extern bool inkey_scan;
extern bool inkey_flag;
extern bool get_com_no_macros;
-extern s16b coin_type;
+extern OBJECT_SUBTYPE_VALUE coin_type;
extern bool opening_chest;
extern bool shimmer_monsters;
extern bool shimmer_objects;
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 bool (*get_obj_num_hook)(int k_idx);
+extern bool (*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
extern bool monk_armour_aux;
extern bool monk_notify_aux;
extern wilderness_type **wilderness;
extern int battle_odds;
extern int kakekin;
extern u32b mon_odds[4];
-extern int pet_t_m_idx;
-extern int riding_t_m_idx;
+extern MONSTER_IDX pet_t_m_idx;
+extern MONSTER_IDX riding_t_m_idx;
extern s16b kubi_r_idx[MAX_KUBI];
extern s16b today_mon;
extern bool write_level;
extern FEAT_IDX feat_swamp;
extern FEAT_IDX feat_undetected;
-extern IDX dungeon_type;
+extern DUNGEON_IDX dungeon_type;
extern DEPTH *max_dlv;
extern FEAT_IDX feat_wall_outer;
extern FEAT_IDX feat_wall_inner;
extern FEAT_IDX feat_wall_solid;
extern FEAT_IDX floor_type[100], fill_type[100];
extern bool now_damaged;
-extern s16b now_message;
+extern COMMAND_CODE now_message;
extern bool use_menu;
/* autopick.c */
extern void forget_flow(void);
extern void update_flow(void);
extern void update_smell(void);
-extern void map_area(int range);
+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 void do_cmd_fire(void);
extern void do_cmd_fire_aux(int item, object_type *j_ptr);
extern void do_cmd_throw(void);
-extern bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken);
+extern bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken);
#ifdef TRAVEL
extern void do_cmd_travel(void);
#endif
extern void do_cmd_browse(void);
extern void do_cmd_study(void);
extern void do_cmd_cast(void);
-extern bool rakuba(int dam, bool force);
+extern bool rakuba(HIT_POINT dam, bool force);
extern bool do_riding(bool force);
extern void check_pets_num_and_align(monster_type *m_ptr, bool inc);
extern int calculate_upkeep(void);
/* do-spell.c */
extern void stop_singing(void);
-extern cptr do_spell(REALM_IDX realm, MAGIC_NUM2 spell, int mode);
+extern cptr do_spell(REALM_IDX realm, SPELL_IDX spell, int mode);
/* dungeon.c */
extern void leave_quest_check(void);
extern void delete_monster(POSITION y, POSITION x);
extern void compact_monsters(int size);
extern void wipe_m_list(void);
-extern s16b m_pop(void);
+extern MONSTER_IDX m_pop(void);
extern errr get_mon_num_prep(monster_hook_type monster_hook, monster_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(DEPTH level);
extern void monster_desc(char *desc, monster_type *m_ptr, int mode);
extern void sanity_blast(monster_type *m_ptr, bool necro);
extern void update_mon(MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
-extern bool place_monster_aux(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode);
+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 bool alloc_horde(POSITION y, POSITION x);
extern bool alloc_guardian(bool def_val);
extern bool alloc_monster(int dis, u32b mode);
-extern bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode);
-extern bool summon_named_creature (int who, int oy, int ox, MONRACE_IDX r_idx, u32b 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, u32b mode);
extern void update_smart_learn(MONSTER_IDX m_idx, int what);
extern void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx);
extern cptr item_activation(object_type *o_ptr);
extern bool screen_object(object_type *o_ptr, u32b mode);
extern char index_to_label(int i);
-extern s16b label_to_inven(int c);
-extern s16b label_to_equip(int c);
+extern INVENTORY_IDX label_to_inven(int c);
+extern INVENTORY_IDX label_to_equip(int c);
extern s16b wield_slot(object_type *o_ptr);
extern cptr mention_use(int i);
extern cptr describe_use(int i);
extern bool item_tester_okay(object_type *o_ptr);
extern void display_inven(void);
extern void display_equip(void);
-extern int show_inven(int target_item);
-extern int show_equip(int target_item);
+extern COMMAND_CODE show_inven(int target_item);
+extern COMMAND_CODE show_equip(int target_item);
extern void toggle_inven_equip(void);
extern bool can_get_item(void);
-extern bool get_item(int *cp, cptr pmt, cptr str, int mode);
+extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, int mode);
/* object2.c */
extern void excise_object_idx(int o_idx);
extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
extern IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval);
extern void object_wipe(object_type *o_ptr);
-extern void object_prep(object_type *o_ptr, IDX k_idx);
+extern void object_prep(object_type *o_ptr, OBJECT_IDX k_idx);
extern void object_copy(object_type *o_ptr, object_type *j_ptr);
extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
/* spells1.c */
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, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ);
+extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int 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 sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int flg);
extern int dist_to_line(int y, int x, int y1, int x1, int y2, int x2);
