helapordo 1.4.14
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game_core.h
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1// jgabaut @ github.com/jgabaut
2// SPDX-License-Identifier: GPL-3.0-only
3/*
4 Copyright (C) 2022-2024 jgabaut
5
6 This program is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, version 3 of the License.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <https://www.gnu.org/licenses/>.
17*/
18
19#ifndef GAME_CORE_H
20#define GAME_CORE_H
21
22#ifndef HELAPORDO_OS
23#define HELAPORDO_OS "unknown"
24#endif
25
26#ifndef HELAPORDO_MACHINE
27#define HELAPORDO_MACHINE "unknown"
28#endif
29
30#include "../../ringabuf/src/ringabuf.h"
31
32#ifdef HELAPORDO_CURSES_BUILD
33#ifdef _WIN32
34#include <ncursesw/panel.h>
35#define S4C_WIN_BG 0
36#define S4C_WIN_RED 1
37#define S4C_WIN_GREEN 2
38#define S4C_WIN_BLUE 3
39#define S4C_WIN_CYAN 4
40#define S4C_WIN_WHITE 5
41#define S4C_WIN_YELLOW 6
42#define S4C_WIN_BLACK_ON_WHITE 7
43#define S4C_WIN_PURPLE 8
44#define S4C_WIN_WHITE_ON_RED 9
45#define S4C_WIN_WHITE_ON_PURPLE 10
46#else
47#include <panel.h>
48#endif // _WIN32
49
53typedef struct GameScreen {
54 WINDOW* win;
55 int colors;
56 int color_pairs;
57 int cols;
58 int rows;
59 int escape_delay;
60 int tabsize;
61} GameScreen;
62
63#else
64#ifndef HELAPORDO_RAYLIB_BUILD
65#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined."
66#else
70typedef enum GameScreen { LOGO = 0, TITLE, SAVES_VIEW, NAMEPICK_VIEW, CLASSPICK_VIEW, FLOOR_VIEW, ROOM_VIEW, UNLOCK_SPECIAL_VIEW, PICK_SPECIAL_VIEW, EQUIPS_VIEW, OPEN_BAG_VIEW, CHECK_LOADOUT_VIEW, CONSUMABLES_VIEW, ENDING, DOOR_ANIM } GameScreen;
71// Add more includes for rl-build here
72#ifdef _WIN32
80#define WIN32_LEAN_AND_MEAN // We don't want no playsound
81#define NOGDI // We don't want Rectangle from Windows
82#define NOUSER // We don't want no user routines
83#endif // _WIN32
84#endif // HELAPORDO_RAYLIB_BUILD
85#endif // HELAPORDO_CURSES_BUILD
86
87#ifdef HELAPORDO_DEBUG_ACCESS
88#include "../../koliseo/src/kls_region.h"
89#else
90#include "../../koliseo/src/koliseo.h"
91#endif // HELAPORDO_DEBUG_ACCESS
92
96#ifdef near
97#undef near
98#endif
99#ifdef far
100#undef far
101#endif
102
103#include "../palette.h"
104
105extern const char* helapordo_title_string;
106
107extern const char* helapordo_build_string;
108
125
129#define HLPD_KEYCLASS_MAX 8
130
136
141typedef struct HLPD_Key {
142 int val;
145
151
162
166#define HLPD_DIRECTIONALKEYS_SCHEMAS_MAX 2
167
173
184
191
195typedef struct GameOptions {
196 bool use_default_background; //<** Turn on usage of default terminal background */
197 bool do_autosave; //<* Turns on autosave */
198 HLPD_DirectionalKeys_Schema directional_keys_schema; //* Defines the current schema for cardinal directions movement */
200
202
203#ifndef KOLISEO_HAS_REGION
204#define KLS_REGIONTYPE_MAX 2
205#endif // KLS_HAS_REGION
206
244
248#define HLP_MAX_INDEX (HR_loadInfo-100+KLS_REGIONTYPE_MAX)
249
254extern char *hlp_regiontype_strings[HLP_MAX_INDEX + 1];
255
259extern Koliseo *default_kls;
263extern Koliseo *temporary_kls;
267extern Koliseo *support_kls;
268
273extern int G_PRELOAD_ANIMATIONS_ON;
277extern int G_DEBUG_ON;
281extern int G_LOG_ON;
285extern int G_EXPERIMENTAL_ON;
289extern int G_FASTQUIT_ON;
293extern int G_GODMODE_ON;
297extern int G_DEBUG_ROOMTYPE;
301extern int G_DEBUG_ROOMTYPE_ON;
305extern char *G_DEBUG_ROOMTYPE_ARG;
309extern int G_DEBUG_ENEMYTYPE;
313extern int G_DEBUG_ENEMYTYPE_ON;
317extern char *G_DEBUG_ENEMYTYPE_ARG;
321extern int GS_AUTOSAVE_ON;
