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