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