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github.com/Ragnaroek/iron-wolf
/ functions
Functions
709 in github.com/Ragnaroek/iron-wolf
⨍
Functions
709
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Types & classes
117
↓ 3 callers
Function
start_test_iw
(loader: &Loader)
src/test_util.rs:15
↓ 3 callers
Function
test_player
()
src/draw_test.rs:397
↓ 3 callers
Function
test_sound
()
src/sd/sd_tst.rs:18
↓ 3 callers
Function
three_d_refresh
( rc: &mut RenderContext, game_state: &mut GameState, level_state: &mut LevelState, demo_playb
src/draw.rs:554
↓ 3 callers
Function
try_move
(k: ObjKey, level_state: &mut LevelState)
src/agent.rs:980
↓ 3 callers
Function
vert_wall
(i: usize)
src/draw.rs:841
↓ 3 callers
Method
write_bool
(&mut self, v: bool)
src/util.rs:152
↓ 2 callers
Function
active_ix
(active: ItemActivity)
src/menu.rs:2741
↓ 2 callers
Function
calc_pixelangle
(view_width: usize, face_dist: f64)
src/play.rs:243
↓ 2 callers
Function
carmack_expand
(data: &[u8], len: usize)
src/map.rs:51
↓ 2 callers
Function
check_highscore
( rc: &mut RenderContext, win_state: &mut WindowState, loader: &Loader, wolf_config: &mut Wolf
src/inter.rs:436
↓ 2 callers
Function
check_loaded_save_0
( level_state: &LevelState, game_state: &GameState, level_state_init: &mut LevelState, episode
src/start_test.rs:131
↓ 2 callers
Function
check_sight
Checks a straight line between player and current object If the sight is ok, check alertness and angle to see if they notice returns true if the playe
src/state.rs:940
↓ 2 callers
Function
check_sound_prio
( playing_sound: &Option<SoundName>, assets: &Assets, sound: SoundName, )
src/sd/mod.rs:201
↓ 2 callers
Function
checksum
(offset: usize, block: &[u8], prev_offset: usize, checksum_init: i32)
src/start.rs:1048
↓ 2 callers
Method
clear
( &self, rc: &mut RenderContext, win_state: &mut WindowState, x: usize,
src/us1.rs:386
↓ 2 callers
Method
clear_last_ascii
(&mut self)
src/rc.rs:510
↓ 2 callers
Method
clear_last_scan
(&mut self)
src/rc.rs:506
↓ 2 callers
Function
clear_music
(opl: &mut OPL)
src/sd/mod.rs:174
↓ 2 callers
Function
close_door
(rc: &mut RenderContext, doornum: usize, level_state: &mut LevelState)
src/act1.rs:399
↓ 2 callers
Function
connect_areas
Scans outward from playerarea, marking all connected areas
src/act1.rs:309
↓ 2 callers
Function
control_movement
( rc: &mut RenderContext, k: ObjKey, level_state: &mut LevelState, game_state: &mut GameState,
src/agent.rs:638
↓ 2 callers
Function
control_panel
Wolfenstein Control Panel! Ta Da!
src/menu.rs:802
↓ 2 callers
Function
cp_change_view
( rc: &mut RenderContext, wolf_config: &mut WolfConfig, iw_config: &IWConfig, win_state: &mut
src/menu.rs:2266
↓ 2 callers
Function
cp_control
( rc: &mut RenderContext, win_state: &mut WindowState, menu_state: &mut MenuState, )
src/menu.rs:2130
↓ 2 callers
Function
cp_load_game
( rc: &mut RenderContext, iw_config: &IWConfig, level_state: &mut LevelState, game_state: &mut
src/menu.rs:1756
↓ 2 callers
Function
cp_read_this
(rc: &mut RenderContext, loader: &Loader)
src/menu.rs:946
↓ 2 callers
Function
cp_save_game
( rc: &mut RenderContext, iw_config: &IWConfig, level_state: &mut LevelState, game_state: &mut
src/menu.rs:1827
↓ 2 callers
Function
cp_sound
( rc: &mut RenderContext, win_state: &mut WindowState, menu_state: &mut MenuState, loader: &Lo
src/menu.rs:1621
↓ 2 callers
Function
damage_actor
( rc: &mut RenderContext, k: ObjKey, level_state: &mut LevelState, game_state: &mut GameState,
src/state.rs:1126
↓ 2 callers
Function
default_modes
()
src/sd/mod.rs:161
↓ 2 callers
Function
difficulty_pic
(i: usize)
src/menu.rs:2083
↓ 2 callers
Function
