void TestIfGoodThingHitsBadThing(int, int, int);
void TestIfBadThingHitsGoodThing(int, int, int);
-void TestIfHeroTouchesBadThing(int, int);
-void TestIfHeroRunsIntoBadThing(int, int, int);
-void TestIfBadThingTouchesHero(int, int);
-void TestIfBadThingRunsIntoHero(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
void TestIfFriendTouchesBadThing(int, int);
void TestIfBadThingTouchesFriend(int, int);
void TestIfBadThingTouchesOtherBadThing(int, int);
-void KillHero(struct PlayerInfo *);
-void BuryHero(struct PlayerInfo *);
-void RemoveHero(struct PlayerInfo *);
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
boolean SnapField(struct PlayerInfo *, int, int);
boolean DropElement(struct PlayerInfo *);