325extern int G_DOTUTORIAL_ON;
326
330extern int G_USE_CURRENTDIR;
331
335extern int G_USE_DEFAULT_BACKGROUND;
336
341
346
347
351extern int64_t G_RNG_ADVANCEMENTS;
352
356extern int G_SEEDED_RUN_ON;
360extern char *G_SEEDED_RUN_ARG;
361
365#define HELAPORDO_MAJOR_VERSION 1
366
370#define HELAPORDO_MINOR_VERSION 4
371
375#define HELAPORDO_PATCH_VERSION 14
376
380#define VERSION "1.4.14"
381
382#define HELAPORDO_BINSAVEFILE_VERSION "0.0.7"
383
387static const int HELAPORDO_API_VERSION_INT =
390
391#define EXPECTED_NCURSES_VERSION_MAJOR 6
392#define EXPECTED_NCURSES_VERSION_MINOR 4
393#define EXPECTED_NCURSES_VERSION_PATCH 20230520
394#define EXPECTED_RAYLIB_VERSION_MAJOR 4
395#define EXPECTED_RAYLIB_VERSION_MINOR 5
396#define EXPECTED_RAYLIB_VERSION_PATCH 0
397
404typedef struct {
405 char name[50];
406 char save_path[255];
407 int index;
408} Saveslot;
409
414#define MAX_SAVESLOTS 3
415
422
427#define MAXPLAYERLUCK 30
428
433#define MAXLENGTH 100
434
439#define MAXLUCK 50
440
446typedef enum {
447 Rogue = 0,
448} Gamemode;
449
453#define GAMEMODE_MAX 0
454
459extern char *gamemodenamestrings[GAMEMODE_MAX + 1];
460
465#define LORES_MAX 2
466
470extern Gamemode GAMEMODE;
471
478typedef enum {
480 Rock = 1,
481 Bread = 2,
486
490#define CONSUMABLESMAX 5
491
496typedef struct {
498 char name[25];
499 char desc[50];
500 int qty;
501 char sprite[8][20];
502} Consumable;
503
509extern char *consumablestrings[CONSUMABLESMAX + 1];
510
518
535
539#define ARTIFACTSMAX 6
540
545typedef struct Artifact {
547 char name[25];
548 char desc[50];
549 int qty;
550 int active;
552 char sprite[8][20];
554
559extern char *artifactstrings[ARTIFACTSMAX + 1];
560
566
567#define ENEMY_ARTIFACTDROP_CHANCE 1001
568
580
584#define STATUSMAX 5
585
592typedef enum {
595 Mage = 2,
598
602#define CLASSESMAX 3
603
608extern char *classesstrings[CLASSESMAX + 1];
609
613typedef enum {
618} Stat;
619
623#define STATMAX 3
624
645
654extern BaseStats basestats[CLASSESMAX + 1];
655
662typedef enum {
663 Mummy = 0,
664 Ghost = 1,
667 Imp = 4,
668 Troll = 5,
669 Boar = 6,
671} enemyClass;
672
676#define ENEMYCLASSESMAX 7
677
683extern char *classenemystrings[ENEMYCLASSESMAX + 1];
684
704
714
728
732#define BOSSCLASSESMAX 4
733
739extern char *classbossstrings[BOSSCLASSESMAX + 1];
740
760
770
790
816
820#define SPECIALSMAX 3 //num of specials per class (0 inclusive)
821
826extern char *specialsnamestrings[CLASSESMAX + 1][SPECIALSMAX + 1];
827
832extern char *specialsdescstrings[CLASSESMAX + 1][SPECIALSMAX + 1];
833
838extern int specialscosts[CLASSESMAX + 1][SPECIALSMAX + 1];
839
845typedef struct {
848 char name[80];
849 char desc[80];
850 int cost;
852
859
860#define SKILLSTOTAL SKILL_TYPE_MAX
861
862#define FIGHTER_SKILL_SLOTS SKILLSTOTAL
863#define ENEMY_SKILL_SLOTS SKILLSTOTAL
864#define BOSS_SKILL_SLOTS SKILLSTOTAL
865
870extern char *skillsnamestrings[SKILLSTOTAL + 1];
871
876extern char *skillsdescstrings[SKILLSTOTAL + 1];
877
882extern int skillscosts[SKILLSTOTAL + 1];
883
891typedef struct {
893 skillType class;
894 char name[80];
895 char desc[80];
896 int cost;
897} Skillslot;
898
899//Forward declarations for counter fields in entities
900struct Turncounter;
901
921//Number of counters per entity
922
926#define COUNTERSMAX 9
927
928//Forward declarations for equipslot fields in entities
929struct Equipslot;
930struct Equip;
931
938typedef enum {
939 HEAD = 0,
940 TORSO = 1,
942} Equipzone;
943
947#define EQUIPZONES 2
948
953extern char *equipzonestrings[EQUIPZONES + 1];
954
955/* Ceiling for Fighter equipsBag indexes.
