helapordo 1.4.12
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game_core.c File Reference
#include "game_core.h"
Include dependency graph for game_core.c:

Macros

#define RINGABUF_IMPLEMENTATION
 

Functions

turnOption_OP turnOP_from_turnOption (turnOption t)
 Returns a turnOption_OP from a turnOption.
 
foeTurnOption_OP foeTurnOP_from_foeTurnOption (foeTurnOption ft)
 Returns a foeTurnOption_OP from a foeTurnOption.
 
OP_res OP_res_from_fightResult (fightResult fr)
 Returns a OP_res from a fightResult fr.
 

Variables

const char * helapordo_title_string
 We need to undef these macros if they exist, since windows.h may declare them (and here we inherit that from koliseo.h).
 
const char * helapordo_build_string = "unknown-" VERSION
 
char * hlpd_keyclass_strings [HLPD_KEYCLASS_MAX+1]
 Array with the name strings for Gamemode.
 
HLPD_Key hlpd_default_keybinds [HLPD_KEYCLASS_MAX+1]
 Array with the keybinds for the game.
 
char * hlpd_directionalkeyschemas_strings [HLPD_DIRECTIONALKEYS_SCHEMAS_MAX+1]
 Array with the name strings for HLPD_DirectionalKeys_Schema.
 
HLPD_DirectionalKeys hlpd_default_directional_keys [HLPD_DIRECTIONALKEYS_SCHEMAS_MAX+1]
 Array with the default directional keys for all schemas defined as HLPD_DirectionalKeys_Schema.
 
char * gamemodenamestrings [GAMEMODE_MAX+1]
 Array with the name strings for Gamemode.
 
char * hlp_regiontype_strings [HLP_MAX_INDEX+1]
 Array with the name strings for HLP_Region_Type values.
 
Saveslot default_saveslots [MAX_SAVESLOTS+1]
 Array with the default saveslots for a game.
 
char * savetypestrings [SAVETYPE_MAX+1]
 Array with the name strings for saveType.
 
char * opresstrings [OP_RES_MAX+1]
 Array with the name strings for OP_res.
 
char * turnopstrings [TURNOP_MAX+1]
 Array with the name strings for turnOption.
 
char * foeturnopstrings [FOETURNOP_MAX+1]
 Array with the name strings for foeTurnOption.
 
char * fightresultstrings [FIGHT_RES_TOT+1]
 Array with the name strings for fightResult.
 
char * consumablestrings [CONSUMABLESMAX+1]
 Array with the name strings for Consumable.
 
Consumable consumablesBase [CONSUMABLESMAX+1]
 Array containing all Consumable instances.
 
char * artifactstrings [ARTIFACTSMAX+1]
 Array with the name strings for artifactClass.
 
Artifact artifactsBase [ARTIFACTSMAX+1]
 Array with all the Artifact found.
 
char * classesstrings [CLASSESMAX+1]
 Array with the name strings for fighterClass.
 
BaseStats basestats [CLASSESMAX+1]
 Array containing all BaseStats instances.
 
char * classenemystrings [ENEMYCLASSESMAX+1]
 Array with the name strings for enemyClass.
 
EnemyBaseStats baseenemystats [ENEMYCLASSESMAX+1]
 Array containing all EnemyBaseStats instances.
 
char * classbossstrings [BOSSCLASSESMAX+1]
 Array with the name strings for bossClass.
 
BossBaseStats basebossstats [BOSSCLASSESMAX+1]
 Array containing all BossBaseStats instances.
 
char * specialsnamestrings [CLASSESMAX+1][SPECIALSMAX+1]
 Array with the name strings for special moves.
 
char * specialsdescstrings [CLASSESMAX+1][SPECIALSMAX+1]
 Array with the desc strings for special moves.
 
int specialscosts [CLASSESMAX+1][SPECIALSMAX+1]
 Array with the cost integer values for special moves.
 
char * skillsnamestrings [SKILLSTOTAL+1]
 Array with the name strings for skills.
 
char * skillsdescstrings [SKILLSTOTAL+1]
 Array with the desc strings for skills.
 
int skillscosts [SKILLSTOTAL+1]
 Array with the cost integer values for skills.
 
char * equipzonestrings [EQUIPZONES+1]
 Array with the name strings for equip zones.
 
char * perksnamestrings [PERKSMAX+1]
 Array with the name strings for perkClass.
 
char * perksdescstrings [PERKSMAX+1]
 Array with the desc strings for perkClass.
 
char * winconstrings [WINCON_CLASS_MAX+1]
 Array with the desc strings for winconClass.
 
char * qualitytrings [QUALITIESMAX+1]
 Array with the name strings for quality.
 
char * equipstrings [EQUIPSMAX+1]
 Array with the name strings for equipClass.
 
