| 
| 
static const int  | MAX_ROOMS =15 | 
|   | 
      
        
          | void ChunkLayer::add_item  | 
          ( | 
          Item *  | 
          item | ) | 
           | 
        
      
 
Adds an item to the item list for this chunk. 
- Parameters
 - 
  
    | item | - a pointer to the item to add.  | 
  
   
 
 
      
        
          | void ChunkLayer::clear  | 
          ( | 
           | ) | 
           | 
        
      
 
Resets the chunk layer to its default settings. 
 
 
      
        
          | std::vector< EquipType > & ChunkLayer::get_equipment  | 
          ( | 
           | ) | 
           | 
        
      
 
- Returns
 - a vector of the equipment on this chunk. 
 
- Todo:
 - return a reference so we don't have to copy 
 
 
 
      
        
          | TileMatrix & ChunkLayer::get_ground  | 
          ( | 
           | ) | 
           | 
        
      
 
- Returns
 - a reference to the matrix of tiles on this layer. 
 
 
 
      
        
          | std::vector< Item * > & ChunkLayer::get_items  | 
          ( | 
           | ) | 
           | 
        
      
 
- Returns
 - a pointer to the list of item pointers on this chunk. 
 
- Todo:
 - why a pointer and not a reference? There could be a legit reason. -Seth 
 
 
 
      
        
          | std::vector< Spawner > & ChunkLayer::get_spawners  | 
          ( | 
           | ) | 
           | 
        
      
 
- Returns
 - the spawners on this chunk. 
 
 
 
      
        
          | Tile * ChunkLayer::get_tile_pointer  | 
          ( | 
          int  | 
          row,  | 
        
        
           | 
           | 
          int  | 
          col  | 
        
        
           | 
          ) | 
           |  | 
        
      
 
Returns the tile at the given (row, col) location.
- Parameters
 - 
  
  
 
- Returns
 - a pointer to the tile at that location 
 
 
 
      
        
          | std::vector< WeaponType > & ChunkLayer::get_weapons  | 
          ( | 
           | ) | 
           | 
        
      
 
- Returns
 - a vector of the weapons on this chunk. 
 
- Todo:
 - return a reference so we don't have to copy 
 
 
 
      
        
          | void ChunkLayer::layer_dump  | 
          ( | 
           | ) | 
           | 
        
      
 
Prints an ASCII representation of the layer to stdout. 
 
 
      
        
          | void ChunkLayer::make_spawner  | 
          ( | 
          int  | 
          depth | ) | 
           | 
        
      
 
- Parameters
 - 
  
    | depth | the depth at which to build a spawner | 
  
   
Builds a monster spawner in a random room at the given depth. 
- Todo:
 - should go in dungeon gen 
 
 
 
      
        
          | void ChunkLayer::make_stairs  | 
          ( | 
          bool  | 
          has_layer_below | ) | 
           | 
        
      
 
- Parameters
 - 
  
    | has_layer_below | a bool denoting whether or not there is a layer below this dungeon. | 
  
   
Create an "up stair" in a random room and a "down stair" in a random room (if there is a chunk below). 
- Todo:
 - This should be in dungeon generation. 
 
 
 
- Parameters
 - 
  
    | d | a reference to another dungeon  | 
  
   
- Returns
 - a reference to this dungeon 
 
 
 
      
        
          | void ChunkLayer::set_tile  | 
          ( | 
          int  | 
          row,  | 
        
        
           | 
           | 
          int  | 
          col,  | 
        
        
           | 
           | 
          Tile  | 
          tile_type  | 
        
        
           | 
          ) | 
           |  | 
        
      
 
Sets the tile at the given location.
- Parameters
 - 
  
  
 
 
 
Copies over all values from the given layer to this layer. 
- Parameters
 - 
  
    | l | - The layer from which to swap ownership.  | 
  
   
- Todo:
 - this is weird as balls 
 
 
 
  
  
      
        
          | void ChunkLayer::tile_assertions  | 
          ( | 
          int  | 
          row,  | 
         
        
           | 
           | 
          int  | 
          col  | 
         
        
           | 
          ) | 
           |  const | 
         
       
   | 
  
private   | 
  
 
- Parameters
 - 
  
    | row |  | 
    | col | Run the given point in the dungeon through a series of assertions to ensure that it is valid.  | 
  
   
 
 
- Todo:
 - these should be gone in a few commits. 
 
 
 
  
  
      
        
          | std::vector<IntPoint> ChunkLayer::down_stairs | 
         
       
   | 
  
private   | 
  
 
A vector of IntPoints representing the location of down stairs on this chunk. 
 
 
A vector storing all equipment on the chunk. 
 
 
  
  
      
        
          | TileMatrix ChunkLayer::ground | 
         
       
   | 
  
private   | 
  
 
The central data model for the class: A two-dimensional matrix storing the layer's tiles. 
 
 
      
        
          | bool ChunkLayer::has_layer_below | 
        
      
 
True if there is a layer below this one. 
 
 
The height of this layer. 
 
 
  
  
      
        
          | std::vector<Item*> ChunkLayer::items | 
         
       
   | 
  
private   | 
  
 
A vector storing pointers to each item on the chunk. 
 
 
      
        
          | int ChunkLayer::num_rooms | 
        
      
 
The number of rooms in this layer. 
- Todo:
 - figure out what to do with this. 
 
 
 
      
        
          | std::vector<Room> ChunkLayer::rooms | 
        
      
 
A vector containing data about the rooms in this dungeon. 
 
 
      
        
          | std::vector<Spawner> ChunkLayer::spawners | 
        
      
 
Any monster spawners that are stored on this layer. 
 
 
  
  
      
        
          | std::vector<IntPoint> ChunkLayer::up_stairs | 
         
       
   | 
  
private   | 
  
 
The coordinates of the stair leading to the layer above this one, if such a layer exists. 
 
 
All weapons on the chunk. 
 
 
The documentation for this class was generated from the following files: