void init_current_terrain(); void init_screen_locs(); bool handle_action(location the_point,sf::Event event); void flash_rect(RECT to_flash); void swap_terrain(); void set_new_terrain(ter_num_t selected_terrain); void handle_keystroke(char chr,char chr2,sf::Event event); void get_wandering_monst(); void get_town_info(); void get_sign_resource(); void set_info_strings(); cTown::cItem edit_item(cTown::cItem item); void set_up_lights(); bool is_wall(short i,short j); bool is_correctable_wall(short i,short j); bool is_mountain(short i,short j); bool is_hill(short i,short j); bool is_hill_or_mountain(short i,short j); bool is_water(short i,short j); bool is_correctable_water(short i,short j); void shy_change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability); void change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability); void change_rect_terrain(rectangle r,ter_num_t terrain_type,short probability,bool 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,ter_num_t terrain_type); bool fix_rubble(location l); bool fix_cave(location l); bool fix_mountain(location l); bool fix_hill(location l); bool fix_water(location l); bool out_fix_rubble(location l); bool out_fix_cave(location l); bool out_fix_mountain(location l); bool out_fix_hill(location l); bool out_fix_water(location l); void adjust_space(location l); bool is_lava(short x,short y); ter_num_t coord_to_ter(short x,short y); short light_obscurity(short x,short y); bool 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 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); bool is_erasable_water(short i,short j); bool monst_on_space(location loc,short m_num); void place_edit_special(location loc); void set_special(location spot_hit); bool save_check(std::string which_dlog); ter_num_t get_ground_from_ter(ter_num_t ter); bool terrain_matches(unsigned char x, unsigned char y, ter_num_t ter);