All Units
Name | Description |
---|---|
ai_animal | Shared Artificial Stupidity unit for animal AI |
ai_villager | Shared Artificial Stupidity unit for villager AI |
ale_tankard | A tankard of ale - health top up |
animation | Unit responsible for projectile and magic animations |
architect | Unit responsible for selecting themed dungeons and caves. The types of locations are: tCave - underground cave with no obstacles tStoneCavern - underground cave with rubble tDungeon - rooms connected by corridors tCrypt - dungeon populated by undead tVillage - small settlement Arrays containing location types for certain areas of the island. The further north the player goes, the more difficult the locations become |
arrow | Arrow |
Axes | Axes, Armour & Ale Copyright 2021-2023 Chris Hawkins Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
basic_club | A wooden club |
blood_bat | Weak enemy with simple AI, no pathfinding |
blue_fungus | Stationary hazard, when attacked there's a chance of bewildering the player |
bogle_drunk | Weak enemy, but escapes to heal when injured |
bone_dagger | A dagger made of sharpened bone |
camera | Camera unit follows the player around and displays the surrounding game map |
cave | Generate a cave using two passes of a cellular automata algorithm and then remove any unreachable areas by floodfilling the map and discarding maps that are less than 39% floor tiles. Stairs are placed on the top level and a connecting stairway is placed on the floor below. If the floor below has a wall tile where the stair should be, that floor is discarded and generated again. |
cave_bear | Cave bear - relatively strong enemy |
cave_rat | Weak enemy with simple AI, no pathfinding |
cloth_armour1 | Low quality cloth armour |
combat_resolver | Combat Resolver unit Melee combat is decided by rolling a random number between 1 and the entity's ATTACK value. Then modifiers are added, for example, a 1D6+4 axe will roll a 6 sided die and add the result plus 4 to the total damage amount. This is then removed from the opponents defence rating. If the opponents defence doesn't soak up the whole damage amount, the remainder is taken from their Health. Spite damage is when an entity loses a combat round and the player can roll a 6, dealing damage 'in spite' of losing the round. This is partly inspired by the Tunnels & Trolls rules, my favourite tabletop RPG. |
crude_dagger | A crude, iron dagger. Easily broken if thrown |
crypt | Builds a map of randomly placed rooms with prefab rooms |
crypt_wolf | Sleeping when first encountered, chases the player when awake |
debuggingFunctions | Helper functions when debugging, printing out maps, topping up HP, etc |
dlgInfo | Information Dialog box |
dlgMerchant | Buy / Sell merchant dialog box |
embalming_spider | Spider that spins webs |
entities | Unit responsible for NPC stat, initialising enemies and utility functions |
file_handling | Unit responsible for saving and loading data |
flint_dagger | A dagger made of sharpened flint |
fov | Players Field of View functions |
ghoul_lvl1 | Poisonous enemy with scent tracking |
giant_cave_rat | Weak enemy with simple AI, no pathfinding |
globalUtils | Common functions / utilities |
gnome_assassin | Intelligent enemy with scent tracking |
gnome_cultist | Intelligent enemy with scent tracking |
gnome_warrior | Intelligent enemy with scent tracking |
gnomish_axe | Steel axe |
gnomish_dagger | An iron dagger of Gnomish design |
gnomish_mace | Steel mace |
goblin_necromancer | Enemy that casts necrotic magick |
gold_pieces | Treasure |
green_fungus | Stationary hazard, when attacked will either poison the player or release spores |
hyena_fungus | Hyena, infected by fungus |
island | Stores the overworld map and provides helper functions |
items | Items and objects in the game world |
item_lookup | Lookup table for items, based on the environment |
KeyboardInput | Player input for game controls and menu selections, grouped in procedures |
large_blood_bat | Weak enemy with simple AI, no pathfinding |
leather_armour1 | Low quality leather armour |
lesser_bone_armour | Cuirass made from a ribcage |
logging | Used for logging which procedures are called and in what order |
los | Line of sight & targeting functions |
magicEffects | Magic and Spell effects are calculated here |
main | Axes, Armour & Ale - A fantasy roguelike. |
map | Organises the current level into an array together with helper functions |