Equip equips [EQUIPSMAX+1]
 Array containing all Equip instances.
 
char * chestdescstrings [CHEST_CLASS_MAX+1]
 Array with the desc strings for chestClass.
 
char * treasuredescstrings [TREASURE_CLASS_MAX+1]
 Array with the name strings for treasureClass.
 
char * roadforkoptionstrings [ROADFORK_OPTIONS_MAX+1]
 Array with the name strings for roadforkClass.
 
char * roomnamestrings [ROOM_CLASS_MAX+1]
 Array with the name strings for roomClass.
 
char * floornamestrings [FLOOR_CLASS_MAX+1]
 Array with the name strings for floorClass.
 
char * foepartystrings [FOEPARTY_CLASS_MAX+1]
 Array with the name strings for foePartyClass.
 
FoePartyBaseStats basefoepartystats [FOEPARTY_CLASS_MAX+1]
 Array containing all FoePartyBaseStats instances.
 
const wchar_t HEAD_CHAR_ICON = 'H'
 
const wchar_t TORSO_CHAR_ICON = 'T'
 
const wchar_t LEGS_CHAR_ICON = 'L'
 
const GameOptions default_GameOptions
 

Macro Definition Documentation

◆ RINGABUF_IMPLEMENTATION

#define RINGABUF_IMPLEMENTATION

Function Documentation

◆ foeTurnOP_from_foeTurnOption()

foeTurnOption_OP foeTurnOP_from_foeTurnOption ( foeTurnOption ft)

Returns a foeTurnOption_OP from a foeTurnOption.

Parameters
ftThe foeTurnOption to convert.
Returns
The corresponding foeTurnOption_OP

◆ OP_res_from_fightResult()

OP_res OP_res_from_fightResult ( fightResult fr)

Returns a OP_res from a fightResult fr.

Parameters
frThe fightResult to convert.
Returns
The corresponding OP_res

◆ turnOP_from_turnOption()

turnOption_OP turnOP_from_turnOption ( turnOption t)

Returns a turnOption_OP from a turnOption.

Parameters
tThe turnOption to convert.
Returns
The corresponding turnOption_OP

Variable Documentation

◆ artifactsBase

Artifact artifactsBase[ARTIFACTSMAX+1]
Initial value:
= {
{THKSKULL, "Thinking Skull", "You learn from questioning.", 0, 0, 0},
{TWINKIE, "Soft Twinkie", "Zombies seem to not like this.", 0, 0, 0},
{
WRISTBAND, "Gold Wristband", "I'd have been cooler on your finger.", 0, 0,
0
},
{BOARTAIL, "Boar Tail", "The beast managed to run.", 0, 0, 0},
{CHAOSORB, "Dark Orb", "This feels ominous.", 0, 0, 0},
{POWERSYPHON, "Power Syphon", "Energy can only be transformed.", 0, 0, 0},
{
GIANTFOSSILE, "Giant Fossile", "Maybe some species really are related.", 0,
0, 0
}
}
@ POWERSYPHON
Definition game_core.h:524
@ CHAOSORB
Definition game_core.h:523
@ TWINKIE
Definition game_core.h:520
@ BOARTAIL
Definition game_core.h:522
@ GIANTFOSSILE
Definition game_core.h:525
@ THKSKULL
Definition game_core.h:519
@ WRISTBAND
Definition game_core.h:521

Array with all the Artifact found.

See also
Artifact

◆ artifactstrings

char* artifactstrings[ARTIFACTSMAX+1]
Initial value:
= {
"Thinking Skull",
"Soft Twinkie",
"Gold Wristband",
"Boar Tail",
"Dark Orb",
"Power Syphon",
"Giant Fossile"
}

Array with the name strings for artifactClass.

See also
artifactClass

◆ basebossstats

BossBaseStats basebossstats[BOSSCLASSESMAX+1]
Initial value:
= {
{Blue_Troll, 90, 11, 26, 5, 1, 18, 90, 0, 8, 5},
{Headless_Ninja, 65, 19, 16, 9, 1, 18, 65, 0, 8, 5},
{Crawling_Dude, 76, 13, 32, 7, 1, 18, 76, 0, 8, 5},
{Sr_Warthog, 58, 17, 21, 10, 1, 18, 58, 0, 8, 5},
{Doppelganger, 15, 10, 10, 10, 1, 18, 15, 0, 8, 5}
}
@ Blue_Troll
Definition game_core.h:714
@ Crawling_Dude
Definition game_core.h:716
@ Doppelganger
Definition game_core.h:718
@ Sr_Warthog
Definition game_core.h:717
@ Headless_Ninja
Definition game_core.h:715

Array containing all BossBaseStats instances.

All the classes get their starting stats from here. Ordering of parameters is: hp, atk, def, vel, level, xp, totalhp, beast(0), totalenergy

See also
Boss
bossClass
initBossStats()

◆ baseenemystats

EnemyBaseStats baseenemystats[ENEMYCLASSESMAX+1]
Initial value:
= {
{Mummy, 22, 11, 7, 5, 1, 1, 22, 0, 5, 5},
{Ghost, 35, 5, 16, 6, 1, 2, 35, 0, 5, 5},
{Zombie, 20, 6, 7, 5, 1, 1, 20, 0, 5, 5},
{Goblin, 32, 10, 8, 11, 1, 2, 32, 0, 5, 5},
{Imp, 24, 12, 7, 10, 1, 3, 24, 0, 5, 5},
{Troll, 42, 4, 17, 4, 2, 3, 42, 0, 5, 5},
{Boar, 30, 9, 12, 8, 2, 4, 30, 0, 5, 5},
{Werewolf, 20, 14, 5, 7, 1, 3, 20, 0, 5, 5}
}
@ Werewolf
Definition game_core.h:662
@ Zombie
Definition game_core.h:657
@ Goblin
Definition game_core.h:658
@ Imp
Definition game_core.h:659
@ Troll
Definition game_core.h:660
@ Ghost
Definition game_core.h:656
@ Boar
Definition game_core.h:661
@ Mummy
Definition game_core.h:655

Array containing all EnemyBaseStats instances.

All the classes get their starting stats from here. Ordering of parameters is: hp, atk, def, vel, level, xp, totalhp, beast(0), totalenergy

See also
Enemy
enemyClass
initEnemyStats()

◆ basefoepartystats

FoePartyBaseStats basefoepartystats[FOEPARTY_CLASS_MAX+1]
Initial value:
= {
{Enemies, 1},
{Bosses, 1}
}
@ Bosses
Definition game_core.h:1690
@ Enemies
Definition game_core.h:1689

Array containing all FoePartyBaseStats instances.

All the classes get their starting stats from here. Ordering of parameters is: class, level

See also
FoeParty
foePartyClass
initFoePartyStats()

◆ basestats

BaseStats basestats[CLASSESMAX+1]
Initial value:
= {
{Knight, 32, 12, 22, 7, 1, 0, 1, 0, 32, 5, 5},
{Archer, 24, 15, 14, 11, 1, 0, 1, 0, 24, 5, 5},
{Mage, 17, 19, 10, 8, 1, 0, 1, 0, 17, 5, 5},
{Assassin, 20, 16, 12, 10, 1, 0, 1, 0, 20, 5, 5}
}
@ Archer
Definition game_core.h:586
@ Assassin
Definition game_core.h:588
@ Knight
Definition game_core.h:585
@ Mage
Definition game_core.h:587

Array containing all BaseStats instances.

All the classes get their starting stats from here. Ordering of parameters is: hp, atk, def, vel, level, totalxp (0), totallevelxp (1), currentlevelxp (0), totalhp, totalenergy

See also
Fighter
fighterClass
initStats()

◆ chestdescstrings

char* chestdescstrings[CHEST_CLASS_MAX+1]
Initial value:
= {
"Base",
"Beast"
}

Array with the desc strings for chestClass.

See also
chestClass

◆ classbossstrings

char* classbossstrings[BOSSCLASSESMAX+1]
Initial value:
= {
"Blue Troll",
"Headless Ninja",
"Crawling Dude",
"Sr. Warthog",
"Doppelganger"
}

Array with the name strings for bossClass.

See also
bossClass
printStringFromBossClass()

◆ classenemystrings

char* classenemystrings[ENEMYCLASSESMAX+1]
Initial value:
= {
"Mummy",
"Ghost",
"Zombie",
"Goblin",
"Imp",
"Troll",
"Boar",
"Werewolf"
}

Array with the name strings for enemyClass.

See also
enemyClass
printStringFromEClass()

◆ classesstrings

char* classesstrings[CLASSESMAX+1]
Initial value:
= {
"Knight",
"Archer",
"Mage",
"Assassin"
}

Array with the name strings for fighterClass.

See also
fighterClass

◆ consumablesBase

Consumable consumablesBase[CONSUMABLESMAX+1]
Initial value:
= {
{Potion, "Amberosia", "Completely restores your health.", 0},
{Rock, "Dwayne Johnson", "Hurts the enemy and lowers its defences.", 0},
{Bread, "Carbowheat", "Enhances your power, slows you a little.", 0},
{Coffee, "Espresso", "Makes you faster and tense.", 0},
{Powergem, "Power Gem", "You will feel wiser.", 0},
{Magicbean, "Magic Bean", "Grants you new magic strength.", 0}
}
@ Magicbean
Definition game_core.h:476
@ Rock
Definition game_core.h:472
@ Coffee
Definition game_core.h:474
@ Powergem
Definition game_core.h:475
@ Potion
Definition game_core.h:471
@ Bread
Definition game_core.h:473

Array containing all Consumable instances.

All the Consumable->qty values are initialised to 0

See also
Consumables
consumableClass

◆ consumablestrings

char* consumablestrings[CONSUMABLESMAX+1]
Initial value:
= {
"Potion",
"Rock",
"Bread",
"Coffee",
"Powergem",
"Magic Bean"
}

Array with the name strings for Consumable.

See also
consumableClass
Consumable

◆ default_GameOptions

const GameOptions default_GameOptions
Initial value:
= {
.use_default_background = false,
.do_autosave = true,
.directional_keys_schema = HLPD_ARROW_KEYS,
}
@ HLPD_ARROW_KEYS
Definition game_core.h:154

◆ default_saveslots

Saveslot default_saveslots[MAX_SAVESLOTS+1]
Initial value:
= {
{"default_1", "hlpd-1", 0},
{"default_2", "hlpd-2", 1},
{"default_3", "hlpd-3", 2},
}

Array with the default saveslots for a game.

See also
Saveslot
Path

◆ equips

Equip equips[EQUIPSMAX+1]
Initial value:
= {
{Vest, TORSO, "Vest", "Nice cloth.", 0, 0, 1, 0, 1, 0, 0, 0, 0},
{Helmet, HEAD, "Helmet", "Fits on your head.", 0, 0, 1, 0, 2, 0, 0, 0, 0},
{Boots, LEGS, "Boots", "NOT made for crawling.", 0, 0, 1, 1, 0, 1, 0, 0, 0},
{Cape, TORSO, "Cape", "Doesn't make you fly.", 0, 0, 1, 2, 0, 0, 1, 0, 0},
{Tophat, HEAD, "Top Hat", "Dapper you say?", 0, 0, 1, 0, 1, 0, 1, 0, 0},
{
Loafers, LEGS, "Loafers", "Soft and comfy for battles.", 0, 0, 1, 0, 1, 2,
0, 0, 0
}
}
@ HEAD
Definition game_core.h:931
@ LEGS
Definition game_core.h:933
@ TORSO
Definition game_core.h:932
@ Helmet
Definition game_core.h:1361
@ Boots
Definition game_core.h:1362
@ Vest
Definition game_core.h:1360
@ Loafers
Definition game_core.h:1365
@ Cape
Definition game_core.h:1363
@ Tophat
Definition game_core.h:1364

Array containing all Equip instances.

All the Equip->qty values are initialised to 0

See also
Equip
equipClass

◆ equipstrings

char* equipstrings[EQUIPSMAX+1]
Initial value:
= {
"Vest",
"Helmet",
"Boots",
"Cape",
"Tophat",
"Loafers"
}

Array with the name strings for equipClass.

See also
equipClass

◆ equipzonestrings

char* equipzonestrings[EQUIPZONES+1]
Initial value:
= {
"Head",
"Torso",
"Legs"
}

Array with the name strings for equip zones.

See also
Equipzone

◆ fightresultstrings

char* fightresultstrings[FIGHT_RES_TOT+1]
Initial value:
= {
"!Invalid fight result!",
"Kill done",
"Damage dealt",
"Damage taken",
"Death",
"No damage done",
"Mutual damage done",
}

Array with the name strings for fightResult.

See also
fightResult
stringFrom_fightResult()

◆ floornamestrings

char* floornamestrings[FLOOR_CLASS_MAX+1]
Initial value:
= {
"Normal Floor",
"Debug Floor"
}

Array with the name strings for floorClass.

See also
floorClass

◆ foepartystrings

char* foepartystrings[FOEPARTY_CLASS_MAX+1]
Initial value:
= {
"Enemies",
"Bosses"
}

Array with the name strings for foePartyClass.

See also
foePartyClass
printStringFromFoePartyClass()

◆ foeturnopstrings

char* foeturnopstrings[FOETURNOP_MAX+1]
Initial value:
= {
"!INVALID!",
"Idle",
"Fight",
"Special",
}

Array with the name strings for foeTurnOption.

See also
foeTurnOption
stringFromFoeTurnOption()

◆ gamemodenamestrings

char* gamemodenamestrings[GAMEMODE_MAX+1]
Initial value:
= {
"Rogue"
}

Array with the name strings for Gamemode.

See also
Gamemode

◆ HEAD_CHAR_ICON

const wchar_t HEAD_CHAR_ICON = 'H'

◆ helapordo_build_string

const char* helapordo_build_string = "unknown-" VERSION

◆ helapordo_title_string

const char* helapordo_title_string
Initial value:
= " __ __ ____ __ ______ _____ ______ ____ _____ ______\n\
/ / / / / __/ / / / __ / / __ / / __ / / __ \\ / __ \\ / __ /\n\
/ /_/ / / /_ / / / / / / / /_/ / / / / / / /_/ / / / / / / / / /\n\
/ __ / / __/ / / / /_/ / / ____/ / / / / / _/ / / / / / / / /\n\
/ / / / / /_ / /_ / __ / / / / /_/ / / /\\ | / /_/ _/ / /_/ /\n\
/_/ /_/ /____/ \\___/ /_/ /_/ /_/ /_____/ /_/ /_/ /_____/ /_____/\n"

We need to undef these macros if they exist, since windows.h may declare them (and here we inherit that from koliseo.h).

< Defines the color palette used for the s4c functions, includes s4c.h. Defines a formatted string for title output to FILE.

◆ hlp_regiontype_strings

char* hlp_regiontype_strings[HLP_MAX_INDEX+1]

Array with the name strings for HLP_Region_Type values.

See also
HLP_Region_Type

◆ hlpd_default_directional_keys

HLPD_DirectionalKeys hlpd_default_directional_keys[HLPD_DIRECTIONALKEYS_SCHEMAS_MAX+1]
Initial value:
= {
.up = {.class = HLPD_KEY_UP, .val = KEY_UP},
.right = {.class = HLPD_KEY_RIGHT, .val = KEY_RIGHT},
.down = {.class = HLPD_KEY_DOWN, .val = KEY_DOWN},
.left = {.class = HLPD_KEY_LEFT, .val = KEY_LEFT},
},
.up = {.class = HLPD_KEY_UP, .val = 'k'},
.right = {.class = HLPD_KEY_RIGHT, .val = 'l'},
.down = {.class = HLPD_KEY_DOWN, .val = 'j'},
.left = {.class = HLPD_KEY_LEFT, .val = 'h'},
},
.up = {.class = HLPD_KEY_UP, .val = 'w'},
.right = {.class = HLPD_KEY_RIGHT, .val = 'd'},
.down = {.class = HLPD_KEY_DOWN, .val = 's'},
.left = {.class = HLPD_KEY_LEFT, .val = 'a'},
},
}
@ HLPD_KEY_DOWN
Definition game_core.h:113
@ HLPD_KEY_UP
Definition game_core.h:111
@ HLPD_KEY_LEFT
Definition game_core.h:114
@ HLPD_KEY_RIGHT
Definition game_core.h:112
@ HLPD_WASD_KEYS
Definition game_core.h:156
@ HLPD_VIM_KEYS
Definition game_core.h:155

Array with the default directional keys for all schemas defined as HLPD_DirectionalKeys_Schema.

