void set_terrain_blocked(); //short dist(location p1,location p2); //short ex_sqrt(short val); //short vdist(location p1,location p2) ; bool adjacent(location p1,location p2); bool point_onscreen(location center,location check); short set_direction (location old_pt, location new_pt); location global_to_local(location global); location local_to_global(location local); bool loc_off_world(location p1); bool loc_off_act_area(location p1); location get_cur_loc(); short short_can_see(shortloc p1,shortloc p2); bool is_lava(short x,short y); short can_see(location p1,location p2,short mode); short get_obscurity(short x,short y); unsigned short coord_to_ter(short x,short y); bool is_container(location loc); void update_explored(location dest); bool is_blocked(location to_check); bool monst_on_space(location loc,short m_num); short monst_there(location where) ; bool monst_can_be_there(location loc,short m_num); bool monst_adjacent(location loc,short m_num); bool monst_can_see(short m_num,location l); bool party_can_see_monst(short m_num); bool can_see_monst(location l,short m_num); bool outd_is_blocked(location to_check); bool special_which_blocks_monst(location to_check); bool is_special(location to_check); bool outd_is_special(location to_check); bool impassable(unsigned short terrain_to_check); short get_blockage(unsigned short terrain_type); short light_radius(); bool pt_in_light(location from_where,location to_where) ;// Assumes, of course, in town or combat bool combat_pt_in_light(location to_where); bool party_sees_a_monst(); // Returns true is a hostile monster is in sight. short party_can_see(location where); location push_loc(location from_where,location to_where); bool spot_impassable(short i,short j); void swap_ter(short i,short j,unsigned short ter1,unsigned short ter2); void alter_space(short i,short j,unsigned short ter);