Unit map
Description
Organises the current level into an array together with helper functions
Uses
Overview
Classes, Interfaces, Objects and Records
Functions and Procedures
procedure occupy(x, y: smallint); |
procedure unoccupy(x, y: smallint); |
function isOccupied(checkX, checkY: smallint): boolean; |
function withinBounds(x, y: smallint): boolean; |
function isWall(x, y: smallint): boolean; |
function canMove(checkX, checkY: smallint): boolean; |
function canSee(checkX, checkY: smallint): boolean; |
function hasPlayer(checkX, checkY: smallint): boolean; |
procedure ascendStairs; |
procedure descendStairs; |
procedure placeAtEntrance; |
procedure drawCaveTiles(c, r: smallint; hiDef: byte); |
procedure drawDungeonTiles(c, r: smallint; hiDef: byte); |
procedure drawCryptTiles(c, r: smallint; hiDef: byte); |
procedure drawStoneCavernTiles(c, r: smallint; hiDef: byte); |
procedure drawVillageTiles(c, r: smallint; hiDef: byte); |
procedure drawTile(c, r: smallint; hiDef: byte); |
procedure loadDisplayedMap; |
procedure notInView; |
procedure setupMap; |
Variables
Description
Functions and Procedures
procedure occupy(x, y: smallint); |
Occupy tile
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procedure unoccupy(x, y: smallint); |
Unoccupy tile
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function isOccupied(checkX, checkY: smallint): boolean; |
Check if a map tile is occupied
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function withinBounds(x, y: smallint): boolean; |
Check if the coordinates are within the bounds of the gamemap
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function isWall(x, y: smallint): boolean; |
Check if a tile contains a wall
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function canMove(checkX, checkY: smallint): boolean; |
Check if the direction to move to is valid
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function canSee(checkX, checkY: smallint): boolean; |
Check if an object is in players FoV
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function hasPlayer(checkX, checkY: smallint): boolean; |
Check if player is on a tile
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procedure ascendStairs; |
Go up stairs
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procedure descendStairs; |
Go down stairs
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procedure placeAtEntrance; |
Place the Player on the entrance stair to a dungeon
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procedure drawCaveTiles(c, r: smallint; hiDef: byte); |
Draw cave tiles
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procedure drawDungeonTiles(c, r: smallint; hiDef: byte); |
Draw dungeon tiles
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procedure drawCryptTiles(c, r: smallint; hiDef: byte); |
Draw crypt tile
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procedure drawStoneCavernTiles(c, r: smallint; hiDef: byte); |
Draw stone cavern tiles
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procedure drawVillageTiles(c, r: smallint; hiDef: byte); |
Draw village tiles
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procedure drawTile(c, r: smallint; hiDef: byte); |
Place a tile on the map
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procedure loadDisplayedMap; |
Display explored sections of map when reloading game
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procedure notInView; |
Set the whole map to invisible
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procedure setupMap; |
Setup the current level
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Variables
c: smallint; |
ROWS and COLUMNS used in loops
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r: smallint; |
ROWS and COLUMNS used in loops
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startX: smallint; |
Player starting position
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startY: smallint; |
Player starting position
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