merchant | Merchant - Buys and sells items |
merchant_inventory |
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mushroom_person | Mushroom person - slow but can poison the player |
necro_axe | Necrotic axe |
noise | Generate Perlin noise |
npc_lookup | Lookup table for NPC's, based on the environment |
parchment | Parchment scroll that can increase a player stat |
pixie_jar | A glowing pixie in a jar - Light source |
pixie_jar_dim | A dimly glowing pixie in a jar - Light source |
player | Player creation and movement |
player_inventory | Handles player inventory and associated functions |
player_stats | Additional player stats that are not shared with other entities are stored here |
plot_gen | Generate names and plot elements |
pointy_stick | A pointy stick |
poison_spore | A spore that poisons the player when triggered |
rabid_dog | Weak predator, attacks other animals |
redcap_fungus | Redcap infected by fungus |
redcap_lesser | Intelligent enemy with scent tracking |
redcap_lesser_lobber | Hunter enemy, fires projectiles |
resolution | Determines the terminal size when the game is first opened and resizes the user interface accordingly. For a typical 80x24 terminal size, the camera size will be 57x19 For a terminal size of 102x24 and greater, the camera size will be 80x19 This is kept to 19 rather than the full 20 to allow for screenshake to be added in future versions. |
rock | A rock, causes base damage of 4 points |
scorpion | Scorpion that can paralyse the player |
scrCharacter | Character sheet - Shows player stats |
scrCharIntro | Character introduction and scene setting |
scrCharSelect | Choose your characters race |
scrDeathList | Display number of enemies killed |
scrGame | Main game user interface |
scrHelp | Help screen - accessed from main game screen |
scrIntro | Introduction screen |
scrInventory | Inventory screen |
scrLook | Screen used for the Look command |
scrOverworld | Overworld screen user interface |
scrRIP | Game over screen |
scrTargeting | Screen used for Firing a bow |
scrThrow | Screen used for Throwing projectiles |
scrTitle | Title screen |
scrWinAlpha | Shown when exiting the Smugglers cave and starting the larger adventure |
short_bow | A short bow |
skeleton_lvl1 | High defence, low attack |
smallGrid | Generates a grid based dungeon with wide spaces between rooms, this is then processed to apply bitmasked walls |
small_corpse_spider | Spider that can inflict poison damage |
small_green_fungus | Stationary hazard, deals poison damage in combat |
small_hornet | Simple enemy with no AI, moves in a pattern to act as a barrier It's called a 'small' hornet, but only in relation to Giant insects |
small_hyena | Weak predator, attacks other animals |
small_scorpion | Scorpion that can poison the player |
smell | Smell map, a copy of the map is floodfilled with integers. Each integer increments the further away it is from the player. Creatures can then track the player by finding a tile with a lower number than the one that they're standing on. The below routine is based on code from Stephen Peter (AKA speter) |
smugglersMap | First quest MacGuffin, the smugglers map |
staff_bewilder | A magical staff of bewilder, area effect |
staff_minor_scorch | A magical staff of minor scorch, area effect |
stone_cavern | Generate a cave using two passes of a cellular automata algorithm and then remove any unreachable areas by floodfilling the map and discarding maps that are less than 39% floor tiles. Stairs are placed on the top level and a connecting stairway is placed on the floor below. If the floor below has a wall tile where the stair should be, that floor is discarded and generated again. Pillars are also added to the generated floors. |
terbutje | A wooden club studded with spikes made of obsidian |
trog_giant | Intelligent enemy with scent tracking |
trog_simple | Intelligent enemy with scent tracking |
ui | User Interface - Unit responsible for displaying messages and screens |
universe | Generate the game world, caves, dungeons, its levels and related info |
vampiric_staff | A magical staff that drains energy of enemies, area effect |
village | Generates a small village of shacks and a village hall |
villager | Simple wandering NPC |
web | Environmental hazard - blocks entities |
web_trap | A trap that creates more webs when triggered |
wine_flask | Flask of wine - cures poison |
zombie_weak | Slow weak enemy |
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