void sort_pc_items(short pc_num); Boolean give_to_pc(short pc_num,item_record_type item,short print_result); Boolean give_to_party(item_record_type item,short print_result); Boolean forced_give(short item_num,short abil); Boolean GTP(short item_num); Boolean silent_GTP(short item_num); void give_gold(short amount,Boolean print_result); Boolean take_gold(short amount,Boolean print_result); short pc_has_abil_equip(short pc_num,short abil); short pc_has_abil(short pc_num,short abil); Boolean party_has_abil(short abil); Boolean party_take_abil(short abil); Boolean party_check_class(short item_class,short mode); short item_weight(item_record_type item); short pc_carry_weight(short pc_num); short amount_pc_can_carry(short pc_num); void give_food(short amount,Boolean print_result); short take_food(short amount,Boolean print_result); short pc_has_space(short pc_num); short pc_ok_to_buy(short pc_num,short cost,item_record_type item); void take_item(short pc_num,short which_item); void remove_charge(short pc_num,short which_item); void enchant_weapon(short pc_num,short item_hit,short enchant_type,short new_val); void equip_item(short pc_num,short item_num); void drop_item(short pc_num,short item_num,location where_drop); Boolean place_item(item_record_type item,location where,Boolean forced); void destroy_an_item(); void give_thing(short pc_num, short item_num); void combine_things(short pc_num); short dist_from_party(location where); void set_item_flag(item_record_type *item); short get_item(location place,short pc_num,Boolean check_container); void put_item_graphics(); short get_prot_level(short pc_num,short abil); void make_town_hostile(); void display_item_event_filter (short item_hit); short display_item(location from_loc,short pc_num,short mode, Boolean check_container); void fancy_choice_dialog_event_filter (short item_hit); short custom_choice_dialog(Str255 strs[6],short pic_num,short buttons[3]) ; short fancy_choice_dialog(short which_dlog,short parent); void select_pc_event_filter (short item_hit); short char_select_pc(short active_only,short free_inv_only,char *title); short select_pc(short active_only,short free_inv_only); void get_num_of_items_event_filter (short item_hit); short get_num_of_items(short max_num); short choice_dialog(short pic,short num); pascal void frame_box(DialogPtr the_dialog,short the_item); pascal void put_pc_effects_on_dialog(DialogPtr dialog,short item); pascal void draw_help_dialog_item_buttons(DialogPtr dialog,short item); pascal void draw_help_dialog_forcefields(DialogPtr dialog,short item); void create_modeless_dialog(short which_dlog); void make_cursor_watch() ; DialogPtr other_make_dialog(short which); void place_glands(location where,unsigned char m_type); short party_total_level() ; void reset_item_max(); short item_val(item_record_type item); void place_treasure(location where,short level,short loot,short mode); short luck_total(); item_record_type return_treasure(short loot,short level,short mode); void frame_button(Rect button_rect); void refresh_store_items(); void get_text_response_event_filter (short item_hit); void get_text_response(short dlg,Str255 str,short parent_num); void put_num_in_dialog(DialogPtr dialog,short where,short value); void extract_keys(EventRecord *event,char *chr,char *chr2);