/** * @file * @brief Look-up functions for dungeon and item tiles. **/ #ifndef TILEPICK_H #define TILEPICK_H #include "tiledef_defines.h" struct bolt; struct cloud_info; struct coord_def; struct item_def; class monster; struct monster_info; struct show_type; bool is_door_tile(tileidx_t tile); // Tile index lookup from Crawl data. tileidx_t tileidx_feature(const coord_def &gc); tileidx_t tileidx_out_of_bounds(int branch); void tileidx_out_of_los(tileidx_t *fg, tileidx_t *bg, tileidx_t *cloud, const coord_def& gc); tileidx_t tileidx_monster(const monster_info& mon); tileidx_t tileidx_draco_base(const monster_info& mon); tileidx_t tileidx_draco_job(const monster_info& mon); tileidx_t tileidx_demonspawn_base(const monster_info& mon); tileidx_t tileidx_demonspawn_job(const monster_info& mon); tileidx_t tileidx_player_mons(); tileidx_t tileidx_item(const item_info &item); tileidx_t tileidx_item_throw(const item_info &item, int dx, int dy); tileidx_t tileidx_known_base_item(tileidx_t label); tileidx_t tileidx_cloud(const cloud_info &cl, bool disturbance = false); tileidx_t tileidx_bolt(const bolt &bolt); tileidx_t vary_bolt_tile(tileidx_t tile, int dist); tileidx_t tileidx_zap(int colour); tileidx_t tileidx_spell(const spell_type spell); tileidx_t tileidx_skill(const skill_type skill, int train); tileidx_t tileidx_command(const command_type cmd); tileidx_t tileidx_gametype(const game_type gtype); tileidx_t tileidx_ability(const ability_type ability); tileidx_t tileidx_known_brand(const item_def &item); tileidx_t tileidx_corpse_brand(const item_def &item); tileidx_t tileidx_unseen_flag(const coord_def &gc); // Return the level of enchantment as an int. None is 0, Randart is 4. int enchant_to_int(const item_def &item); // If tile has variations, select among them based upon the enchant of item. tileidx_t tileidx_enchant_equ(const item_def &item, tileidx_t tile, bool player = false); #ifdef USE_TILE void bind_item_tile(item_def &item); #else static inline void bind_item_tile(item_def &item) {} #endif // For a given fg/bg set of tile indices and a 1 character prefix, // return index, flag, and tile name as a printable string. string tile_debug_string(tileidx_t fg, tileidx_t bg, tileidx_t cloud, char prefix); void tile_init_props(monster* mon); #endif