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nunuhara_xsystem4/include/dungeon/map.h
T
kichikuou 7e5187e35c DrawDungeon: 2D map improvements
* Cells loaded from walk-data are half-transparent.
* The player symbol is half-transparent when showing different floors.
* Clear the texture before drawing a small map so that no garbage is
  left when the drawing is clipped.
2021-06-27 12:41:58 +09:00

38 lines
1.6 KiB
C

/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_DUNGEON_MAP_H
#define SYSTEM4_DUNGEON_MAP_H
struct dungeon_context;
struct dungeon_map;
struct dungeon_map *dungeon_map_create(enum draw_dungeon_version version);
void dungeon_map_free(struct dungeon_map *map);
void dungeon_map_init(struct dungeon_context *ctx);
void dungeon_map_update_cell(struct dungeon_context *ctx, int x, int y, int z);
void dungeon_map_draw(int surface, int sprite);
void dungeon_map_draw_lmap(int surface, int sprite);
void dungeon_map_set_radar(int surface, int flag);
void dungeon_map_set_all_view(int surface, int flag);
void dungeon_map_set_cg(int surface, int index, int sprite);
void dungeon_map_set_small_map_floor(int surface, int floor);
void dungeon_map_set_large_map_floor(int surface, int floor);
void dungeon_map_reveal(struct dungeon_context *ctx, int x, int y, int z, bool transparent);
#endif /* SYSTEM4_DUNGEON_MAP_H */