#include class cVehicle; void put_pc_screen(); void place_buy_button(short position,short pc_num,short item_num); void put_item_screen(eItemWinMode screen_num); void place_item_bottom_buttons(); void set_stat_window(eItemWinMode new_stat, bool record = false); void set_stat_window_for_pc(int pc, bool record = false); void place_item_button(short which_slot,eItemButton button_type = ITEMBTN_USE,eItemButton button_pos = MAX_eItemButton); void place_item_graphic(short which_slot,short graphic); short first_active_pc(); void refresh_stat_areas(short mode); void draw_pc_effects(short pc); void print_party_stats() ; short do_look(location space); cVehicle* town_boat_there(location where); cVehicle* out_boat_there(location where); cVehicle* town_horse_there(location where); cVehicle* out_horse_there(location where); // Specify the alive map when combat is in progress so casualties and summons are reflected void print_encounter_monsters(cOutdoors::cWandering encounter, short* nums, std::map alive = {}); void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ; std::string get_m_name(mon_num_t num); std::string get_ter_name(ter_num_t num); void print_monst_name(mon_num_t m_type); void damaged_message(short damage,eMonstMelee type); std::string print_monster_going(mon_num_t m_num,short ap); void print_nums(short a,short b,short c); short print_terrain(location space); void add_string_to_buf(std::string str, unsigned short indent); // Set second parameter to nonzero to auto-split the line if it's too long void add_string_to_buf(std::string str); void add_caster_needs_to_buf(std::string needs_what, unsigned short pre_indent = 2, unsigned short indent = 4); void init_buf(); void print_buf () ; void restart_printing(); void restore_mode(); void through_sending(); rectangle coord_to_rect(short i,short j); bool day_reached(unsigned short which_day, unsigned short which_event); void Draw_Some_Item(const sf::Texture& src_gworld, rectangle src_rect, sf::RenderTarget& targ_gworld, location target, char masked, short main_win); rectangle get_stat_effect_rect(int which_effect); struct text_label_t { rectangle text_rect; std::string str; }; void place_text_label(std::string string, location at, bool centred); void draw_text_label(const text_label_t& label); std::string get_location(cUniverse* specific_univ = nullptr);