See also
HLPD_DirectionalKeys_Schema
HLPD_DirectionalKeys

◆ hlpd_default_keybinds

HLPD_Key hlpd_default_keybinds[HLPD_KEYCLASS_MAX+1]
Initial value:
= {
[HLPD_KEY_UP] = {.class = HLPD_KEY_UP, .val = KEY_UP},
[HLPD_KEY_RIGHT] = {.class = HLPD_KEY_RIGHT, .val = KEY_RIGHT},
[HLPD_KEY_DOWN] = {.class = HLPD_KEY_DOWN, .val = KEY_DOWN},
[HLPD_KEY_LEFT] = {.class = HLPD_KEY_LEFT, .val = KEY_LEFT},
[HLPD_KEY_CONFIRM] = {.class = HLPD_KEY_CONFIRM, .val = 10},
[HLPD_KEY_QUIT] = {.class = HLPD_KEY_QUIT, .val = 'q'},
[HLPD_KEY_MENU] = {.class = HLPD_KEY_MENU, .val = 'm'},
}
@ HLPD_KEY_MENU
Definition game_core.h:119
@ HLPD_KEY_CONFIRM
Definition game_core.h:117
@ HLPD_KEY_QUIT
Definition game_core.h:118

Array with the keybinds for the game.

See also
HLPD_Key

◆ hlpd_directionalkeyschemas_strings

char* hlpd_directionalkeyschemas_strings[HLPD_DIRECTIONALKEYS_SCHEMAS_MAX+1]
Initial value:
= {
[HLPD_ARROW_KEYS] = "Arrow keys",
[HLPD_VIM_KEYS] = "Vim keys",
[HLPD_WASD_KEYS] = "WASD keys",
}

Array with the name strings for HLPD_DirectionalKeys_Schema.

See also
HLPD_DirectionalKeys_Schema

◆ hlpd_keyclass_strings

char* hlpd_keyclass_strings[HLPD_KEYCLASS_MAX+1]
Initial value:
= {
[HLPD_KEY_UP] = "UP",
[HLPD_KEY_RIGHT] = "RIGHT",
[HLPD_KEY_DOWN] = "DOWN",
[HLPD_KEY_LEFT] = "LEFT",
[HLPD_KEY_DWNPAGE] = "DOWN_PAGE",
[HLPD_KEY_UPPAGE] = "UP_PAGE",
[HLPD_KEY_CONFIRM] = "CONFIRM",
[HLPD_KEY_QUIT] = "QUIT",
[HLPD_KEY_MENU] = "MENU",
}
@ HLPD_KEY_DWNPAGE
Definition game_core.h:115
@ HLPD_KEY_UPPAGE
Definition game_core.h:116

Array with the name strings for Gamemode.

See also
Gamemode

◆ LEGS_CHAR_ICON

const wchar_t LEGS_CHAR_ICON = 'L'

◆ opresstrings

char* opresstrings[OP_RES_MAX+1]
Initial value:
= {
"Ok",
"Invalid OP",
"No OP",
"Can't open savefile",
"Kill done",
"Damage dealt",
"Damage taken",
"Death",
"No damage done",
"Mutual damage done",
"Loaded enemy room",
}

Array with the name strings for OP_res.

See also
turnOption_OP
turnOP()
stringFrom_OP_res()

◆ perksdescstrings

char* perksdescstrings[PERKSMAX+1]
Initial value:
= {
"When you hit hard, you hit REALLY HARD.",
"You may have better chances at smashing.",
"Enemy blood seems attractive.",
"Monks don't have to rest.",
"Feels burning to the touch.",
"You reap more fruits.",
"You shall bring the plague upon them.",
"A second call from the door.",
"You are prepared for pollen season."
}

Array with the desc strings for perkClass.

See also
perkClass

◆ perksnamestrings

char* perksnamestrings[PERKSMAX+1]
Initial value:
= {
"Mighty Strikes",
"Lucky Charm",
"Garlic Fever",
"Runic Circle",
"Hot Body",
"Harvester",
"Biohazard",
"Oracle Gift",
"Penicillin"
}

Array with the name strings for perkClass.

See also
perkClass

◆ qualitytrings

char* qualitytrings[QUALITIESMAX+1]
Initial value:
= {
"Bad",
"Average",
"Good"
}

Array with the name strings for quality.

