typedef struct { char word[15]; Rect word_rect; } word_rect_type; typedef struct { short per1,per2; char stra[5],strb[5]; short ttype,a,b,c,d; } hold_responses; void apply_unseen_mask(); void apply_light_mask(); void end_anim(); void init_anim(short which_anim); void run_anim(); void run_dedicated_anim(short mode); void run_anim_0(); void run_anim_1(); void run_anim_2(); void kill_a_monst(short which_m); location anim_get_space(short which); void put_anim_onscreen(); void set_anim_str(char *astr,location l); void run_anim_pcs(); void set_anim_attacker(short attacker); Boolean try_monst_anim_move(short i,location start,short x,short y); void run_anim_monsts(); Boolean try_pc_anim_move(short i,location start,short x,short y); void start_missile_anim(); short get_missile_direction(Point origin_point,Point the_point); void end_missile_anim() ; void run_a_missile(location from,location fire_to,short miss_type,short path,short sound_num,short x_adj,short y_adj,short len); void run_a_boom(location boom_where,short type,short x_adj,short y_adj); void mondo_boom(location l,short type); void add_missile(location dest,short missile_type,short path_type,short x_adj,short y_adj); void add_explosion(location dest,short val_to_place,short place_type,short boom_type,short x_adj,short y_adj); void do_missile_anim(short num_steps,location missile_origin,short sound_num) ; void do_explosion_anim(short sound_num,short expand); void click_shop_rect(Rect area_rect); void draw_shop_graphics(short draw_mode,Rect clip_area_rect); void refresh_shopping(); item_record_type store_mage_spells(short which_s) ; item_record_type store_priest_spells(short which_s); item_record_type store_alchemy(short which_s); void get_item_interesting_string(item_record_type item,char *message); void click_talk_rect(char *str_to_place,char *str_to_place2,Rect c_rect); void place_talk_str(char *str_to_place,char *str_to_place2,short color,Rect c_rect); short scan_for_response(char *str); void refresh_talking();