956 * @see Fighter
957 */
958#define EQUIPSBAGSIZE 20
959
977
981#define PERKSMAX 8
982
987#define EQUIPPERKSMAX 2
988
993extern char *perksnamestrings[PERKSMAX + 1];
994
999extern char *perksdescstrings[PERKSMAX + 1];
1000
1005typedef struct {
1007 char name[25];
1008 char desc[50];
1010} Perk;
1011
1012//Macros for special moves callback
1013struct Fighter;
1014struct Enemy;
1015struct Boss;
1016struct Path;
1017struct FoeParty;
1018
1019//Macros for counters callback
1020
1021//#define REGISTER_COUNTER_CALLBACK(c,x,f) register_counter_callback(c, (callback_void_t)x,f)
1022//#define GET_COUNTER_CALLBACK(c,C) ((C)callback_counter_ptrs[c])
1023
1024//Macro to get size of an array
1025#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
1026
1032typedef void (*callback_turncounter_fighter_t)(struct Fighter *);
1033
1039typedef void (*callback_turncounter_enemy_t)(struct Enemy *);
1040
1048#ifdef HELAPORDO_CURSES_BUILD
1049typedef void (*callback_special_t)(WINDOW *, struct Fighter *, struct Enemy *,
1050 struct Boss *, struct Path *, int, int, int);
1051#else
1052#ifndef HELAPORDO_RAYLIB_BUILD
1053#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined."
1054#else
1055typedef void (*callback_special_t)(Rectangle* r, struct Fighter *, struct Enemy *,
1056 struct Boss *, struct Path *, int, int, int);
1057#endif // HELAPORDO_RAYLIB_BUILD
1058#endif // HELAPORDO_CURSES_BUILD
1059
1067typedef void (*callback_artifact_t)(struct Fighter *, struct Enemy *,
1068 struct Boss *, int isBoss);
1069
1073typedef void (*callback_void_t)(void);
1074
1075#define FIGHTER_NAME_BUFSIZE 50
1076
1087typedef struct Fighter {
1090 int hp;
1091 int atk;
1092 int def;
1093 int vel;
1094 int level;
1095 int luck;
1101
1108
1114
1117
1122
1124 int earliestBagSlot; //TODO To always use the array efficiently (???) I sense linked lists may be better
1125
1130
1135
1137
1140 char sprite[8][20];
1141
1144
1145 //TODO eval this callback bit if we need to have some without nesting in another turncounter
1146 //callback_void_t callback_counter_ptrs[COUNTERSMAX]; /**< Array of callbacks for turnCounter functions.*/
1148
1189
1228
1234typedef void (*effect_fun)(Fighter *);
1240typedef void (*effect_e_fun)(Enemy *);
1246typedef void (*effect_b_fun)(Boss *);
1252typedef void (*effect_fp_fun)(struct FoeParty *);
1253
1259typedef void (*boost_fun)(Fighter *, int boost);
1265typedef void (*boost_e_fun)(Enemy *, int boost);
1271typedef void (*boost_b_fun)(Boss *, int boost);
1277typedef void (*boost_fp_fun)(struct FoeParty *, int boost);
1278
1290
1297typedef struct Turncounter {
1298 int count;
1299 char *desc;
1302 void (*effect_fun)(Fighter *);
1303 void (*effect_e_fun)(Enemy *);
1304 void (*effect_b_fun)(Boss *);
1305 void (*effect_fp_fun)(struct FoeParty *);
1306 void (*boost_fun)(Fighter *, int);
1307 void (*boost_e_fun)(Enemy *, int);
1308 void (*boost_b_fun)(Boss *, int);
1309 void (*boost_fp_fun)(struct FoeParty *, int);
1311
1323
1327#define WINCON_CLASS_MAX 2
1328
1337
1342extern char *winconstrings[WINCON_CLASS_MAX + 1];
1343
1344#define PATH_SEED_BUFSIZE 20
1345
1360
1367typedef enum {
1368 Vest = 0,
1371 Cape = 3,
1374} equipClass;
1375
1379#define EQUIPSMAX 5
1380
1387typedef enum {
1388 Bad = 0,
1390 Good = 2,
1391} quality;
1392
1396#define QUALITIESMAX 2
1397
1402extern char *qualitytrings[QUALITIESMAX + 1];
1403
1410typedef struct Equip {
