extern void py_pickup_aux(OBJECT_IDX o_idx);
extern void carry(bool pickup);
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 player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode);
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 init_saved_floors(bool force);
extern void clear_saved_floor_files(void);
extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);
-extern s16b get_new_floor_id(void);
+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);
extern void leave_floor(void);
extern void teleport_away_followable(MONSTER_IDX m_idx);
extern void teleport_level(MONSTER_IDX m_idx);
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 recall_player(player_type *creature_ptr, TIME_EFFECT turns);
+extern bool free_level_recall(player_type *creature_ptr);
extern bool reset_recall(void);
extern bool apply_disenchant(BIT_FLAGS mode);
extern void mutate_player(void);
extern bool shock_power(void);
/* bldg.c */
-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 strip_name(char *buf, KIND_OBJECT_IDX k_idx);
extern void do_cmd_rerate_aux(void);
extern void do_cmd_rerate(bool display);
+extern void cheat_death(player_type *creature_ptr);
/* avatar.c */
extern bool compare_virtue(int type, int num, int tekitou);