' Deep Deadly Dungeon
' (C)2005 by Richard Clark rickclark58@yahoo.com
' Compiled using FB version .15b
'
' This program is free software; you can redistribute it and/or modify it
' but WITHOUT ANY WARRANTY; without even the implied warranty of
' MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
'
'This file contains all the forward declarations.
'
declare sub Title
declare sub DrawStats
declare function MainMenu() as integer
Declare Sub MovePlayer(ncoord As mcoord)
declare sub NewLevel
declare sub UpdateMap
declare function GetInventoryItemDesc(inv as invtype) as string
declare sub CheckForDead
declare function GetItemID(inv as invtype) as integer
declare sub AddAnItem(cx as integer, cy as integer)
declare sub AddItems
declare sub ShowCommands
declare sub DoSearch
declare sub CheckLight
declare sub CheckTrap
declare sub DoOpenDoor(tp as string)
'Declare Function GetMonsterTile(id As Integer) As String
Declare Function GetMonsterName(id As Integer) As String
'Declare Function GetMonsterColor(id As Integer) As Integer
Declare Sub DoCombat(idx As Integer, weaphand As Integer = 0)
Declare Function GetPlayerArmorValue(pattacktype As Integer, dr As Integer) As Integer
Declare Sub DrawMap
Declare Sub DoScan
Declare Sub DropItem(inv As invtype, ix As Integer, iy As Integer, showmessage As Integer = True)
Declare Sub LoadGraphics
Declare Function IsMonsterLoc(x As Integer, y As Integer) As Integer
Declare Function GetMonsterIndex(x As Integer, y As Integer) As Integer
Declare Sub DoTarget
Declare Sub GenLevelMonsters
Declare Function GetSoundValue(initval As Integer = 0) As Integer
Declare Function GetPlayerDefense(mattack As Integer = False) As Integer
Declare Sub CleanUp
Declare Sub DoRest
Declare Sub AnimateProjectile(x1 As Integer, y1 As Integer, x2 As Integer, y2 As Integer)
Declare Function IsProjectile(weap As weapontype) As Integer
Declare Sub DoWand
Declare Sub CheckForWin 
Declare Function LoadGame As Integer
Declare Sub SaveGame
Declare Sub UpdateHP
Declare Sub UpdateDexSkills
Declare Sub UpdateAglSkills
Declare Sub UpdateIntSkills
Declare Sub UpdateCharSkills
Declare Sub ClearInvItem(inv As invtype)
Declare Sub DoDisarmTrap
Declare Function GetRNEffectDesc(inv As invtype) As String
declare Function PlayerCanSee(tx As Integer, ty As Integer) As Integer
declare Function GetCurrvision As Integer
declare Function CheckMapItem As Integer
declare Sub PlayMapSound(tile As Integer)
declare sub GenCharacter
declare Sub PlaySoundTrack(spec As String = "")
declare sub GetAttributes
declare Function GetBestWeapon(wdesc As String) As Integer
declare Sub GenWeapon(inv As invtype, cursed As Integer)
declare Sub GenArmor(inv As invtype, cursed As Integer)
declare Sub GenLight(inv As invtype)
declare function GetRandom(lowerbound as integer, upperbound as integer) as integer
declare Function GetBestArmor(adesc As String) As Integer
declare sub GenSupply(inv as invtype)
declare Sub GenPotion(inv As invtype, nocurse As Integer = False)
declare Function GetDR(modifier As Integer = 0) as integer
declare Sub StopSoundTrack
declare Sub PrintAttributes
declare sub PrintInventory
declare sub ShowInventory
declare function IsEvaluated(inv as invtype) as integer
declare sub EvalItem(inv as invtype)
declare sub AddRNEffect(inv as invtype)
declare sub DisplayItemInfo(inv as invtype)
declare sub WieldItem(inv as invtype)
declare sub RemoveItem(invr as invtype, inv as invtype)
declare sub ReadScroll(inv as invtype)
declare function GetEmptyInvSlot() as integer
declare Sub QuaffItem(inv As invtype)
declare sub PrintInvMessage(mess as string)
declare function GetInvKey(prompt as string) as string
declare Sub PrintStats
declare sub DoImproveCharacter
declare function ImproveSkill(skillamt as integer) as integer
declare Sub ExpandMiniMap
declare Function GetPotionEffect(inv As invtype) As String
declare Function GetWeaponSkillName(inv As invtype) As String
declare function GetScrollName(inv as invtype) as string








