void set_terrain_blocked(); short dist(location p1,location p2); short ex_sqrt(short val); short vdist(location p1,location p2) ; Boolean adjacent(location p1,location p2); Boolean point_onscreen(location center,location check); short set_direction (location old_pt, location new_pt); location global_to_local(location global); location local_to_global(location local); Boolean loc_off_world(location p1); Boolean loc_off_act_area(location p1); location get_cur_loc(); short short_can_see(shortloc p1,shortloc p2); Boolean is_lava(short x,short y); short can_see(location p1,location p2,short mode); short get_obscurity(short x,short y); unsigned char coord_to_ter(short x,short y); Boolean is_container(location loc); void update_explored(location dest); Boolean is_blocked(location to_check); Boolean monst_on_space(location loc,short m_num); short monst_there(location where) ; Boolean monst_can_be_there(location loc,short m_num); Boolean monst_adjacent(location loc,short m_num); Boolean monst_can_see(short m_num,location l); Boolean party_can_see_monst(short m_num); Boolean can_see_monst(location l,short m_num); Boolean outd_is_blocked(location to_check); Boolean special_which_blocks_monst(location to_check); Boolean is_special(location to_check); Boolean outd_is_special(location to_check); Boolean impassable(unsigned char terrain_to_check); short get_blockage(unsigned char terrain_type); short light_radius(); Boolean pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat Boolean combat_pt_in_light(location to_where); Boolean party_sees_a_monst(); // Returns true is a hostile monster is in sight. short party_can_see(location where); location push_loc(location from_where,location to_where); Boolean spot_impassable(short i,short j); void swap_ter(short i,short j,unsigned char ter1,unsigned char ter2); void alter_space(short i,short j,unsigned char ter);