#include void put_pc_screen(); void place_buy_button(short position,short pc_num,short item_num); void put_item_screen(short screen_num,short suppress_buttons); void place_item_bottom_buttons(); void set_stat_window(short new_stat); void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val); short first_active_pc(); void refresh_stat_areas(short mode); short total_encumberance(short pc_num); void draw_pc_effects(short pc); void print_party_stats() ; short do_look(location space); short town_boat_there(location where); short out_boat_there(location where); short town_horse_there(location where); short out_horse_there(location where); void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ; std::string get_m_name(mon_num_t num); std::string get_ter_name(ter_num_t num); void print_monst_name(mon_num_t m_type); void damaged_message(short damage,eMonstMelee type); std::string print_monster_going(mon_num_t m_num,short ap); void print_nums(short a,short b,short c); short print_terrain(location space); void add_string_to_buf(std::string str, unsigned short indent); // Set second paramater to nonzero to auto-split the line if it's too long void add_string_to_buf(std::string str); void init_buf(); void print_buf () ; void restart_printing(); void restore_mode(); void through_sending(); rectangle coord_to_rect(short i,short j); void make_cursor_sword() ; bool day_reached(unsigned short which_day, unsigned short which_event); void Draw_Some_Item (sf::Texture& src_gworld, rectangle src_rect, sf::RenderTarget& targ_gworld, location target, char masked, short main_win); rectangle get_stat_effect_rect(int which_effect); struct text_label_t { rectangle text_rect; std::string str; }; void place_text_label(std::string string, location at, bool centred); void draw_text_label(const text_label_t& label);