extern const cptr stat_names[6];
extern const cptr stat_names_reduced[6];
extern const cptr window_flag_desc[32];
-extern const option_type option_info[];
extern const cptr chaos_patrons[MAX_PATRON];
extern const int chaos_stats[MAX_PATRON];
extern const int chaos_rewards[MAX_PATRON][20];
extern const activation_type activation_info[];
extern const cptr artifact_bias_name[MAX_BIAS];
+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 byte h_ver_major;
extern s16b command_new;
extern bool msg_flag;
extern s16b running;
-extern s16b resting;
+extern GAME_TURN resting;
extern POSITION cur_hgt;
extern POSITION cur_wid;
extern DEPTH dun_level;
extern DEPTH object_level;
extern DEPTH monster_level;
extern DEPTH base_level;
+extern bool invoking_midnight_curse;
extern s32b turn;
extern s32b turn_limit;
extern s32b dungeon_turn;
extern bool shimmer_objects;
extern bool repair_monsters;
extern bool repair_objects;
-extern s16b inven_nxt;
extern s16b inven_cnt;
extern s16b equip_cnt;
extern s16b o_max;
extern bool reinit_wilderness;
extern bool multi_rew;
extern char summon_kin_type;
-extern bool hack_mind;
+extern bool is_loading_now;
extern bool hack_mutation;
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 */
-
+extern bool show_actual_value; /* Show actual value of skill */
/*** Game-Play Options ***/
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 char player_base[32];
extern char savefile[1024];
extern char savefile_base[40];
-extern s16b lite_n;
+extern POSITION_IDX lite_n;
extern POSITION lite_y[LITE_MAX];
extern POSITION lite_x[LITE_MAX];
-extern s16b mon_lite_n;
+extern POSITION_IDX mon_lite_n;
extern POSITION mon_lite_y[MON_LITE_MAX];
extern POSITION mon_lite_x[MON_LITE_MAX];
-extern s16b view_n;
+extern POSITION_IDX view_n;
extern POSITION view_y[VIEW_MAX];
extern POSITION view_x[VIEW_MAX];
-extern s16b temp_n;
+extern POSITION_IDX temp_n;
extern POSITION temp_y[TEMP_MAX];
extern POSITION temp_x[TEMP_MAX];
-extern s16b redraw_n;
+extern POSITION_IDX redraw_n;
extern POSITION redraw_y[REDRAW_MAX];
extern POSITION redraw_x[REDRAW_MAX];
extern s16b macro__num;
extern cptr *macro__act;
extern bool *macro__cmd;
extern char *macro__buf;
-extern s16b quark__num;
+extern STR_OFFSET quark__num;
extern cptr *quark__str;
extern u32b message__next;
extern u32b message__last;
extern bool monk_notify_aux;
extern wilderness_type **wilderness;
extern building_type building[MAX_BLDG];
-extern QUEST_IDX max_quests;
+extern QUEST_IDX max_q_idx;
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;
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 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_throw(void);
-extern bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken);
+extern bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken);
#ifdef TRAVEL
extern void do_cmd_travel(void);
#endif
-/* cmd3.c */
-extern void do_cmd_inven(void);
-extern void do_cmd_equip(void);
-extern void do_cmd_wield(void);
-extern void do_cmd_takeoff(void);
-extern void do_cmd_drop(void);
-extern void do_cmd_destroy(void);
-extern void do_cmd_observe(void);
-extern void do_cmd_uninscribe(void);
-extern void do_cmd_inscribe(void);
-extern void do_cmd_refill(void);
-extern void do_cmd_target(void);
-extern void do_cmd_look(void);
-extern void do_cmd_locate(void);
-extern void do_cmd_query_symbol(void);
-extern void kamaenaoshi(int 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);
-
/* cmd4.c */
#ifndef JP
extern cptr get_ordinal_number_suffix(int num);
extern void do_cmd_browse(void);
extern void do_cmd_study(void);
extern void do_cmd_cast(void);
-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);
-extern void do_cmd_pet_dismiss(void);
-extern void do_cmd_pet(void);
-
-/* cmd6.c */
-extern void do_cmd_eat_food(void);
-extern void do_cmd_quaff_potion(void);
-extern void do_cmd_read_scroll(void);
-extern void do_cmd_aim_wand(void);
-extern void do_cmd_use_staff(void);
-extern void do_cmd_zap_rod(void);
-extern void do_cmd_activate(void);
-extern void do_cmd_rerate_aux(void);
-extern void do_cmd_rerate(bool display);
-extern void ring_of_power(int dir);
-extern void do_cmd_use(void);
-extern bool do_cmd_magic_eater(bool only_browse, bool powerful);
-/* do-spell.c */
+/* cmd-spell.c */
extern void stop_singing(void);
extern cptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode);
+extern bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode);
/* dungeon.c */
extern void leave_quest_check(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);
+extern byte value_check_aux1(object_type *o_ptr);
+extern byte value_check_aux2(object_type *o_ptr);
+
/* files.c */
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);
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(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);
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 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 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 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 bool save_floor(saved_floor_type *sf_ptr, BIT_FLAGS mode);
/* spells1.c */
+extern int 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 int take_hit(int damage_type, HIT_POINT damage, cptr kb_str, int monspell);
/* spells2.c */
extern void message_pain(MONSTER_IDX m_idx, HIT_POINT dam);
-extern void self_knowledge(void);
extern bool detect_traps(POSITION range, bool known);
extern bool detect_doors(POSITION range);
extern bool detect_stairs(POSITION range);
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 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(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 fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
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 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 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(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, HIT_POINT dam, BIT_FLAGS flg);
extern bool project_hack(int typ, HIT_POINT dam);
extern bool eat_magic(int power);
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 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_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);
+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 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_1(int chance);
-extern int mod_spell_chance_2(int chance);
-extern s16b spell_chance(int spell,int 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 char inkey(void);
extern cptr quark_str(STR_OFFSET num);
extern void quark_init(void);
-extern s16b quark_add(cptr str);
+extern u16b quark_add(cptr str);
extern s32b message_num(void);
extern cptr message_str(int age);
extern void message_add(cptr msg);
extern void extract_day_hour_min(int *day, int *hour, int *min);
extern void prt_time(void);
extern cptr map_name(void);
-extern u32b weight_limit(void);
+extern WEIGHT weight_limit(void);
extern bool buki_motteruka(int i);
extern bool is_heavy_shoot(object_type *o_ptr);
extern int bow_tval_ammo(object_type *o_ptr);
extern void change_race(CHARACTER_IDX new_race, cptr effect_msg);
extern HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear);
extern s16b gain_energy(void);
-extern s16b bow_energy(OBJECT_SUBTYPE_VALUE sval);
+extern ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
extern int bow_tmul(OBJECT_SUBTYPE_VALUE sval);
extern cptr your_alignment(void);
extern int weapon_exp_level(int weapon_exp);
extern void one_activation(object_type *o_ptr);
extern bool create_artifact(object_type *o_ptr, bool a_scroll);
extern int activation_index(object_type *o_ptr);
-extern bool activate_random_artifact(object_type * o_ptr);
extern const activation_type* find_activation_info(object_type *o_ptr);
-extern void get_bloody_moon_flags(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);
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);
/* wizard2.c */
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);
/* avatar.c */
extern bool compare_virtue(int type, int num, int tekitou);
/* inet.c */
extern int soc_write(int sd, char *buf, size_t sz);
+extern int soc_read(int sd, char *buf, size_t sz);
extern void set_proxy(char *default_url, int default_port);
extern int connect_server(int timeout, const char *host, int port);
extern int disconnect_server(int sd);
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 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);