helapordo 1.4.12
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rooms.c File Reference
#include "rooms.h"
Include dependency graph for rooms.c:

Functions

void initRoom_Home (Room *r, int roomIndex, Fighter *f, loadInfo *load_info, Koliseo_Temp *t_kls)
 Takes one Room pointer of class HOME and initialises all the fields.
 
void initRoom_Enemies (Room *r, int roomIndex, int enemyTotal, loadInfo *load_info, Koliseo_Temp *t_kls)
 Takes one Room pointer of class ENEMIES and initialises all the fields.
 
void initRoom_Shop (Room *r, int roomIndex, Fighter *f, Koliseo_Temp *t_kls)
 Takes one Room pointer of class SHOP and initialises all the fields, using stats from the passed fighter pointer to generate items.
 
void initRoom_Boss (Room *r, int roomIndex, Fighter *f, Koliseo_Temp *t_kls)
 Takes one Room pointer of class BOSS and initialises all the fields, using stats from the passed fighter pointer to generate items.
 
void initRoom_Treasure (Room *r, int roomIndex, Fighter *f, Koliseo_Temp *t_kls)
 Takes one Room pointer of class TREASURE and initialises all the fields, using stats from the passed fighter pointer to generate items.
 
void initRoom_Roadfork (Room *r, int roomIndex, Fighter *f, Koliseo_Temp *t_kls)
 Takes one Room pointer of class ROADFORK and initialises all the fields, using stats from the passed fighter pointer to generate items.
 
void initRoom (Room *r, Fighter *f, int index, roomClass type, int enemyTotal, loadInfo *load_info, Koliseo_Temp *t_kls)
 Takes one Room pointer and calls the correct initialising function, after setting the room class value.
 

Function Documentation

◆ initRoom()

void initRoom ( Room * r,
Fighter * f,
int index,
roomClass type,
int enemyTotal,
loadInfo * load_info,
Koliseo_Temp * t_kls )

Takes one Room pointer and calls the correct initialising function, after setting the room class value.

The passed Fighter pointer is used to influence room generation.

See also
Path
Parameters
rThe Room whose fields will be initialised.
fThe Fighter to influence room generation.
indexThe index of the room to initialise.
typeThe roomClass of the room that will be initialised.
enemyTotalThe total number of enemies to prepare for the room.
load_infoContains values used to handle loading a gme.
t_klsThe Koliseo_Temp used for allocations.

◆ initRoom_Boss()

void initRoom_Boss ( Room * r,
int roomIndex,
Fighter * f,
Koliseo_Temp * t_kls )

Takes one Room pointer of class BOSS and initialises all the fields, using stats from the passed fighter pointer to generate items.

See also
roomClass
Room
Shop
Parameters
rThe Room whose fields will be initialised.
roomIndexThe index of the room to initialise.
fThe Fighter pointer to influence item generation.
t_klsThe Koliseo_Temp used for allocations.

◆ initRoom_Enemies()

void initRoom_Enemies ( Room * r,
int roomIndex,
int enemyTotal,
loadInfo * load_info,
Koliseo_Temp * t_kls )

Takes one Room pointer of class ENEMIES and initialises all the fields.

See also
roomClass
Room
Parameters
rThe Room whose fields will be initialised.
roomIndexThe index of the room to initialise.
enemyTotalThe total number of enemies to prepare for the room.
load_infoContains values used to handle loading a gme.
t_klsThe Koliseo_Temp used for allocations.

◆ initRoom_Home()

void initRoom_Home ( Room * r,
int roomIndex,
Fighter * f,
loadInfo * load_info,
Koliseo_Temp * t_kls )

Takes one Room pointer of class HOME and initialises all the fields.

See also
roomClass
Room
Parameters
rThe Room whose fields will be initialised.
roomIndexThe index of the room to initialise.
fThe fighter pointer.
load_infoContains values used to handle loading a gme.
t_klsThe Koliseo_Temp used for allocations.

◆ initRoom_Roadfork()

void initRoom_Roadfork ( Room * r,
int roomIndex,
Fighter * f,
Koliseo_Temp * t_kls )

Takes one Room pointer of class ROADFORK and initialises all the fields, using stats from the passed fighter pointer to generate items.

See also
roomClass
Room
Roadfork
Parameters
rThe Room whose fields will be initialised.
roomIndexThe index of the room to initialise.
fThe Fighter pointer to influence item generation.
t_klsThe Koliseo_Temp used for temporary allocations.

◆ initRoom_Shop()

void initRoom_Shop ( Room * r,
int roomIndex,
Fighter * f,
Koliseo_Temp * t_kls )

Takes one Room pointer of class SHOP and initialises all the fields, using stats from the passed fighter pointer to generate items.

See also
roomClass
Room
Shop
Parameters
rThe Room whose fields will be initialised.
roomIndexThe index of the room to initialise.
fThe Fighter pointer to influence item generation.
t_klsThe Koliseo_Temp used for allocations.

◆ initRoom_Treasure()

void initRoom_Treasure ( Room * r,
int roomIndex,
Fighter * f,
Koliseo_Temp * t_kls )

Takes one Room pointer of class TREASURE and initialises all the fields, using stats from the passed fighter pointer to generate items.

See also
roomClass
Room
Treasure
Parameters
rThe Room whose fields will be initialised.
roomIndexThe index of the room to initialise.
fThe Fighter pointer to influence item generation.
t_klsThe Koliseo_Temp used for allocations.