/** * @file * @brief Misc function used to render the dungeon. **/ #ifndef VIEW_H #define VIEW_H #include "defines.h" #include "options.h" #include "viewgeom.h" void init_monsters_seens(); bool mons_near(const monster* mons); bool mon_enemies_around(const monster* mons); void seen_monsters_react(); bool magic_mapping(int map_radius, int proportion, bool suppress_msg, bool force = false, bool deterministic = false, coord_def origin = coord_def(-1, -1)); void reautomap_level(); void fully_map_level(); string screenshot(); int viewmap_flash_colour(); bool view_update(); void view_update_at(const coord_def &pos); class targetter; static inline void scaled_delay(unsigned int ms) { delay(ms * Options.view_delay / DEFAULT_VIEW_DELAY); } // beware, flash_view is broken for USE_TILE_LOCAL void flash_view(colour_t colour, targetter *where = NULL); void flash_view_delay(colour_t colour, int delay, targetter *where = NULL); #ifndef USE_TILE_LOCAL void flash_monster_colour(const monster* mon, colour_t fmc_colour, int fmc_delay); #endif void viewwindow(bool show_updates = true, bool tiles_only = false); void draw_cell(screen_cell_t *cell, const coord_def &gc, bool anim_updates, int flash_colour); void update_monsters_in_view(); bool handle_seen_interrupt(monster* mons, vector* msgs_buf = NULL); void flush_comes_into_view(); void toggle_show_terrain(); void reset_show_terrain(); void handle_terminal_resize(bool redraw = true); #endif