/* * File: view.h * Summary: Misc function used to render the dungeon. * Written by: Linley Henzell */ #ifndef VIEW_H #define VIEW_H #include "externs.h" #include "show.h" void init_monsters_seens(); void beogh_follower_convert(monsters *monster, bool orc_hit = false); void slime_convert(monsters *monster); bool mons_near(const monsters *monster); bool mon_enemies_around(const monsters *monster); void find_features(const std::vector& features, unsigned char feature, std::vector *found); bool magic_mapping(int map_radius, int proportion, bool suppress_msg, bool force = false, bool deterministic = false, bool circular = false, coord_def origin = coord_def(-1, -1)); void reautomap_level(); bool noisy(int loudness, const coord_def& where, int who, bool mermaid = false); bool noisy(int loudness, const coord_def& where, const char *msg = NULL, int who = -1, bool mermaid = false); void blood_smell( int strength, const coord_def& where); void handle_monster_shouts(monsters* monster, bool force = false); class level_pos; void show_map( level_pos &spec_place, bool travel_mode, bool allow_esc = false ); bool check_awaken(monsters* monster); bool is_feature(int feature, const coord_def& where); void get_item_glyph(const item_def *item, unsigned *glych, unsigned short *glycol); void get_mons_glyph(const monsters *mons, unsigned *glych, unsigned short *glycol); unsigned get_screen_glyph( int x, int y ); unsigned get_screen_glyph( const coord_def &p ); int get_mons_colour(const monsters *mons); bool inside_level_bounds(int x, int y); bool inside_level_bounds(const coord_def &p); void clear_feature_overrides(); void add_feature_override(const std::string &text); unsigned grid_character_at(const coord_def &c); unsigned get_symbol(show_type object, unsigned short *colour = NULL, bool magic_mapped = false); std::string screenshot(bool fullscreen = false); bool view_update(); void view_update_at(const coord_def &pos); #ifndef USE_TILE void flash_monster_colour(const monsters *mon, unsigned char fmc_colour, int fmc_delay); #endif void viewwindow(bool draw_it, bool do_updates); void update_monsters_in_view(); void handle_seen_interrupt(monsters* monster); void flush_comes_into_view(); dungeon_char_type dchar_by_name(const std::string &name); void handle_terminal_resize(bool redraw = true); #endif