note_spot(POSITION y, POSITION x); extern void display_dungeon(void); -extern void lite_spot(int y, int x); +extern void lite_spot(POSITION y, POSITION x); extern void prt_map(void); -extern void prt_path(int y, int x); +extern void prt_path(POSITION y, POSITION x); extern void display_map(int *cy, int *cx); extern void do_cmd_view_map(void); extern void forget_lite(void); @@ -682,36 +503,38 @@ extern void update_smell(void); extern void map_area(POSITION range); extern void wiz_lite(bool ninja); extern void wiz_dark(void); -extern void cave_set_feat(POSITION y, POSITION x, IDX feat); -extern IDX conv_dungeon_feat(IDX newfeat); -extern IDX feat_state(IDX feat, int action); -extern void cave_alter_feat(int y, int x, int action); -extern void remove_mirror(int y, int x); +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(IDX feat, int action); +extern void cave_alter_feat(POSITION y, POSITION x, int action); +extern void remove_mirror(POSITION y, POSITION x); extern bool is_mirror_grid(cave_type *c_ptr); extern bool is_glyph_grid(cave_type *c_ptr); extern bool is_explosive_rune_grid(cave_type *c_ptr); -extern void mmove2(int *y, int *x, int y1, int x1, int y2, int x2); +extern void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2); extern bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2); extern void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode); extern void health_track(MONSTER_IDX m_idx); extern void monster_race_track(MONRACE_IDX r_idx); -extern void object_kind_track(IDX k_idx); -extern void disturb(int stop_search, int flush_output); +extern void object_kind_track(KIND_OBJECT_IDX k_idx); +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, int ac, int vis); -extern HIT_POINT critical_shot(int 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 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 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(int o_idx); +extern void py_pickup_aux(OBJECT_IDX o_idx); extern void carry(bool pickup); -extern bool pattern_seq(int c_y, int c_x, int n_y, int n_x); +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, u32b mpe_mode); -extern bool trap_can_be_ignored(int feat); +extern bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode); +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(int dir); +extern void run_step(DIRECTION dir); #ifdef TRAVEL extern void travel_step(void); #endif @@ -734,7 +557,7 @@ 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_fire_aux(int item, object_type *j_ptr); +extern void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr); extern bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken); #ifdef TRAVEL extern void do_cmd_travel(void); @@ -790,9 +613,6 @@ extern void extract_option_vars(void); extern void determine_bounty_uniques(void); extern void determine_today_mon(bool conv_old); extern void play_game(bool new_game); -extern bool psychometry(void); -extern void leave_level(int level); -extern void enter_level(int level); extern s32b turn_real(s32b hoge); extern void prevent_turn_overflow(void); @@ -848,13 +668,16 @@ extern void object_desc(char *buf, object_type *o_ptr, BIT_FLAGS mode); /* floors.c */ extern void init_saved_floors(bool force); extern void clear_saved_floor_files(void); -extern saved_floor_type *get_sf_ptr(s16b floor_id); +extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id); extern s16b get_new_floor_id(void); extern void prepare_change_floor_mode(BIT_FLAGS mode); extern void precalc_cur_num_of_pet(void); extern void leave_floor(void); extern void change_floor(void); extern void stair_creation(void); +extern bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2); +extern bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff); + /* init1.c */ @@ -876,12 +699,13 @@ extern errr rd_savefile_new(void); extern bool load_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode); /* melee1.c */ -/* melee2.c */ +/* monster-process.c */ extern bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name); -extern HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode); -extern bool py_attack(int y, int x, BIT_FLAGS mode); +extern HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode); +extern bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode); extern bool make_attack_normal(MONSTER_IDX m_idx); 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); @@ -893,10 +717,8 @@ 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 u32b get_curse(int power, object_type *o_ptr); -extern void curse_equipment(int chance, int heavy_chance); extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who); -extern bool process_the_world(int num, int who, bool vs_player); +extern bool process_the_world(int num, MONSTER_IDX who, bool vs_player); extern void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx); /* monster1.c */ @@ -912,7 +734,7 @@ 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(s16b feat, monster_race *r_ptr, u16b mode); +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 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); @@ -925,7 +747,7 @@ extern void dice_to_string(int base_damage, int dice_num, int dice_side, int dic extern cptr horror_desc[MAX_SAN_HORROR]; extern cptr funny_desc[MAX_SAN_FUNNY]; extern cptr funny_comments[MAX_SAN_COMMENT]; -extern void set_target(monster_type *m_ptr, int y, int x); +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 void delete_monster_idx(MONSTER_IDX i); @@ -959,8 +781,8 @@ extern void monster_drop_carried_objects(monster_type *m_ptr); extern int m_bonus(int max, DEPTH level); 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_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]); +extern void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE]); extern cptr item_activation(object_type *o_ptr); extern bool screen_object(object_type *o_ptr, BIT_FLAGS mode); extern char index_to_label(int i); @@ -980,18 +802,20 @@ extern bool can_get_item(void); extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS mode); /* object2.c */ -extern void excise_object_idx(int o_idx); -extern void delete_object_idx(int o_idx); -extern void delete_object(int y, int x); +extern void excise_object_idx(OBJECT_IDX o_idx); +extern void delete_object_idx(OBJECT_IDX o_idx); +extern void delete_object(POSITION y, POSITION x); extern void compact_objects(int size); extern void wipe_o_list(void); -extern IDX o_pop(void); -extern s16b get_obj_num(int level); +extern OBJECT_IDX o_pop(void); +extern OBJECT_IDX get_obj_num(DEPTH level); extern void object_known(object_type *o_ptr); extern void object_aware(object_type *o_ptr); extern void object_tried(object_type *o_ptr); -extern s32b object_value(object_type *o_ptr); -extern s32b object_value_real(object_type *o_ptr); +extern byte value_check_aux1(object_type *o_ptr); +extern byte value_check_aux2(object_type *o_ptr); +extern PRICE object_value(object_type *o_ptr); +extern PRICE object_value_real(object_type *o_ptr); 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); @@ -1007,17 +831,17 @@ extern bool make_object(object_type *j_ptr, BIT_FLAGS mode); extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode); extern bool make_gold(object_type *j_ptr); extern void place_gold(POSITION y, POSITION x); -extern s16b drop_near(object_type *o_ptr, int chance, int y, int x); +extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x); extern void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known); extern void amusement(POSITION y1, POSITION x1, int num, bool known); -extern void inven_item_charges(int item); -extern void inven_item_describe(int item); -extern void inven_item_increase(int item, int num); -extern void inven_item_optimize(int item); -extern void floor_item_charges(int item); -extern void floor_item_describe(int item); -extern void floor_item_increase(int item, int num); -extern void floor_item_optimize(int item); +extern void inven_item_charges(INVENTORY_IDX item); +extern void inven_item_describe(INVENTORY_IDX item); +extern void inven_item_increase(INVENTORY_IDX item, int num); +extern void inven_item_optimize(INVENTORY_IDX item); +extern void floor_item_charges(INVENTORY_IDX item); +extern void floor_item_describe(INVENTORY_IDX item); +extern void floor_item_increase(INVENTORY_IDX item, int num); +extern void floor_item_optimize(INVENTORY_IDX 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); @@ -1025,12 +849,12 @@ extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt); extern void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt); extern void combine_pack(void); extern void reorder_pack(void); -extern void display_koff(IDX k_idx); +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[]; @@ -1045,14 +869,14 @@ extern void remove_loc(void); extern bool save_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode); /* spells1.c */ -extern int beam_chance(void); +extern PERCENTAGE beam_chance(void); extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2); -extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int typ); +extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ); extern int take_hit(int damage_type, HIT_POINT damage, cptr kb_str, int monspell); -extern u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, int typ); +extern u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ); extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg); extern POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2); -extern bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, BIT_FLAGS flg, int monspell); +extern bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell); extern int project_length; extern bool binding_field(HIT_POINT dam); extern void seal_of_mirror(HIT_POINT dam); @@ -1093,44 +917,44 @@ extern bool dispel_living(HIT_POINT dam); extern bool dispel_demons(HIT_POINT dam); extern bool crusade(void); extern bool