void force_town_enter(short which_town,location where_start); void start_town_mode(short which_town, short entry_dir); location end_town_mode(short switching_level,location destination); // returns new party location void handle_leave_town_specials(short town_number, short which_spec,location start_loc) ; void handle_town_specials(short town_number, short entry_dir,location start_loc) ; Boolean abil_exists(short abil) ; void start_town_combat(short direction); short end_town_combat(); void place_party(short direction); void create_town_combat_terrain(); void create_out_combat_terrain(short type,short num_walls,short spec_code); void elim_monst(unsigned char which,short spec_a,short spec_b); void do_shop(short which,short min,short max,char *store_name); void buy_food(short cost,short per,char *food_name); void healing_shop(); void do_sell(short which); void dump_gold(short print_mes); void pick_lock(location where,short pc_num); void bash_door(location where,short pc_num); void erase_specials(); void erase_out_specials(); short get_town_spec_id(location where); void clear_map(); void draw_map (HWND the_dialog, short the_item); Boolean is_door(location destination); void display_map(); void check_done(); Boolean quadrant_legal(short i, short j) ;