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 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 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 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 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 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 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 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 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);