1413 char name[25];
1414 char desc[50];
1415 int qty;
1416
1418
1419 int level;
1420 //Modifiers
1421 // modifier
1422 int atk;
1423 int def;
1424 int vel;
1425 int enr;
1426
1427 int bonus;
1429
1430 int cost;
1431
1433 void (*equip_fun)(Fighter *, Enemy *, Path *);
1435 char sprite[8][20];
1437
1442extern char *equipstrings[EQUIPSMAX + 1];
1443
1450extern Equip equips[EQUIPSMAX + 1];
1451
1458typedef void (*equip_fun)(Fighter *, Enemy *);
1459
1465typedef struct Equipslot {
1467 char *desc;
1469 char sprite[8][20];
1471 //void (*equip_fun)( Fighter*,Enemy*); /**< Pointer to temp boost function applying to Enemy, takes a int
1473
1477#define ITEM_SHOP_MAX 20
1478
1482#define EQUIP_SHOP_MAX 2
1483
1487#define CONSUMABLE_SHOP_MAX 3
1488
1492#define SINGLE_CONSUMABLE_SHOP_MAX 3
1493
1512
1519typedef enum {
1522} chestClass;
1523
1527#define CHEST_CLASS_MAX 1
1528
1532#define CHEST_CONSUMABLES_MAX 5
1536#define CHEST_EQUIPS_MAX 5
1537
1542extern char *chestdescstrings[CHEST_CLASS_MAX + 1];
1543
1565
1577
1581#define TREASURE_CLASS_MAX 3
1582
1587extern char *treasuredescstrings[TREASURE_CLASS_MAX + 1];
1588
1608
1622
1626#define ROADFORK_OPTIONS_MAX 4
1627
1633
1641typedef struct Roadfork {
1642
1643 char *desc;
1644
1646
1648
1655typedef enum {
1657 SHOP = 1,
1658 BOSS = 2,
1661 HOME = 5,
1662 WALL = 6,
1664} roomClass;
1665
1669#define ROOM_CLASS_MAX 7
1670
1675extern char *roomnamestrings[ROOM_CLASS_MAX + 1];
1676
1680#define ROOM_ENEMIES_MAX 4
1681
1687#define FOES_BOSSES_MAX 2
1688
1696typedef enum {
1700
1704#define FOEPARTY_CLASS_MAX 1
1705
1711extern char *foepartystrings[FOEPARTY_CLASS_MAX + 1];
1712
1719typedef struct FoeParty {
1721 int level;
1728 //TODO: this is not ideal. Could we ever need to have a different max for enemy_foes? Only if the group is not in a Room??
1730 int size;
1736
1747
1757
1779
1786typedef enum {
1789} floorClass;
1790
1794#define FLOOR_CLASS_MAX 1
1795
1800extern char *floornamestrings[FLOOR_CLASS_MAX + 1];
1801
1806#define FLOOR_MAX_COLS 24
1807
1812#define FLOOR_MAX_ROWS 24
1813
1819typedef struct Floor {
1820
1821 int index;
1822 char *desc;
1823
1826 int area;
1832
1833 //TODO: add some pointer to a loot instance, initialised for floors having some flag active.*/
1835
1840#define MAX_ROGUE_FLOORS 17
1841
1851
1856#define SAVETYPE_MAX 2
1857
1863extern char *savetypestrings[SAVETYPE_MAX + 1];
1864
1884
1893typedef struct {
1894
1895 clock_t start_time;
1896
1898
1902
1905
1907
1909
1911
1914#ifdef HELAPORDO_CURSES_BUILD
1915 GameScreen *screen;
1916#else
1917#ifndef HELAPORDO_RAYLIB_BUILD
1918#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined.\n"
1919#else
1920#endif // HELAPORDO_RAYLIB_BUILD
1921#endif // HELAPORDO_CURSES_BUILD
1922
1924
1926} Gamestate;
1927
1928#ifndef KOLISEO_HAS_REGION
1933extern Gamestate* G_GAMESTATE;
1934#endif
1935
1963
1988
1995
2002#define TURNOP_MAX 17
2008extern char *turnopstrings[TURNOP_MAX + 1];
2009
2019
2030
2037
2044#define FOETURNOP_MAX 3
2050extern char *foeturnopstrings[FOETURNOP_MAX + 1];
2051
2057#define OPS_LOGFILE "OPS_log.txt"
2058
2076
2082#define OP_RES_MAX 10
2083
2090extern char *opresstrings[OP_RES_MAX + 1];
2091
2098typedef struct {
2106#ifdef HELAPORDO_CURSES_BUILD
2107 WINDOW *notify_win;
2108#else
2109#ifndef HELAPORDO_RAYLIB_BUILD
2110#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined."