-extern bool project(int who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
+extern bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
extern int project_length;
-extern bool binding_field(int dam);
-extern void seal_of_mirror(int dam);
+extern bool binding_field(HIT_POINT dam);
+extern void seal_of_mirror(HIT_POINT dam);
/* spells2.c */
-extern void message_pain(MONSTER_IDX m_idx, int dam);
+extern void message_pain(MONSTER_IDX m_idx, HIT_POINT dam);
extern void self_knowledge(void);
-extern bool detect_traps(int range, bool known);
-extern bool detect_doors(int range);
-extern bool detect_stairs(int range);
-extern bool detect_treasure(int range);
-extern bool detect_objects_gold(int range);
-extern bool detect_objects_normal(int range);
-extern bool detect_objects_magic(int range);
-extern bool detect_monsters_normal(int range);
-extern bool detect_monsters_invis(int range);
-extern bool detect_monsters_evil(int range);
-extern bool detect_monsters_xxx(int range, u32b match_flag);
-extern bool detect_monsters_string(int range, cptr);
-extern bool detect_monsters_nonliving(int range);
-extern bool detect_monsters_mind(int range);
-extern bool detect_all(int range);
+extern bool detect_traps(POSITION range, bool known);
+extern bool detect_doors(POSITION range);
+extern bool detect_stairs(POSITION range);
+extern bool detect_treasure(POSITION range);
+extern bool detect_objects_gold(POSITION range);
+extern bool detect_objects_normal(POSITION range);
+extern bool detect_objects_magic(POSITION range);
+extern bool detect_monsters_normal(POSITION range);
+extern bool detect_monsters_invis(POSITION range);
+extern bool detect_monsters_evil(POSITION range);
+extern bool detect_monsters_xxx(POSITION range, u32b match_flag);
+extern bool detect_monsters_string(POSITION range, cptr);
+extern bool detect_monsters_nonliving(POSITION range);
+extern bool detect_monsters_mind(POSITION range);
+extern bool detect_all(POSITION range);
extern bool wall_stone(void);
extern bool speed_monsters(void);
extern bool slow_monsters(int power);
extern bool sleep_monsters(int power);
-extern void aggravate_monsters(int who);
+extern void aggravate_monsters(MONSTER_IDX who);
extern bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name);
extern bool symbol_genocide(int power, bool player_cast);
extern bool mass_genocide(int power, bool player_cast);
extern bool mass_genocide_undead(int power, bool player_cast);
extern bool probing(void);
extern bool banish_evil(int dist);
-extern bool dispel_evil(int dam);
-extern bool dispel_good(int dam);
-extern bool dispel_undead(int dam);
-extern bool dispel_monsters(int dam);
-extern bool dispel_living(int dam);
-extern bool dispel_demons(int dam);
+extern bool dispel_evil(HIT_POINT dam);
+extern bool dispel_good(HIT_POINT dam);
+extern bool dispel_undead(HIT_POINT dam);
+extern bool dispel_monsters(HIT_POINT dam);
+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(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(int dam, int rad);
-extern bool unlite_area(int dam, int rad);
-extern bool fire_ball(int typ, int dir, int dam, int rad);
-extern bool fire_rocket(int typ, int dir, int dam, int rad);
-extern bool fire_ball_hide(int typ, int dir, int dam, int rad);
-extern bool fire_meteor(int who, int typ, int x, int y, int dam, int rad);
-extern bool fire_bolt(int typ, int dir, int dam);
+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_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 fire_meteor(int who, int typ, int x, int y, HIT_POINT dam, int 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 void call_chaos(void);
-extern bool fire_beam(int typ, int dir, int dam);
-extern bool fire_bolt_or_beam(int prob, int typ, int dir, int dam);
-extern bool lite_line(int dir, int dam);
-extern bool drain_life(int dir, int dam);
+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 drain_life(int dir, HIT_POINT dam);
extern bool death_ray(int dir, int plev);
-extern bool wall_to_mud(int dir, int dam);
+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, int dam);
+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 glyph_creation(void);
extern bool destroy_doors_touch(void);
extern bool disarm_traps_touch(void);
-extern bool animate_dead(int who, int y, int x);
+extern bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x);
extern bool sleep_monsters_touch(void);
extern bool activate_ty_curse(bool stop_ty, int *count);
-extern int activate_hi_summon(int y, int x, bool can_pet);
-extern int summon_cyber(int who, int y, int x);
+extern int activate_hi_summon(POSITION y, POSITION x, bool can_pet);
+extern int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x);
extern void wall_breaker(void);
-extern bool confuse_monsters(int dam);
-extern bool charm_monsters(int dam);
-extern bool charm_animals(int dam);
-extern bool stun_monsters(int dam);
-extern bool stasis_monsters(int dam);
+extern bool confuse_monsters(HIT_POINT dam);
+extern bool charm_monsters(HIT_POINT dam);
+extern bool charm_animals(HIT_POINT dam);
+extern bool stun_monsters(HIT_POINT dam);
+extern bool stasis_monsters(HIT_POINT dam);
