Project

General

Profile

Revision 345

reorganizing

View differences:

proj_func.h
21 21
 */
22 22
int cleanup(void);
23 23

  
24
/**
25
 * @brief Update key presses.
26
 */
24 27
void update_key_presses(void);
28
/**
29
 * @brief Get key presses.
30
 * @return  keys_t containing key presses
31
 */
32
keys_t* (get_key_presses)(void);
25 33

  
26 34
/**
35
 * @brief Update mouse.
36
 */
37
void update_mouse(struct packet *p);
38
/**
39
 * @brief Get pointer to mouse X-position.
40
 * @return  Pointer to mouse X-position.
41
 */
42
int16_t* get_mouse_X(void);
43
/**
44
 * @brief Get pointer to mouse Y-position.
45
 * @return  Pointer to mouse Y-position.
46
 */
47
int16_t* get_mouse_Y(void);
48
/**
49
 * @brief Get cursor angle relative to a gunner in the screen.
50
 * @param   p   Pointer to gunner
51
 * @return      Angle of the mouse relative to the gunner
52
 */
53
double get_mouse_angle(gunner_t *p);
54

  
55
/**
27 56
 * @brief Updates movement variables.
28 57
 */
29 58
void update_movement(map_t *map, gunner_t *p, keys_t *keys, list_t *shooter_list);
......
39 68
 */
40 69
void (get_random_spawn)(const map_t *map, gunner_t *p, list_t *l);
41 70

  
42
void update_mouse(struct packet *p);
71
/**
72
 * @brief Update scale if the keys were pressed to change scale.
73
 */
74
void update_scale(void);
43 75

  
44
keys_t* (get_key_presses)(void);
45

  
76
/**
77
 * @brief Shoot a bullet.
78
 * @param   shooter     Pointer to gunner that shot the bullet
79
 * @param   bullet_list List of the bullets in the map
80
 * @param   bsp_bullet  Basic sprite that will be used to render the bullet
81
 */
46 82
void (shoot_bullet)(const gunner_t *shooter, list_t *bullet_list, const basic_sprite_t *bsp_bullet);
47

  
83
/**
84
 * @brief Update game state.
85
 *
86
 * This includes moving bullets accordingly, processing damages, collisions of
87
 * bullets with walls, melee damage for the gunners that have autonomous melee.
88
 * @param   map             Pointer to map
89
 * @param   shooter_list    List of shooters
90
 * @param   bullet_list     List of bullets in the map
91
 */
48 92
void (update_game_state)(const map_t *map, list_t *shooter_list, list_t *bullet_list);
49 93

  
50

  
51

  
52
void update_scale(void);
53

  
54
int16_t* get_mouse_X(void);
55

  
56
int16_t* get_mouse_Y(void);
57

  
94
/**
95
 * @brief Wrapper to easen filling of the host_info_t.
96
 * @param   p       Host info to fill
97
 * @param   host    Host gunner
98
 * @param   remote  Remote gunner
99
 */
58 100
void build_host_structure(host_info_t *p, gunner_t *host, gunner_t *remote);
59

  
101
/**
102
 * @brief Wrapper to easen filling of the remote_info_t.
103
 * @param   p       Remote info to fill
104
 * @param   keys    Key presses of remote
105
 * @param   angle   Mouse angle of remote
106
 */
60 107
void build_remote_structure(remote_info_t *p, keys_t *keys, double angle);
61 108

  
62
double get_mouse_angle(gunner_t *p);
63 109

  
110

  
64 111
/**
65 112
 * @}
66 113
 */
......
82 129
    /// @brief Text.
83 130
    text_t *text;
84 131
} text_timer_t;
132
/**
133
 * @brief Construct timer
134
 * @param   fnt Font used to render timer text
135
 * @return      Pointer to constructed timer, or NULL if failed
136
 */
137
text_timer_t* (text_timer_ctor)(const font_t *fnt);
138
/**
139
 * @brief Destruct timer.
140
 * @param   p   Pointer to timer to be destructed
141
 */
142
void (text_timer_dtor)(text_timer_t *p);
143
/**
144
 * @brief   Update timer, by incrementing the number of seconds.
145
 * @param   p   Pointer to timer
146
 */
147
void (text_timer_update)(text_timer_t *p);
148
/**
149
 * @brief   Reset timer to 0.
150
 * @param   p   Pointer to timer
151
 */
152
void (text_timer_reset)(text_timer_t *p);
85 153

  
86
text_timer_t* (timer_ctor)(const font_t *fnt);
87

  
88
void (timer_dtor)(text_timer_t *p);
89

  
90
void (timer_update)(text_timer_t *p);
91

  
92
void (timer_reset)(text_timer_t *p);
93

  
94 154
/**
95 155
 * @}
96 156
 */

Also available in: Unified diff