dim_from_viewsize
Returns width, height dimensions
src/start.rs:229
↓ 2 callers
Function
door_lock
(tile: u16)
src/game.rs:500
↓ 2 callers
Function
door_texture
(door: &DoorType, assets: &Assets)
src/draw.rs:774
↓ 2 callers
Function
draw_all_play_border
(rc: &mut RenderContext)
src/play.rs:698
↓ 2 callers
Function
draw_gun
( rc: &mut RenderContext, win_state: &mut WindowState, menu_state: &mut MenuState, x: usize,
src/menu.rs:2582
↓ 2 callers
Function
draw_half_step
(rc: &mut RenderContext, x: usize, y: usize)
src/menu.rs:2554
↓ 2 callers
Function
draw_ls_action
(rc: &mut RenderContext, win_state: &mut WindowState, save: bool)
src/menu.rs:1947
↓ 2 callers
Function
draw_main_menu
(rc: &mut RenderContext, win_state: &mut WindowState, menu_state: &mut MenuState)
src/menu.rs:2663
↓ 2 callers
Function
erase_gun
( rc: &mut RenderContext, win_state: &mut WindowState, selected: &MenuStateEntry, x: usize,
src/menu.rs:2561
↓ 2 callers
Method
find_place
(&mut self, obj: ObjType)
src/def.rs:264
↓ 2 callers
Function
finish_level_complete
( rc: &mut RenderContext, game_state: &mut GameState, bj_breather: &mut BjBreather, )
src/inter.rs:949
↓ 2 callers
Function
finish_palette_shifts
Resets palette to normal if needed
src/play.rs:1030
↓ 2 callers
Function
first_sighting
Puts an actor into attack mode and possibly reverses the direction if the player is behind it
src/state.rs:850
↓ 2 callers
Method
gc
garbage collects all removed objects and removes them permanently
src/def.rs:293
↓ 2 callers
Function
get_palette
(vga: &mut VGA)
src/vl.rs:11
↓ 2 callers
Function
give_extra_man
(rc: &mut RenderContext, game_state: &mut GameState)
src/agent.rs:791
↓ 2 callers
Function
give_weapon
(rc: &mut RenderContext, game_state: &mut GameState, weapon: WeaponType)
src/agent.rs:920
↓ 2 callers
Function
hit
(level: &Level, x: usize, y: usize)
src/draw.rs:134
↓ 2 callers
Function
horiz_door_areas
extract the area information on a horizontal door (from the vertical connected door tiles)
src/act1.rs:597
↓ 2 callers
Function
huff_expand
(data: &[u8], expanded_len: usize, grhuffman: &Vec<Huffnode>)
src/assets.rs:1338
↓ 2 callers
Method
init
( vga: VGA, ticker: time::Ticker, assets: Assets, variant: &'static WolfVarian
src/rc.rs:156
↓ 2 callers
Function
init_projection
(wolf_config: &WolfConfig, vga: &mut VGA)
src/start.rs:216
↓ 2 callers
Function
init_rnd_t
(randomize: bool)
src/user.rs:30
↓ 2 callers
Function
initial_load_save_menu
()
src/menu.rs:604
↓ 2 callers
Function
iw_start
(loader: Loader, iw_config: IWConfig)
src/start.rs:78
↓ 2 callers
Function
iw_start_web
(loader: Loader)
src/web.rs:87
↓ 2 callers
Function
load_all_sprites
( data: &mut M, headers: &GamedataHeaders, )
src/gamedata.rs:178
↓ 2 callers
Function
load_all_textures
( data: &mut M, headers: &GamedataHeaders, )
src/gamedata.rs:100
↓ 2 callers
Function
load_file
loads a file completely, panics if it cannot be found or read
src/loader/loader_disk.rs:112
↓ 2 callers
Function
load_gamedata_headers
(buffer: &Buffer)
src/web.rs:167
↓ 2 callers
Function
load_graphic_assets
( loader: &Loader, patch_config: &Option<PatchConfig>, )
src/assets.rs:1456
↓ 2 callers
Function
load_map_headers_from_config
( loader: &Loader, )
src/assets.rs:1396
↓ 2 callers
Function
load_map_offsets
(buffer: &Buffer)
src/web.rs:231
↓ 2 callers
Function
load_savegame_indexeddb
(save_name: &str)
src/loader/loader_web.rs:181
↓ 2 callers
Function
load_text
( grdata: &Vec<u8>, grstarts: &Vec<u8>, grhuffman: &Vec<Huffnode>, graphics_num: usize, )
src/assets.rs:1139
↓ 2 callers
Function
load_the_game
Returns true if the savegame file passed the checksum test, otherwise returns false.
src/start.rs:653
↓ 2 callers
Function
load_track
(track: Music, assets: &Assets, loader: &Loader)
src/sd/mod.rs:183
↓ 2 callers
Function
menu_quit
( rc: &mut RenderContext, win_state: &mut WindowState, menu_state: &mut MenuState, )
src/menu.rs:2251
↓ 2 callers
Function
mock_level_state_with_actor_at
()
src/state_test.rs:176
↓ 2 callers
Function
mul
(a: i16, b: i16)
src/fixed.rs:119
↓ 2 callers
Function
new_control_state
()
src/play.rs:190
↓ 2 callers
Function
new_disk_anim
(x: usize, y: usize)
src/start.rs:57
↓ 2 callers
Function
new_high_score
(game_state: &GameState)
src/game.rs:189
↓ 2 callers
Function
new_line
(layout_ctx: &mut LayoutContext, text: &mut Text)
src/text.rs:296
↓ 2 callers
Function
new_ticker
()
src/time.rs:18
↓ 2 callers
Function
numcode_name
(scan: NumCode)
src/menu.rs:2904
↓ 2 callers
Method
open_save_game_file
(&self, which: usize)
src/loader/loader_disk.rs:93
↓ 2 callers
Method
pic_lump
(&mut self, x: usize, y: usize, lump: usize)
src/rc.rs:372
↓ 2 callers
Function
play_demo
Fades the screen out, then starts a demo. Exits with the screen faded
src/game.rs:1134
↓ 2 callers
Function
play_loop
( rc: &mut RenderContext, wolf_config: &mut WolfConfig, iw_config: &IWConfig, level_state: &mu
src/play.rs:285
↓ 2 callers
Method
play_sound_loc_global
( &mut self, sound: SoundName, assets: &Assets, rc: &RayCast, gx: Fixe
src/sd/sd_sdl.rs:244
↓ 2 callers
Method
play_sound_loc_global
( &mut self, sound: SoundName, assets: &Assets, rc: &RayCast, gx: Fixe
src/sd/sd_web.rs:180
↓ 2 callers
Method
play_sound_loc_tile
(&mut self, sound: SoundName, tile_x: usize, tile_y: usize)
src/rc.rs:546
↓ 2 callers
Function
print_centered
Prints a string centered in the current window.
src/us1.rs:60
↓ 2 callers
Function
print_ls_entry
( rc: &mut RenderContext, win_state: &mut WindowState, menu_state: &mut MenuState, save_game:
src/menu.rs:1995
↓ 2 callers
Function
read_conf_file
(conf_file: &Path)
src/config.rs:43
↓ 2 callers
Function
read_obj_type
Read ObjType from file. 'state' is always excluded and set to 'None', since it is a pointer value that makes no nense in the Rust world.
src/start.rs:911
↓ 2 callers
Function
read_save_game_state
(loader: &Loader)
src/menu.rs:1919
↓ 2 callers
Function
read_static
(reader: &mut DataReader)
src/start.rs:860
↓ 2 callers
Method
read_utf8_string
(&mut self, size: usize)
src/util.rs:17
↓ 2 callers
Method
reset
reset state to initial state (top menu). Cursor positions are kept.
src/menu.rs:363
↓ 2 callers
Function
rip_to_eol
(text: &mut Text)
src/text.rs:443
↓ 2 callers
Function
rlew_expand
(source: &[u8], len: usize, rlew_tag: u16)
src/map.rs:13
↓ 2 callers
Method
save_game_path
(&self, which: usize)
src/loader/loader_disk.rs:105
↓ 2 callers
Function
save_the_game
( rc: &mut RenderContext, iw_config: &IWConfig, level_state: &LevelState, game_state: &GameSta
src/start.rs:402
↓ 2 callers
Method
set_button_held
(&mut self, button: Button, held: bool)
src/def.rs:407
↓ 2 callers
Method
set_mask
(&mut self, m: u8)
src/rc.rs:283
↓ 2 callers
Method
set_music_mode
(&mut self, _mode: MusicMode)
src/sd/sd_tst.rs:112
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