See also
quality

◆ roadforkoptionstrings

char* roadforkoptionstrings[ROADFORK_OPTIONS_MAX+1]
Initial value:
= {
"Boss",
"Shop",
"Treasure",
"Enemies",
"Roadfork"
}

Array with the name strings for roadforkClass.

See also
roadforkClass

◆ roomnamestrings

char* roomnamestrings[ROOM_CLASS_MAX+1]
Initial value:
= {
"Enemies",
"Shop",
"Boss",
"Treasure",
"Roadfork",
"Home",
"Wall",
"Basic"
}

Array with the name strings for roomClass.

See also
roomClass

◆ savetypestrings

char* savetypestrings[SAVETYPE_MAX+1]
Initial value:
= {
"Home_Room",
"Enemies_Room",
"Floor_Menu",
}

Array with the name strings for saveType.

See also
saveType
stringFrom_saveType()

◆ skillscosts

int skillscosts[SKILLSTOTAL+1]
Initial value:
= {
1,
99,
0,
99,
}

Array with the cost integer values for skills.

See also
skillType

◆ skillsdescstrings

char* skillsdescstrings[SKILLSTOTAL+1]
Initial value:
= {
"A temporary boost to atk",
"Sentinel value for last unlockable skill",
"Do nothing",
"Sentinel value for total skills",
}

Array with the desc strings for skills.

See also
skillType

◆ skillsnamestrings

char* skillsnamestrings[SKILLSTOTAL+1]
Initial value:
= {
"Atk boost",
"Last unlockable",
"Idle",
"Skills_MAX",
}

Array with the name strings for skills.

See also
skillType

◆ specialscosts

int specialscosts[CLASSESMAX+1][SPECIALSMAX+1]
Initial value:
= {
{1, 2, 3, 3},
{2, 4, 2, 3},
{4, 3, 2, 3},
{4, 3, 3, 3},
}

Array with the cost integer values for special moves.

See also
specialMove

◆ specialsdescstrings

char* specialsdescstrings[CLASSESMAX+1][SPECIALSMAX+1]
Initial value:
= {
{"Powerful slash.", "Shield for better defense.", "Less armor makes you dapper but frail.", "You recoil from your fury."},
{"That's a clean hit,", "Stronger arrows for your bow.", "Lay poison on your tips.", "Set fire to the rain."},
{"You will feel luckier.", "Your power grows.", "You spare your victim.", "Summon a ring of fire."},
{"Stab enemy's defense.", "Sap enemy's health.", "Camouflage for better defense.", "Throw poisoned needles."},
}

Array with the desc strings for special moves.

See also
specialMove

◆ specialsnamestrings

char* specialsnamestrings[CLASSESMAX+1][SPECIALSMAX+1]
Initial value:
= {
{"Slash Hit", "Shield Cover", "Armor Drop", "Berserk Rush"},
{"Headshot", "Quiver Check", "Poison Shot", "Burning Arrow"},
{"Fate Warp", "Power Spell", "Pity Spell", "Flame Ring"},
{"Grim Dagger", "Leech Knife", "Disguise Kit", "Venomous Needles"},
}

Array with the name strings for special moves.

See also
specialMove

◆ TORSO_CHAR_ICON

const wchar_t TORSO_CHAR_ICON = 'T'

◆ treasuredescstrings

char* treasuredescstrings[TREASURE_CLASS_MAX+1]
Initial value:
= {
"Chest",
"Consumable",
"Artifact"
}

Array with the name strings for treasureClass.

See also
treasureClass

◆ turnopstrings

char* turnopstrings[TURNOP_MAX+1]
Initial value:
= {
"New Game",
"Load Save",
"!INVALID!",
"Fight",
"Special",
"Quit",
"Consumable",
"Artifacts",
"Equips",
"Perks",
"Stats",
"Save",
"Explore",
"Debug",
"Load Enemy Room",
"Load Home Room",
"Skill",
"Options",
}

Array with the name strings for turnOption.

See also
turnOption
stringFromTurnOption()

◆ winconstrings

char* winconstrings[WINCON_CLASS_MAX+1]
Initial value:
= {
"All Artifacts",
"Full path",
"All bosses"
}

Array with the desc strings for winconClass.

See also
winconClass