#ifndef ENVMAP_H #define ENVMAP_H #include "show.h" struct coord_def; void set_envmap_obj(const coord_def& where, show_type object); unsigned get_envmap_char(int x, int y); inline unsigned get_envmap_char(const coord_def& c) { return get_envmap_char(c.x, c.y); } show_type get_envmap_obj(int x, int y); inline show_type get_envmap_obj(const coord_def& c) { return get_envmap_obj(c.x, c.y); } void set_envmap_detected_item(int x, int y, bool detected = true); inline void set_envmap_detected_item(const coord_def& c, bool detected = true) { set_envmap_detected_item(c.x, c.y, detected); } void set_envmap_detected_mons(int x, int y, bool detected = true); inline void set_envmap_detected_mons(const coord_def& c, bool detected = true) { set_envmap_detected_mons(c.x, c.y, detected); } void set_envmap_col( int x, int y, int colour, int flags ); void set_envmap_col( int x, int y, int colour ); bool is_sanctuary( const coord_def& p ); bool is_bloodcovered( const coord_def& p ); bool is_envmap_detected_item(int x, int y); inline bool is_envmap_detected_item(const coord_def& c) { return is_envmap_detected_item(c.x, c.y); } bool is_envmap_detected_mons(int x, int y); inline bool is_envmap_detected_mons(const coord_def& c) { return is_envmap_detected_mons(c.x, c.y); } bool is_envmap_item(int x, int y); inline bool is_envmap_item(const coord_def& c) { return is_envmap_item(c.x, c.y); } void set_terrain_mapped( int x, int y ); inline void set_terrain_mapped( const coord_def& c ) { set_terrain_mapped(c.x,c.y); } void set_terrain_seen( int x, int y ); inline void set_terrain_seen( const coord_def& c ) { set_terrain_seen(c.x, c.y); } void set_terrain_changed( int x, int y ); bool is_terrain_known( int x, int y ); bool is_terrain_seen( int x, int y ); bool is_terrain_changed( int x, int y ); inline bool is_terrain_changed( const coord_def& c ) { return is_terrain_changed(c.x,c.y); } bool is_terrain_known(const coord_def &p); bool is_terrain_mapped(const coord_def &p); bool is_notable_terrain(dungeon_feature_type ftype); inline bool is_terrain_seen(const coord_def &c) { return (is_terrain_seen(c.x, c.y)); } inline void set_terrain_changed(const coord_def &c) { set_terrain_changed(c.x, c.y); } int count_detected_mons(void); void clear_map(bool clear_items = true, bool clear_mons = true); int get_envmap_col(const coord_def& p); void set_envmap_glyph(const coord_def& c, show_type object, int col); void clear_envmap_grid(const coord_def& p); #endif