Steam Fort 0.5
Classes | Functions | Variables

src/adventure.cpp File Reference

#include "main.hpp"
#include "ui.hpp"
#include <iostream>
#include "ai.hpp"
#include "combat.hpp"
#include "adventure.hpp"
#include <stdio.h>
#include "game.hpp"
#include "utils.hpp"

Classes

class  BspListener

Functions

void vline (int x, int y1, int y2)
void vline_up (int x, int y)
void vline_down (int x, int y)
void hline (int x1, int y, int x2)
void hline_left (int x, int y)
void hline_right (int x, int y)
void render_dungeon ()
 Render random dungeon.
void asaveClb (Widget *w, void *data)
 Save game and quit.
void draw_UI ()
 Show player information.
void draw_adventure ()
 Draw adventure map.
void set_equip (int state)
 Set player equipment on adventure start/end.
void end_adventure ()
 Finish adventure and back to fort.
void next_level ()
 Go to next level of dungeons.
void update_adventure ()
 Update state of all mobiles and items in adventure mode.
void start_adventure (int index)
 Start adventure, create map, fill with player, mobs, etc.
void move_player (int x, int y)
 Move, set target for player.
void castClb (Widget *w, void *data)
 Show available spells.
void buildAdventureUI ()
 Build adventure UI.
void setVisibleAdvmenu (bool visible)
 Show/hide adventure menu.

Variables

Cell advmap [MAPHEIGHT][MAPWIDTH]
vector< Mobileadvmobs
vector< Itemadvobjs
Mission mission
ToolBar * advmenu = new ToolBar(80, 2, "Stats")
Label * lblexp = new Label(0, 0, "")
Label * lblhp = new Label(0, 0, "")
Label * lblname = new Label(0, 0, "")
Label * lbllevel = new Label(0, 0, "")
Label * lbldungeon = new Label(0, 0, "")
int dungeonlevel = 1
int oldlevel = 1

Function Documentation

void asaveClb ( Widget *  w,
void *  data 
)

Save game and quit.

Parameters:
wUnused.
dataUnused.
void buildAdventureUI ( )

Build adventure UI.

void castClb ( Widget *  w,
void *  data 
)

Show available spells.

Parameters:
wUnused.
dataUnused.
void draw_adventure ( )

Draw adventure map.

void draw_UI ( )

Show player information.

void end_adventure ( )

Finish adventure and back to fort.

void hline ( int  x1,
int  y,
int  x2 
)
void hline_left ( int  x,
int  y 
)
void hline_right ( int  x,
int  y 
)
void move_player ( int  x,
int  y 
)

Move, set target for player.

Parameters:
xX-axis position of point to move.
yY-axis position of point to move.
void next_level ( )

Go to next level of dungeons.

void render_dungeon ( )

Render random dungeon.

void set_equip ( int  state)

Set player equipment on adventure start/end.

Parameters:
state0 - start adventure, 1 - change level, 2 - end adventure.
void setVisibleAdvmenu ( bool  visible)

Show/hide adventure menu.

Parameters:
visibleIf true show menu, otherwise hide.
void start_adventure ( int  index)

Start adventure, create map, fill with player, mobs, etc.

Parameters:
indexIndex of mission.
void update_adventure ( )

Update state of all mobiles and items in adventure mode.

void vline ( int  x,
int  y1,
int  y2 
)
void vline_down ( int  x,
int  y 
)
void vline_up ( int  x,
int  y 
)

Variable Documentation

Cell advmap[MAPHEIGHT][MAPWIDTH]
ToolBar* advmenu = new ToolBar(80, 2, "Stats")
vector<Mobile> advmobs
vector<Item> advobjs
int dungeonlevel = 1
Label* lbldungeon = new Label(0, 0, "")
Label* lblexp = new Label(0, 0, "")
Label* lblhp = new Label(0, 0, "")
Label* lbllevel = new Label(0, 0, "")
Label* lblname = new Label(0, 0, "")
int oldlevel = 1
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