turn_undead(void); -extern bool destroy_area(int y1, int x1, int r, bool in_generate); -extern bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx); -extern bool earthquake(int cy, int cx, int r); -extern void lite_room(int y1, int x1); -extern void unlite_room(int y1, int x1); -extern bool lite_area(HIT_POINT dam, int rad); -extern bool unlite_area(HIT_POINT dam, int rad); -extern bool fire_ball(int typ, int dir, HIT_POINT dam, int rad); -extern bool fire_breath(int typ, int dir, HIT_POINT dam, int rad); -extern bool fire_rocket(int typ, int dir, HIT_POINT dam, int rad); -extern bool fire_ball_hide(int typ, int dir, HIT_POINT dam, int rad); +extern bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate); +extern bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx); +extern bool earthquake(POSITION cy, POSITION cx, POSITION r); +extern void lite_room(POSITION y1, POSITION x1); +extern void unlite_room(POSITION y1, POSITION x1); +extern bool lite_area(HIT_POINT dam, POSITION rad); +extern bool unlite_area(HIT_POINT dam, POSITION rad); +extern bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad); +extern bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad); +extern bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad); +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(int typ, int dir, HIT_POINT dam); -extern bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev); +extern bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam); +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(int typ, int dir, HIT_POINT dam); -extern bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam); -extern bool lite_line(int dir, HIT_POINT dam); -extern bool hypodynamic_bolt(int dir, HIT_POINT dam); -extern bool death_ray(int dir, int plev); -extern bool wall_to_mud(int dir, HIT_POINT dam); -extern bool destroy_door(int dir); -extern bool disarm_trap(int dir); -extern bool wizard_lock(int dir); -extern bool heal_monster(int dir, HIT_POINT dam); -extern bool speed_monster(int dir, int power); -extern bool slow_monster(int dir, int power); -extern bool sleep_monster(int dir, int power); -extern bool stasis_monster(int dir); /* Like sleep, affects undead as well */ -extern bool stasis_evil(int dir); /* Like sleep, affects undead as well */ -extern bool confuse_monster(int dir, int plev); -extern bool stun_monster(int dir, int plev); -extern bool fear_monster(int dir, int plev); -extern bool poly_monster(int dir, int power); -extern bool clone_monster(int dir); -extern bool teleport_monster(int dir, int distance); +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 lite_line(DIRECTION dir, HIT_POINT dam); +extern bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam); +extern bool death_ray(DIRECTION dir, PLAYER_LEVEL plev); +extern bool wall_to_mud(DIRECTION dir, HIT_POINT dam); +extern bool destroy_door(DIRECTION dir); +extern bool disarm_trap(DIRECTION dir); +extern bool wizard_lock(DIRECTION dir); +extern bool heal_monster(DIRECTION dir, HIT_POINT dam); +extern bool speed_monster(DIRECTION dir, int power); +extern bool slow_monster(DIRECTION dir, int power); +extern bool sleep_monster(DIRECTION dir, int power); +extern bool stasis_monster(DIRECTION dir); /* Like sleep, affects undead as well */ +extern bool stasis_evil(DIRECTION dir); /* Like sleep, affects undead as well */ +extern bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev); +extern bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev); +extern bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev); +extern bool poly_monster(DIRECTION dir, int power); +extern bool clone_monster(DIRECTION dir); +extern bool teleport_monster(DIRECTION dir, int distance); extern bool door_creation(void); -extern bool trap_creation(int y, int x); +extern bool trap_creation(POSITION y, POSITION x); extern bool tree_creation(void); extern bool glyph_creation(void); extern bool destroy_doors_touch(void); @@ -1150,39 +974,47 @@ extern bool banish_monsters(int dist); extern bool turn_monsters(HIT_POINT dam); extern bool turn_evil(HIT_POINT dam); extern bool deathray_monsters(void); -extern bool charm_monster(int dir, int plev); -extern bool control_one_undead(int dir, int plev); -extern bool control_one_demon(int dir, int plev); -extern bool charm_animal(int dir, int plev); +extern bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev); +extern bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev); +extern bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev); +extern bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev); extern bool mindblast_monsters(HIT_POINT dam); extern s32b flag_cost(object_type *o_ptr, int plusses); -extern bool teleport_swap(int dir); -extern bool project_hook(int typ, int dir, HIT_POINT dam, BIT_FLAGS flg); -extern bool project_hack(int typ, HIT_POINT dam); +extern bool teleport_swap(DIRECTION dir); +extern bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg); +extern