/* * File: output.h * Summary: Functions used to print player related info. * Written by: Linley Henzell */ #ifndef OUTPUT_H #define OUTPUT_H enum status_redraw_flag_type { REDRAW_HUNGER = 0x00000001, REDRAW_BURDEN = 0x00000002, REDRAW_LINE_1_MASK = 0x00000003, REDRAW_PRAYER = 0x00000100, REDRAW_BREATH = 0x00000200, REDRAW_REPEL_MISSILES = 0x00000400, REDRAW_REGENERATION = 0x00000800, REDRAW_INSULATION = 0x00001000, REDRAW_FLY = 0x00002000, REDRAW_INVISIBILITY = 0x00004000, REDRAW_LINE_2_MASK = 0x00007f00, REDRAW_CONFUSION = 0x00010000, REDRAW_POISONED = 0x00020000, REDRAW_LIQUID_FLAMES = 0x00040000, REDRAW_DISEASED = 0x00080000, REDRAW_CONTAMINATED = 0x00100000, REDRAW_SWIFTNESS = 0x00200000, REDRAW_SPEED = 0x00400000, REDRAW_LINE_3_MASK = 0x007f0000 }; #ifdef DGL_SIMPLE_MESSAGING void update_message_status(void); #endif void update_turn_count(void); void print_stats(void); void print_stats_level(void); void draw_border(void); bool compare_monsters_attitude( const monsters *m1, const monsters *m2 ); std::string mpr_monster_list(bool past = false); void redraw_skill(const std::string &your_name, const std::string &class_name); int update_monster_pane(void); const char *equip_slot_to_name(int equip); int equip_name_to_slot(const char *s); const char *equip_slot_to_name(int equip); void print_overview_screen(void); std::string dump_overview_screen(bool full_id); std::string magic_res_adjective(int mr); std::string stealth_desc(int stealth); #endif