/* * File: output.h * Summary: Functions used to print player related info. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <1> -/--/-- LRH Created */ #ifndef OUTPUT_H #define OUTPUT_H #include "format.h" enum status_redraw_flag_type { REDRAW_HUNGER = 0x00000001, REDRAW_BURDEN = 0x00000002, REDRAW_LINE_1_MASK = 0x00000003, REDRAW_PRAYER = 0x00000100, REDRAW_REPEL_UNDEAD = 0x00000200, REDRAW_BREATH = 0x00000400, REDRAW_REPEL_MISSILES = 0x00000800, REDRAW_REGENERATION = 0x00001000, REDRAW_INSULATION = 0x00002000, REDRAW_FLY = 0x00004000, REDRAW_INVISIBILITY = 0x00008000, REDRAW_LINE_2_MASK = 0x0000ff00, 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); 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); #ifndef USE_TILE // Monster info used by the pane; precomputes some data // to help with sorting and rendering. class monster_pane_info { public: static bool less_than(const monster_pane_info& m1, const monster_pane_info& m2, bool zombified = true); monster_pane_info(const monsters* m); void to_string(int count, std::string& desc, int& desc_color) const; const monsters* m_mon; mon_attitude_type m_attitude; int m_difficulty; int m_brands; bool m_fullname; }; void get_monster_pane_info(std::vector& mons); #endif #endif