bool project_hack(EFFECT_ID typ, HIT_POINT dam); extern bool eat_magic(int power); extern void discharge_minion(void); extern bool kawarimi(bool success); extern bool rush_attack(bool *mdeath); extern void remove_all_mirrors(bool explode); -extern void ring_of_power(int dir); +extern void ring_of_power(DIRECTION dir); extern void wild_magic(int spell); -extern void cast_meteor(HIT_POINT dam, int rad); -extern bool cast_wrath_of_the_god(HIT_POINT dam, int rad); -extern void cast_wonder(int dir); -extern void cast_invoke_spirits(int dir); +extern void cast_meteor(HIT_POINT dam, POSITION rad); +extern bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad); +extern void cast_wonder(DIRECTION dir); +extern void cast_invoke_spirits(DIRECTION dir); extern void cast_shuffle(void); extern bool_hack life_stream(bool_hack message, bool_hack virtue); extern bool_hack heroism(int base); -extern bool_hack cure_light_wounds(int dice, int sides); -extern bool_hack cure_serious_wounds(int dice, int sides); +extern bool_hack berserk(int base); +extern bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides); +extern bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides); +extern bool_hack cure_critical_wounds(HIT_POINT pow); +extern bool_hack true_healing(HIT_POINT pow); +extern bool_hack restore_mana(bool_hack magic_eater); +extern bool restore_all_status(void); +extern void stop_mouth(void); +extern bool_hack vampirism(void); +extern bool panic_hit(void); +extern bool psychometry(void); /* spells3.c */ -extern bool teleport_away(MONSTER_IDX m_idx, int dis, BIT_FLAGS mode); +extern bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode); extern void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode); -extern bool cave_player_teleportable_bold(int y, int x, BIT_FLAGS mode); -extern bool teleport_player_aux(int dis, BIT_FLAGS mode); -extern void teleport_player(int dis, BIT_FLAGS mode); -extern void teleport_player_away(MONSTER_IDX m_idx, int dis); +extern bool teleport_player_aux(POSITION dis, BIT_FLAGS mode); +extern void teleport_player(POSITION dis, BIT_FLAGS mode); +extern void teleport_player_away(MONSTER_IDX m_idx, POSITION dis); extern void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode); extern void teleport_away_followable(MONSTER_IDX m_idx); extern void teleport_level(MONSTER_IDX m_idx); @@ -1212,31 +1044,18 @@ extern bool ident_spell(bool only_equip); extern bool mundane_spell(bool only_equip); extern bool identify_item(object_type *o_ptr); extern bool identify_fully(bool only_equip); -extern bool recharge(int num); +extern bool recharge(int power); extern bool bless_weapon(void); 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_POSITION y, TERM_POSITION 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 void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX realm); extern bool rustproof(void); extern bool curse_armor(void); extern bool curse_weapon_object(bool force, object_type *o_ptr); @@ -1245,8 +1064,10 @@ extern bool brand_bolts(void); extern bool polymorph_monster(POSITION y, POSITION x); extern bool dimension_door(void); extern bool mirror_tunnel(void); -extern bool summon_kin_player(int level, int y, int x, BIT_FLAGS mode); +extern bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode); extern void massacre(void); +extern bool eat_lock(void); +extern bool shock_power(void); /* store.c */ extern bool combine_and_reorder_home(int store_num); @@ -1261,13 +1082,13 @@ extern bool get_nightmare(MONRACE_IDX r_idx); extern void battle_monsters(void); extern void do_cmd_bldg(void); extern void do_cmd_quest(void); -extern void quest_discovery(int q_idx); -extern IDX quest_number(DEPTH level); -extern IDX random_quest_number(DEPTH level); +extern void quest_discovery(QUEST_IDX q_idx); +extern QUEST_IDX quest_number(DEPTH level); +extern QUEST_IDX random_quest_number(DEPTH level); extern bool tele_town(void); extern HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow); -extern HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo,int plus_bow, HIT_POINT dam); -extern HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari); +extern HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo,int plus_bow, HIT_POINT dam); +extern HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari); /* util.c */ extern errr path_parse(char *buf, int max, cptr file); @@ -1313,7 +1134,7 @@ extern void msg_format_wizard(int cheat_type, cptr fmt, ...); #endif /* SWIG */ extern void screen_save(void); extern void screen_load(void); -extern void c_put_str(byte attr, cptr str, int row, int col); +extern void c_put_str(TERM_COLOR attr, cptr str, int row, int col); extern void put_str(cptr str, int row, int col); extern void c_prt(byte attr, cptr str, int row, int col); extern void prt(cptr str, int row, int col); @@ -1371,7 +1192,7 @@ extern void window_stuff(void); 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); +extern