extern bool banish_monsters(int dist);
-extern bool turn_monsters(int dam);
-extern bool turn_evil(int dam);
+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_living(int dir, int plev);
-extern bool mindblast_monsters(int dam);
+extern bool mindblast_monsters(HIT_POINT dam);
extern s32b flag_cost(object_type *o_ptr, int plusses);
extern void report_magics(void);
extern bool teleport_swap(int dir);
extern bool item_tester_hook_recharge(object_type *o_ptr);
-extern bool project_hook(int typ, int dir, int dam, int flg);
-extern bool project_hack(int typ, int dam);
+extern bool project_hook(int typ, int dir, HIT_POINT dam, int flg);
+extern bool project_hack(int typ, HIT_POINT dam);
extern bool eat_magic(int power);
extern void discharge_minion(void);
extern bool kawarimi(bool success);
extern void teleport_player_to(POSITION ny, POSITION nx, u32b mode);
extern void teleport_away_followable(MONSTER_IDX m_idx);
extern void teleport_level(MONSTER_IDX m_idx);
-extern IDX choose_dungeon(cptr note, int y, int x);
-extern bool recall_player(int turns);
+extern DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x);
+extern bool recall_player(TIME_EFFECT turns);
extern bool word_of_recall(void);
extern bool reset_recall(void);
extern bool apply_disenchant(int mode);
extern bool recharge(int num);
extern bool bless_weapon(void);
extern bool pulish_shield(void);
-extern bool potion_smash_effect(int who, POSITION y, POSITION x, int k_idx);
+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 int mod_spell_chance_2(int chance);
extern s16b spell_chance(int spell,int realm);
extern bool spell_okay(int spell, bool learned, bool study_pray, int realm);
-extern void print_spells(int target_spell, int *spells, int num, TERM_POSITION y, TERM_POSITION x, 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 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(int dam, cptr kb_str, int monspell, bool aura);
-extern int elec_dam(int dam, cptr kb_str, int monspell, bool aura);
-extern int fire_dam(int dam, cptr kb_str, int monspell, bool aura);
-extern int cold_dam(int dam, cptr kb_str, int monspell, bool aura);
+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 curse_weapon(bool force, int slot);
extern bool brand_bolts(void);
-extern bool polymorph_monster(int y, int x);
+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, u32b mode);
extern 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, int dam);
-extern HIT_POINT calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari);
+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);
/* util.c */
extern errr path_parse(char *buf, int max, cptr file);
extern errr macro_add(cptr pat, cptr act);
extern sint macro_find_exact(cptr pat);
extern char inkey(void);
-extern cptr quark_str(s16b num);
+extern cptr quark_str(STR_OFFSET num);
extern void quark_init(void);
extern s16b quark_add(cptr str);
extern s32b message_num(void);
extern bool get_check(cptr prompt);
extern bool get_check_strict(cptr prompt, int mode);
extern bool get_com(cptr prompt, char *command, bool z_escape);
-extern s16b get_quantity(cptr prompt, int max);
+extern s16b get_quantity(cptr prompt, COMMAND_CODE max);
extern void pause_line(int row);
extern void request_command(int shopping);
extern bool is_a_vowel(int ch);
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, int dam, bool *fear, cptr note);
+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 panel_bounds_center(void);
extern void resize_map(void);
extern bool target_okay(void);
extern bool target_set(int mode);
extern void target_set_prepare_look(void);
-extern bool get_aim_dir(int *dp);
+extern bool get_aim_dir(DIRECTION *dp);
extern bool get_hack_dir(int *dp);
extern bool get_rep_dir(int *dp, bool under);
extern bool get_rep_dir2(int *dp);
#ifdef ALLOW_REPEAT /* TNB */
/* util.c */
-extern void repeat_push(SPELL_IDX what);
-extern bool repeat_pull(SPELL_IDX *what);
+extern void repeat_push(COMMAND_CODE what);
+extern bool repeat_pull(COMMAND_CODE *what);
extern void repeat_check(void);
#endif /* ALLOW_REPEAT -- TNB */
/* object1.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 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode);
extern void py_pickup_floor(bool pickup);
/* variable.c */
extern bool object_allow_two_hands_wielding(object_type *o_ptr);
/* wild.c */
-extern void set_floor_and_wall(byte type);
+extern void set_floor_and_wall(DUNGEON_IDX type);
extern void wilderness_gen(void);
extern void wilderness_gen_small(void);
extern errr init_wilderness(void);
extern void spoil_random_artifact(cptr fname);
/* wizard2.c */
-extern void strip_name(char *buf, int k_idx);
+extern void strip_name(char *buf, KIND_OBJECT_IDX k_idx);
/* avatar.c */
extern bool compare_virtue(int type, int num, int tekitou);
extern void check_hex(void);
extern bool hex_spell_fully(void);
extern void revenge_spell(void);
-extern void revenge_store(int dam);
+extern void revenge_store(HIT_POINT dam);
extern bool teleport_barrier(MONSTER_IDX m_idx);
extern bool magic_barrier(MONSTER_IDX m_idx);
extern bool multiply_barrier(MONSTER_IDX m_idx);