2111#else
2112 Rectangle *notify_win;
2113#endif // HELAPORDO_RAYLIB_BUILD
2114#endif // HELAPORDO_CURSES_BUILD
2116 Koliseo_Temp *t_kls;
2120} turnOP_args;
2121
2126#define SHOPROOM 4
2131#define BOSSROOM 5
2136#define HOMEROOM 6
2141#define BEASTROOM 3
2146#define BSTFACTOR 1.5
2147
2152#define ENEMYLVLRATIO 2
2157#define SPECIALLVLRATIO 2
2162#define EQUIPLVLBOOSTRATIO 3
2163
2176
2181#define FIGHT_RES_TOT 7
2182
2188extern char *fightresultstrings[FIGHT_RES_TOT + 1];
2189
2196
2197#define CHEST_FRAMES 25
2198#define CHEST_ROWS 18
2199#define CHEST_COLS 18
2200#define CHEST_FRAMETIME 67
2201
2202#define CURSES_BINSAVE_NAME "save-nc.bin"
2203#define RL_BINSAVE_NAME "save-rl.bin"
2204
2205#define CURSES_GMSTSAVE_NAME "run-nc.bin"
2206#define RL_GMSTSAVE_NAME "run-rl.bin"
2207
2208#define CURSES_SETTINGS_SAVE_NAME "settings-nc.bin"
2209#define RL_SETTINGS_SAVE_NAME "settings-rl.bin"
2210
2211extern const wchar_t HEAD_CHAR_ICON;
2212extern const wchar_t TORSO_CHAR_ICON;
2213extern const wchar_t LEGS_CHAR_ICON;
2214
2215#define NOTIFICATION_BUFFER_SIZE 200
2216
2225
2226#define NOTIFICATIONS_RINGBUFFER_SIZE 7
2227
2228#endif // GAME_CORE_H
const wchar_t TORSO_CHAR_ICON
Definition game_core.c:613
char * foeturnopstrings[FOETURNOP_MAX+1]
Array with the name strings for foeTurnOption.
Definition game_core.c:334
char * perksdescstrings[PERKSMAX+1]
Array with the desc strings for perkClass.
Definition game_core.c:514
HLPD_Key hlpd_default_keybinds[HLPD_KEYCLASS_MAX+1]
Array with the keybinds for the game.
Definition game_core.c:46
Consumable consumablesBase[CONSUMABLESMAX+1]
Array containing all Consumable instances.
Definition game_core.c:360
char * specialsdescstrings[CLASSESMAX+1][SPECIALSMAX+1]
Array with the desc strings for special moves.
Definition game_core.c:460
char * hlp_regiontype_strings[HLP_MAX_INDEX+1]
Array with the name strings for HLP_Region_Type values.
Definition game_core.c:98
Saveslot default_saveslots[MAX_SAVESLOTS+1]
Array with the default saveslots for a game.
Definition game_core.c:136
char * classbossstrings[BOSSCLASSESMAX+1]
Array with the name strings for bossClass.
Definition game_core.c:436
char * hlpd_keyclass_strings[HLPD_KEYCLASS_MAX+1]
Array with the name strings for Gamemode.
Definition game_core.c:34
char * roomnamestrings[ROOM_CLASS_MAX+1]
Array with the name strings for roomClass.
Definition game_core.c:579
char * winconstrings[WINCON_CLASS_MAX+1]
Array with the desc strings for winconClass.
Definition game_core.c:526
char * skillsnamestrings[SKILLSTOTAL+1]
Array with the name strings for skills.
Definition game_core.c:475
Artifact artifactsBase[ARTIFACTSMAX+1]
Array with all the Artifact found.
Definition game_core.c:380
char * qualitytrings[QUALITIESMAX+1]
Array with the name strings for quality.
Definition game_core.c:532
char * consumablestrings[CONSUMABLESMAX+1]
Array with the name strings for Consumable.
Definition game_core.c:351
FoePartyBaseStats basefoepartystats[FOEPARTY_CLASS_MAX+1]
Array containing all FoePartyBaseStats instances.
Definition game_core.c:600
char * treasuredescstrings[TREASURE_CLASS_MAX+1]
Array with the name strings for treasureClass.
