void apply_default_feat_lighting(TERM_COLOR *f_attr, SYMBOL_CODE *f_char);
bool is_ascii_graphics(char x);
bool permanent_wall(feature_type *f_ptr);
+FEAT_IDX feat_locked_door_random(int door_type);
+FEAT_IDX feat_jammed_door_random(int door_type);
+void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
+FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);