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#ifdef USE_TILE
#pragma once
#include "tile-player-flags.h"
struct newgame_def;
struct dolls_data
{
dolls_data();
dolls_data(const dolls_data& orig);
const dolls_data& operator=(const dolls_data& other);
~dolls_data();
bool operator ==(const dolls_data &other) const;
bool operator !=(const dolls_data &other) const { return !(*this == other); }
tileidx_t *parts;
};
enum tile_doll_mode
{
TILEP_MODE_EQUIP = 0, // draw doll based on equipment
TILEP_MODE_LOADING = 1, // draw doll based on dolls.txt definitions
TILEP_MODE_DEFAULT = 2, // draw doll based on job specific definitions
TILEP_MODE_MAX
};
extern dolls_data player_doll;
extern int doll_gender;
void init_player_doll();
void fill_doll_equipment(dolls_data &result);
void create_random_doll(dolls_data &result);
void save_doll_file(writer &dollf);
void fill_doll_for_newgame(dolls_data &result, const newgame_def& ng);
// Saves player doll definitions into dolls.txt.
// Returns true if successful, else false.
bool save_doll_data(int mode, int num, const dolls_data* dolls);
// Loads player doll definitions from (by default) dolls.txt.
// Returns true if file found, else false.
bool load_doll_data(const char *fn, dolls_data *dolls, int max,
tile_doll_mode *mode, int *cur);
class SubmergedTileBuffer;
void pack_doll_buf(SubmergedTileBuffer& buf, const dolls_data &doll, int x, int y, bool submerged, bool ghost);
void reveal_bardings(const tileidx_t *parts, int (&flags)[TILEP_PART_MAX]);
void pack_tilep_set(vector<tile_def>& tileset, const dolls_data &doll);
#endif
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