Definition game_core.c:565
char * equipstrings[EQUIPSMAX+1]
Array with the name strings for equipClass.
Definition game_core.c:538
char * gamemodenamestrings[GAMEMODE_MAX+1]
Array with the name strings for Gamemode.
Definition game_core.c:94
char * classesstrings[CLASSESMAX+1]
Array with the name strings for fighterClass.
Definition game_core.c:397
char * foepartystrings[FOEPARTY_CLASS_MAX+1]
Array with the name strings for foePartyClass.
Definition game_core.c:595
char * roadforkoptionstrings[ROADFORK_OPTIONS_MAX+1]
Array with the name strings for roadforkClass.
Definition game_core.c:571
char * opresstrings[OP_RES_MAX+1]
Array with the name strings for OP_res.
Definition game_core.c:299
Equip equips[EQUIPSMAX+1]
Array containing all Equip instances.
Definition game_core.c:547
BaseStats basestats[CLASSESMAX+1]
Array containing all BaseStats instances.
Definition game_core.c:404
char * fightresultstrings[FIGHT_RES_TOT+1]
Array with the name strings for fightResult.
Definition game_core.c:341
BossBaseStats basebossstats[BOSSCLASSESMAX+1]
Array containing all BossBaseStats instances.
Definition game_core.c:444
EnemyBaseStats baseenemystats[ENEMYCLASSESMAX+1]
Array containing all EnemyBaseStats instances.
Definition game_core.c:424
char * specialsnamestrings[CLASSESMAX+1][SPECIALSMAX+1]
Array with the name strings for special moves.
Definition game_core.c:453
char * perksnamestrings[PERKSMAX+1]
Array with the name strings for perkClass.
Definition game_core.c:502
char * floornamestrings[FLOOR_CLASS_MAX+1]
Array with the name strings for floorClass.
Definition game_core.c:590
char * turnopstrings[TURNOP_MAX+1]
Array with the name strings for turnOption.
Definition game_core.c:313
const wchar_t HEAD_CHAR_ICON
Definition game_core.c:612
char * skillsdescstrings[SKILLSTOTAL+1]
Array with the desc strings for skills.
Definition game_core.c:482
char * chestdescstrings[CHEST_CLASS_MAX+1]
Array with the desc strings for chestClass.
Definition game_core.c:560
char * hlpd_directionalkeyschemas_strings[HLPD_DIRECTIONALKEYS_SCHEMAS_MAX+1]
Array with the name strings for HLPD_DirectionalKeys_Schema.
Definition game_core.c:67
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.
Definition game_core.c:73
char * artifactstrings[ARTIFACTSMAX+1]
Array with the name strings for artifactClass.
Definition game_core.c:370
const GameOptions default_GameOptions
Definition game_core.c:622
int specialscosts[CLASSESMAX+1][SPECIALSMAX+1]
Array with the cost integer values for special moves.
Definition game_core.c:467
char * savetypestrings[SAVETYPE_MAX+1]
Array with the name strings for saveType.
Definition game_core.c:293
char * classenemystrings[ENEMYCLASSESMAX+1]
Array with the name strings for enemyClass.
Definition game_core.c:413
char * equipzonestrings[EQUIPZONES+1]
Array with the name strings for equip zones.
Definition game_core.c:496
int skillscosts[SKILLSTOTAL+1]
Array with the cost integer values for skills.
Definition game_core.c:489
const char * helapordo_build_string
Definition game_core.c:31
const wchar_t LEGS_CHAR_ICON
Definition game_core.c:614
const char * helapordo_title_string
We need to undef these macros if they exist, since windows.h may declare them (and here we inherit th...
Definition game_core.c:21
#define CHEST_CLASS_MAX
Maximum index of chestClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1527
void(* equip_fun)(Fighter *, Enemy *)
Defines a function pointer returning void and taking a Fighter and a Enemy pointers.
Definition game_core.h:1458
#define NOTIFICATION_BUFFER_SIZE
Defines message buffer size for Notification.
Definition game_core.h:2215
void(* effect_fp_fun)(struct FoeParty *)
Defines a function pointer returning void and taking a FoeParty pointer.
Definition game_core.h:1252
enemyClass
The different kinds of Enemy.
Definition game_core.h:662
@ Werewolf
Definition game_core.h:670
@ Zombie
Definition game_core.h:665
@ Goblin
Definition game_core.h:666
@ Imp
Definition game_core.h:667
@ Troll
Definition game_core.h:668
@ Ghost
Definition game_core.h:664
@ Boar
Definition game_core.h:669
@ Mummy
Definition game_core.h:663
turnOption
The different kinds of turnOption.
