helapordo 1.4.14
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game_rl.c File Reference
#include "game_rl.h"
Include dependency graph for game_rl.c:

Functions

void handleTutorial (S4C_Color *palette)
 Shows tutorial info.
void setEnemySprite (Enemy *e)
 Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.
void setEquipSprite (Equip *e)
 Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.
void setConsumableSprite (Consumable *c)
 Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.
void setArtifactSprite (Artifact *a)
 Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.
void setBossSprite (Boss *b)
 Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.
void setFighterSprite (Fighter *f)
 Takes a Fighter pointer and prepares its sprite field by copying it line by line.
void setEquipslotSprite (Equipslot *s)
 Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.
void ToggleFullScreenWindow (int w_W, int w_H)
void setChestSprite (Chest *c)
 Takes a Chest pointer and prepares its sprite field by copying it line by line.
void hlpd_draw_notifications (RingaBuf *rb_notifications, Rectangle notifications_rect)
 Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.
void update_GameScreen (Gui_State *gui_state, Floor **current_floor, Path **game_path, Fighter **player, Room **current_room, Gamestate **gamestate, RingaBuf *rb_notifications, int *current_x, int *current_y, int logo_sleep, bool *pause_animation, Koliseo_Temp **floor_kls, KLS_Conf temporary_kls_conf, int *current_anim_frame, loadInfo *load_info, int *saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1], bool is_seeded, int *roomsDone, int *enemyTotal)
void draw_GameScreen_Texture (RenderTexture2D target_txtr, Gui_State gui_state, int fps_target, int current_anim_frame, Floor *current_floor, Path *game_path, Fighter *player, Room *current_room, Gamestate *gamestate, RingaBuf *rb_notifications, int current_x, int current_y, loadInfo *load_info, int saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1])
void fight_Special (specialMove move, Rectangle *w, Fighter *f, Enemy *e, Boss *b, Path *p, int roomIndex, int enemyIndex, int isBoss)
 Takes a specialMove, a Fighter, a Enemy, a Boss and a Path pointers (and integers for current room and enemy indexes) and uses the requested special move.

Variables

callback_void_t callback_func_ptrs [SPECIALSMAX]
callback_void_t callback_artifact_ptrs [ARTIFACTSMAX]
callback_void_t callback_counter_ptrs [COUNTERSMAX]

Function Documentation

◆ draw_GameScreen_Texture()

void draw_GameScreen_Texture ( RenderTexture2D target_txtr,
Gui_State gui_state,
int fps_target,
int current_anim_frame,
Floor * current_floor,
Path * game_path,
Fighter * player,
Room * current_room,
Gamestate * gamestate,
RingaBuf * rb_notifications,
int current_x,
int current_y,
loadInfo * load_info,
int saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1] )

◆ fight_Special()

void fight_Special ( specialMove move,
Rectangle * w,
Fighter * f,
Enemy * e,
Boss * b,
Path * p,
int roomIndex,
int enemyIndex,
int isBoss )

Takes a specialMove, a Fighter, a Enemy, a Boss and a Path pointers (and integers for current room and enemy indexes) and uses the requested special move.

Prints the result to the passed WINDOW. The isBoss integer determines if the receiver is the Enemy or the Boss.

See also
Fighter
SpecialSlot
SPECIALSMAX
Parameters
moveThe specialMove to execute.
wThe WINDOW pointer to print results to.
fThe Fighter pointer with a equipsBag.
eThe Enemy pointer for current enemy.
bThe Boss pointer.
pThe Path pointer of the current game.
roomIndexThe index of current room.
enemyIndexThe index of current enemy.
isBossIs equal to 1 when receiver is a Boss.

◆ handleTutorial()

void handleTutorial ( S4C_Color * palette)

Shows tutorial info.

See also
gameloop_rl()

◆ hlpd_draw_notifications()

void hlpd_draw_notifications ( RingaBuf * rb_notifications,
Rectangle notifications_rect )

Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.

Parameters
rb_notificationsThe RingaBuf holding the Notification
notifications_rectThe Rectangle used to draw the notifications
See also
Notification
enqueue_notification()

◆ setArtifactSprite()

void setArtifactSprite ( Artifact * a)

Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.

See also
Artifact
gameloop()
artifacts_sprites
Parameters
aThe Artifact pointer whose sprite field will be initialised.

◆ setBossSprite()

void setBossSprite ( Boss * b)

Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.

See also
Boss
initBossStats
bosses_sprites
Parameters
bThe Boss pointer whose sprite field will be initialised.

◆ setChestSprite()

void setChestSprite ( Chest * c)

Takes a Chest pointer and prepares its sprite field by copying it line by line.

See also
Chest
initChest
Parameters
cThe Chest pointer whose sprite field will be initialised.

◆ setConsumableSprite()

void setConsumableSprite ( Consumable * c)

Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.

See also
Consumable
initPlayerStats
consumables_sprites
Parameters
cThe Consumable pointer whose sprite field will be initialised.

◆ setEnemySprite()

void setEnemySprite ( Enemy * e)

Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.

See also
Enemy
initEnemyStats
enemies_sprites
Parameters
eThe Enemy pointer whose sprite field will be initialised.

◆ setEquipslotSprite()

void setEquipslotSprite ( Equipslot * s)

Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.

See also
Equipslot
initEquipSlots()
equipzones_sprites
Parameters
sThe Equipslot pointer whose sprite field will be initialised.

◆ setEquipSprite()

void setEquipSprite ( Equip * e)

Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.

See also
Equip
dropEquip
equips_sprites
Parameters
eThe Equip pointer whose sprite field will be initialised.

◆ setFighterSprite()

void setFighterSprite ( Fighter * f)

Takes a Fighter pointer and prepares its sprite field by copying it line by line.

See also
Fighter
initPlayerStats
Parameters
fThe Fighter pointer whose sprite field will be initialised.

◆ ToggleFullScreenWindow()

void ToggleFullScreenWindow ( int w_W,
int w_H )

◆ update_GameScreen()

void update_GameScreen ( Gui_State * gui_state,
Floor ** current_floor,
Path ** game_path,
Fighter ** player,
Room ** current_room,
Gamestate ** gamestate,
RingaBuf * rb_notifications,
int * current_x,
int * current_y,
int logo_sleep,
bool * pause_animation,
Koliseo_Temp ** floor_kls,
KLS_Conf temporary_kls_conf,
int * current_anim_frame,
loadInfo * load_info,
int * saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1],
bool is_seeded,
int * roomsDone,
int * enemyTotal )

Variable Documentation

◆ callback_artifact_ptrs

callback_void_t callback_artifact_ptrs[ARTIFACTSMAX]

◆ callback_counter_ptrs

callback_void_t callback_counter_ptrs[COUNTERSMAX]

◆ callback_func_ptrs

callback_void_t callback_func_ptrs[SPECIALSMAX]