43void cast_light(
Floor *floor,
int cx,
int cy,
int row,
float start_slope,
float end_slope,
int radius,
int xx,
int xy,
int yx,
int yy);
46#ifdef HELAPORDO_CURSES_BUILD
49void display_roomclass_layout(
Floor * floor, WINDOW * win);
50void display_floor_layout(
Floor * floor, WINDOW * win);
51void display_explored_layout(
Floor * floor, WINDOW * win);
53void draw_floor_view(
Floor *floor,
int current_x,
int current_y, WINDOW *win,
bool use_3x3_fov);
55void move_update(
Gamestate * gamestate,
Floor * floor,
int *current_x,
56 int *current_y, WINDOW * win,
Path * path,
Fighter * player,
58 Koliseo_Temp * t_kls);
60#ifndef HELAPORDO_RAYLIB_BUILD
61#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined."
63void display_roomclass_layout(
Floor *floor, Rectangle *win,
float pixelSize);
64void display_floor_layout(
Floor * floor, Rectangle * win,
float pixelSize);
65void display_floor_layout_with_player(
Floor * floor, Rectangle * win,
int current_x,
int current_y,
float pixelSize);
66void display_explored_layout(
Floor *floor, Rectangle *win,
float pixelSize);
67void display_explored_layout_with_player(
Floor *floor, Rectangle *win,
int current_x,
int current_y,
float pixelSize);
68void draw_floor_view(
Floor * floor,
int current_x,
int current_y,
float pixelSize, Rectangle * win);
69void step_floor(
Floor * floor,
int *current_x,
70 int *current_y,
int control);
char roomclass_chars[ROOM_CLASS_MAX+1]
Definition floors.c:494
void init_floor_rooms(Floor *floor)
Takes a Floor pointer and initialises its rooms_matrix and roomclass_matrix, using the values in floo...
Definition floors.c:60
int roomclass_colors_alt[ROOM_CLASS_MAX+1]
Definition floors.c:518
bool blocks_vision(const Floor *floor, int x, int y)
Definition floors.c:670
char room_char(Floor *floor, int cell_x, int cell_y)
Definition floors.c:633
void floor_set_room_types(Floor *floor)
Takes a Floor pointer and initialises its roomclass_layout, using the floor_layout fields.
Definition floors.c:174
void init_floor_layout(Floor *floor)
Takes a Floor pointer and initialises its floor_layout fields to empty.
Definition floors.c:26
void floor_calculate_fov(Floor *floor, int player_x, int player_y, int radius)
Definition floors.c:774
void cast_light(Floor *floor, int cx, int cy, int row, float start_slope, float end_slope, int radius, int xx, int xy, int yx, int yy)
Definition floors.c:679
void debug_print_roomclass_layout(Floor *floor, FILE *fp)
Takes a Floor pointer and prints its roomClass layout to the passed FILE pointer.
Definition floors.c:423
void load_floor_explored(Floor *floor)
Takes a Floor pointer and initialises its explored_matrix using the values in floor_layout fields.
Definition floors.c:406
void debug_print_floor_visible_layout(Floor *floor, FILE *fp)
Definition floors.c:483
int roomclass_colors[ROOM_CLASS_MAX+1]
Definition floors.c:506
void debug_print_floor_layout(Floor *floor, FILE *fp)
Takes a Floor pointer and prints its floor layout to the passed FILE pointer.
Definition floors.c:473
void floor_random_walk(Floor *floor, int x, int y, int steps, int do_layout_clean)
Takes a Floor pointer and tries walking randomly to initialises its floor_layout field.
Definition floors.c:83
float calc_distance(int x1, int y1, int x2, int y2)
Function to calculate the distance between two points.
Definition floors.c:48
int room_color(Floor *floor, int cell_x, int cell_y)
Definition floors.c:529
#define ROOM_CLASS_MAX
Maximum index of roomClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1676
Represents the entity initialised from a fighterClass.
Definition game_core.h:1094
Represents the entity initialised from a floorClass.
Definition game_core.h:1826
Holds arguments for a game.
Definition game_core.h:1901
Holds the state of game progression.
Definition game_core.h:1358
Represents the entity initialised from a roomClass.
Definition game_core.h:1771
Contains loaded values to pass to initRoom().
Definition game_core.h:1880