Definition game_core.h:1943
@ DEBUG
Definition game_core.h:1957
@ EQUIPS
Definition game_core.h:1952
@ STATS
Definition game_core.h:1954
@ QUIT
Definition game_core.h:1949
@ SAVE
Definition game_core.h:1955
@ ARTIFACTS
Definition game_core.h:1951
@ SKILL
Definition game_core.h:1960
@ EXPLORE
Definition game_core.h:1956
@ FIGHT
Definition game_core.h:1947
@ CLOSE_MENU
Definition game_core.h:1959
@ SPECIAL
Definition game_core.h:1948
@ TUTORIAL
Definition game_core.h:1958
@ GAME_OPTIONS
Definition game_core.h:1961
@ CONSUMABLE
Definition game_core.h:1950
@ NEW_GAME
Definition game_core.h:1944
@ PERKS
Definition game_core.h:1953
@ LOAD_GAME
Definition game_core.h:1945
@ INVALID
Definition game_core.h:1946
#define KLS_REGIONTYPE_MAX
Definition game_core.h:204
artifactClass
The different kinds of artifactClass.
Definition game_core.h:526
@ POWERSYPHON
Definition game_core.h:532
@ CHAOSORB
Definition game_core.h:531
@ TWINKIE
Definition game_core.h:528
@ BOARTAIL
Definition game_core.h:530
@ GIANTFOSSILE
Definition game_core.h:533
@ THKSKULL
Definition game_core.h:527
@ WRISTBAND
Definition game_core.h:529
void(* boost_fp_fun)(struct FoeParty *, int boost)
Defines a function pointer returning void and taking a FoeParty pointer and an integer.
Definition game_core.h:1277
Gamemode
The different kinds of Gamemode.
Definition game_core.h:446
@ Rogue
Definition game_core.h:447
#define HELAPORDO_MINOR_VERSION
Current minor release.
Definition game_core.h:370
#define CLASSESMAX
Maximum index of fighterClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:602
#define MAX_SAVESLOTS
Total number of Saveslot for the game.
Definition game_core.h:414
void(* callback_void_t)(void)
Defines a function pointer returning void and taking NO parameters (different than saying just (),...
Definition game_core.h:1073
#define FLOOR_CLASS_MAX
Maximum index of floorClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1794
#define SAVETYPE_MAX
Maximum value of saveType values.
Definition game_core.h:1856
#define FIGHTER_NAME_BUFSIZE
Definition game_core.h:1075
Countertype
The different kinds of Countertype.
Definition game_core.h:1283
@ CNT_VELBOOST
Counter for a temp boost on vel.
Definition game_core.h:1287
@ CNT_ATKBOOST
Counter for a temp boost on atk.
Definition game_core.h:1285
@ CNT_STATUS
Counter for a fighterStatus.
Definition game_core.h:1284
@ CNT_DEFBOOST
Counter for a temp boost on def.
Definition game_core.h:1286
@ CNT_ENRBOOST
Counter for a temp boost on enr.
Definition game_core.h:1288
#define CONSUMABLESMAX
Maximum index of consumableClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:490
#define FIGHTER_SKILL_SLOTS
Definition game_core.h:862
treasureClass
The different kinds of Treasure.
Definition game_core.h:1572
@ TREASURE_CONSUMABLE
Definition game_core.h:1574
@ TREASURE_CHEST
Definition game_core.h:1573
@ TREASURE_ARTIFACT
Definition game_core.h:1575
#define CONSUMABLE_SHOP_MAX
Maximum number of total consumables sold in a shop.
Definition game_core.h:1487
counterIndexes
The different indexes for Fighter->counters.
Definition game_core.h:909
@ TURNBOOST_VEL
Definition game_core.h:918
@ STRONG
Definition game_core.h:915
@ NORMAL
Definition game_core.h:910
@ TURNBOOST_DEF
Definition game_core.h:917
@ POISON
Definition game_core.h:911
@ BURNED
Definition game_core.h:912
@ TURNBOOST_ATK
Definition game_core.h:916
@ FROZEN
Definition game_core.h:913
@ TURNBOOST_ENR
Definition game_core.h:919
@ WEAK
Definition game_core.h:914
turnOption_OP turnOP_from_turnOption(turnOption t)
Returns a turnOption_OP from a turnOption.
Definition game_core.c:142
saveType
The different kinds of saveType.
