extern const option_type option_info[];
extern const option_type cheat_info[CHEAT_MAX];
+extern const option_type autosave_info[2];
/* variable.c */
extern const cptr copyright[5];
extern void glow_deep_lava_and_bldg(void);
/* cmd1.c */
-extern bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name);
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 HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode);
extern s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown);
extern void search(void);
extern void py_pickup_aux(int o_idx);
extern void carry(bool pickup);
-extern bool py_attack(int y, int x, BIT_FLAGS mode);
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(POSITION ny, POSITION nx, u32b mpe_mode);
extern void change_floor(void);
extern void stair_creation(void);
-/* generate.c */
-extern bool place_quest_monsters(void);
-extern void wipe_generate_cave_flags(void);
-extern void clear_cave(void);
-extern void generate_cave(void);
/* init1.c */
extern byte color_char_to_attr(char c);
/* melee1.c */
/* melee2.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 bool make_attack_normal(MONSTER_IDX m_idx);
extern void process_monsters(void);
extern int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type);
extern void display_roff(MONRACE_IDX r_idx);
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 bool mon_hook_dungeon(MONRACE_IDX r_idx);
extern monster_hook_type get_monster_hook(void);
-extern monster_hook_type get_monster_hook2(int y, int x);
+extern monster_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(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 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);
extern bool monster_living(monster_race *r_ptr);
extern bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode);
extern bool alloc_horde(POSITION y, POSITION x);
extern bool alloc_guardian(bool def_val);
-extern bool alloc_monster(int dis, BIT_FLAGS mode);
+extern bool alloc_monster(POSITION dis, BIT_FLAGS mode);
extern bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode);
extern bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode);
extern bool multiply_monster(MONSTER_IDX m_idx, bool clone, 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 void acquirement(int y1, int x1, int num, bool great, bool special, bool known);
-extern void amusement(int y1, int x1, int num, bool known);
-extern void init_normal_traps(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 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 bool mindblast_monsters(HIT_POINT dam);
extern s32b flag_cost(object_type *o_ptr, int plusses);
extern bool teleport_swap(int dir);
-extern bool item_tester_hook_recharge(object_type *o_ptr);
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 eat_magic(int power);
extern void cast_wonder(int dir);
extern void cast_invoke_spirits(int 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 berserk(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 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);
/* spells3.c */
extern bool teleport_away(MONSTER_IDX m_idx, int dis, BIT_FLAGS mode);