void init_current_terrain(); void init_screen_locs(); Boolean handle_action(POINT the_point, UINT wparam, LONG lparam ); void flash_rect(RECT to_flash); void swap_terrain(); void set_new_terrain(unsigned char selected_terrain); Boolean handle_syskeystroke(UINT wParam,LONG lParam,short *handled); Boolean handle_keystroke(UINT wParam,LONG lParam); void get_wandering_monst(); void get_town_info(); void edit_monst(short mode,short x,short y); void get_sign_resource(); void set_info_strings(); preset_item_type edit_item(preset_item_type item); void modify_lists(); void set_up_lights(); Boolean is_wall(short i,short j); Boolean is_correctable_wall(short i,short j); Boolean is_mountain(short i,short j); Boolean is_hill(short i,short j); Boolean is_hill_or_mountain(short i,short j); Boolean is_water(short i,short j); Boolean is_correctable_water(short i,short j); void shy_change_circle_terrain(location center,short radius,unsigned char terrain_type,short probability); void change_circle_terrain(location center,short radius,unsigned char terrain_type,short probability); void change_rect_terrain(RECT r,unsigned char terrain_type,short probability,Boolean hollow); void swap_val(unsigned char *val,short a,short b); void change_val_4 (unsigned char *val,short a,short b,short c,short d); void change_val (unsigned char *val,short a,short b); void frill_up_terrain(); void unfrill_terrain(); void set_terrain(location l,unsigned char terrain_type); Boolean fix_rubble(location l); Boolean fix_cave(location l); Boolean fix_mountain(location l); Boolean fix_hill(location l); Boolean fix_water(location l); Boolean out_fix_rubble(location l); Boolean out_fix_cave(location l); Boolean out_fix_mountain(location l); Boolean out_fix_hill(location l); Boolean out_fix_water(location l); void adjust_space(location l); Boolean is_lava(short x,short y); unsigned char coord_to_ter(short x,short y); short get_obscurity(short x,short y); short can_see(location p1,location p2,short mode); Boolean place_item(location spot_hit,short which_item,short property,short always,short odds); void place_items_in_town(); void set_up_start_screen(); void set_up_main_screen(); void start_town_edit(); void start_out_edit(); void shut_down_menus(short mode); void start_terrain_editing(); void start_monster_editing(short just_redo_text); void start_item_editing(short just_redo_text); void start_special_item_editing(); void start_string_editing(short mode,short just_redo_text); void start_special_editing(short mode,short just_redo_text); void town_entry(location spot_hit); void start_dialogue_editing(short restoring); Boolean is_erasable_water(short i,short j); Boolean monst_on_space(location loc,short m_num); void place_edit_special(location loc); void set_special(location spot_hit); Boolean save_check(short which_dlog); void update_item_menu();