void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines); extern void update_playtime(void); @@ -1448,17 +1269,17 @@ extern bool set_superstealth(bool set); /* xtra2.c */ extern void check_experience(void); -extern void complete_quest(int quest_num); +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 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(int *wid_p, int *hgt_p); +extern void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p); extern void panel_bounds_center(void); extern void resize_map(void); extern void redraw_window(void); -extern bool change_panel(int dy, int dx); +extern bool change_panel(POSITION dy, POSITION dx); extern void verify_panel(void); extern cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode); extern void ang_sort_aux(vptr u, vptr v, int p, int q); @@ -1469,8 +1290,8 @@ extern bool target_set(BIT_FLAGS mode); 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); @@ -1498,7 +1319,7 @@ extern bool create_artifact(object_type *o_ptr, bool a_scroll); extern int activation_index(object_type *o_ptr); extern const activation_type* find_activation_info(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 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x); /* scores.c */ extern void display_scores_aux(int from, int to, int note, high_score *score); @@ -1521,18 +1342,18 @@ extern void do_cmd_mind_browse(void); extern bool do_cmd_mane(bool baigaesi); /* mspells1.c */ -extern bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend); -extern bool summon_possible(int y1, int x1); +extern bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend); +extern bool summon_possible(POSITION y1, POSITION x1); extern bool raise_possible(monster_type *m_ptr); extern bool dispel_check(MONSTER_IDX m_idx); extern bool spell_is_inate(SPELL_IDX spell); extern bool make_attack_spell(MONSTER_IDX m_idx); -extern void beam(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type); -extern void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type); -extern void breath(int y, int x, MONSTER_IDX m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type); +extern void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type); +extern void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type); +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 */ @@ -1543,27 +1364,24 @@ extern void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, BIT_FLAGS mode); /* mspells4.c */ extern bool spell_learnable(MONSTER_IDX m_idx); extern HIT_POINT monspell_to_player(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx); -extern HIT_POINT monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, IDX t_idx); +extern HIT_POINT monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx); extern HIT_POINT monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE); extern HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE); -extern HIT_POINT monspell_bluemage_damage(int SPELL_NUM, int plev, int TYPE); +extern HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE); /* hissatsu.c */ -extern void hissatsu_info(char *p, int power); extern void do_cmd_hissatsu(void); -extern void do_cmd_hissatsu_browse(void); extern void do_cmd_gain_hissatsu(void); extern MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode); /* mutation.c */ -extern int count_bits(BIT_FLAGS x); extern bool gain_random_mutation(int choose_mut); extern bool lose_mutation(int choose_mut); extern void lose_all_mutations(void); extern void dump_mutations(FILE *OutFile); extern void do_cmd_knowledge_mutations(void); extern int calc_mutant_regenerate_mod(void); -extern bool mutation_power_aux(u32b power); +extern bool mutation_power_aux(int power); /* @@ -1611,50 +1429,32 @@ extern void fsetfileinfo(cptr path, u32b fcreator, u32b ftype); /* 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(int y, int x); - -#endif /* ALLOW_EASY_OPEN -- TNB */ - -#ifdef ALLOW_EASY_DISARM /* TNB */ +extern bool easy_open_door(POSITION y, POSITION x); /* variable.c */ extern bool easy_disarm; /* cmd2.c */ -extern bool do_cmd_disarm_aux(int y, int x, int dir); - -#endif /* ALLOW_EASY_DISARM -- TNB */ - - -#ifdef ALLOW_EASY_FLOOR /* TNB */ +extern bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir); /* 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_POSITION *min_width); +extern COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width); extern bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, BIT_FLAGS mode); extern void py_pickup_floor(bool pickup); /* 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); @@ -1775,7 +1575,7 @@ extern bool teleport_barrier(MONSTER_IDX m_idx); extern bool magic_barrier(MONSTER_IDX m_idx); extern bool multiply_barrier(MONSTER_IDX m_idx); -extern void kamaenaoshi(int item); +extern void kamaenaoshi(INVENTORY_IDX item); extern bool ang_sort_comp_hook(vptr u, vptr v, int a, int b); extern void ang_sort_swap_hook(vptr u, vptr v, int a, int b);