Definition game_core.h:1846
@ HOME_SAVE
Definition game_core.h:1847
@ ENEMIES_SAVE
Definition game_core.h:1848
@ FLOORMENU_SAVE
Definition game_core.h:1849
foeTurnOption
The different kinds of foeTurnOption.
Definition game_core.h:2013
@ FOE_IDLE
Definition game_core.h:2015
@ FOE_INVALID
Definition game_core.h:2014
@ FOE_FIGHT
Definition game_core.h:2016
@ FOE_SPECIAL
Definition game_core.h:2017
#define EQUIP_SHOP_MAX
Maximum number of equips sold in a shop.
Definition game_core.h:1482
quality
The different grades of Equip.
Definition game_core.h:1387
@ Good
Definition game_core.h:1390
@ Average
Definition game_core.h:1389
@ Bad
Definition game_core.h:1388
#define OP_RES_MAX
Maximum value of OP_res values.
Definition game_core.h:2082
#define CHEST_EQUIPS_MAX
Maximum number of Equip held in a chest.
Definition game_core.h:1536
#define FOETURNOP_MAX
Maximum value for foeTurnOption_OP.
Definition game_core.h:2044
void(* callback_turncounter_enemy_t)(struct Enemy *)
Defines a function pointer returning void and taking a Enemy pointer.
Definition game_core.h:1039
floorClass
The different kinds of Floor.
Definition game_core.h:1786
@ DBG_FLOOR
Definition game_core.h:1788
@ STD_FLOOR
Definition game_core.h:1787
perkClass
The different kinds of perks.
Definition game_core.h:966
@ HARVESTER
Definition game_core.h:971
@ BIOHAZARD
Definition game_core.h:973
@ PENICILLIN
Definition game_core.h:975
@ CRITBOOST_CHANCE
Definition game_core.h:968
@ HOT_BODY
Definition game_core.h:972
@ CRITBOOST_DMG
Definition game_core.h:967
@ ORACLE_GIFT
Definition game_core.h:974
@ RUNIC_MAGNET
Definition game_core.h:970
@ VAMPIRISM
Definition game_core.h:969
#define PATH_SEED_BUFSIZE
Definition game_core.h:1344
#define FLOOR_MAX_COLS
Maximum value of cells in a Floor matrix column.
Definition game_core.h:1806
#define ARTIFACTSMAX
Maximum index of artifactClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:539
#define HELAPORDO_PATCH_VERSION
Current patch release.
Definition game_core.h:375
void(* callback_turncounter_fighter_t)(struct Fighter *)
Defines a function pointer returning void and taking a Fighter pointer.
Definition game_core.h:1032
#define HLP_MAX_INDEX
Defines max index for an HLP_Region_Type value.
Definition game_core.h:248
#define SKILLSTOTAL
Definition game_core.h:860
#define ROADFORK_OPTIONS_MAX
Maximum index of roadforkOption, so that the size has to add 1 for the 0th index.
Definition game_core.h:1626
#define ENEMY_SKILL_SLOTS
Definition game_core.h:863
Stat
The different kinds of Stat.
Definition game_core.h:613
@ ENR
Definition game_core.h:617
@ DEF
Definition game_core.h:615
@ VEL
Definition game_core.h:616
@ ATK
Definition game_core.h:614
void(* boost_b_fun)(Boss *, int boost)
Defines a function pointer returning void and taking a Boss pointer and an integer.
Definition game_core.h:1271
void(* effect_e_fun)(Enemy *)
Defines a function pointer returning void and taking a Enemy pointer.
Definition game_core.h:1240
#define COUNTERSMAX
Maximum index of counterIndexes, so that the size has to add 1 for the 0th index.
Definition game_core.h:926
fighterClass
The different kinds of Fighter.
Definition game_core.h:592
@ Archer
Definition game_core.h:594
@ Assassin
Definition game_core.h:596
@ Knight
Definition game_core.h:593
@ Mage
Definition game_core.h:595
#define TREASURE_CLASS_MAX
Maximum index of treasureClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1581
#define BOSSCLASSESMAX
Maximum index of bossClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:732
OP_res OP_res_from_fightResult(fightResult fr)
Returns a OP_res from a fightResult fr.
Definition game_core.c:251
#define BOSS_SKILL_SLOTS
Definition game_core.h:864
HLPD_KeyClass
The different kinds of HLPD_Key.
Definition game_core.h:114
@ HLPD_KEY_DOWN
Definition game_core.h:117
@ HLPD_KEY_UP
Definition game_core.h:115
@ HLPD_KEY_DWNPAGE
Definition game_core.h:119
@ HLPD_KEY_MENU
Definition game_core.h:123
@ HLPD_KEY_LEFT
Definition game_core.h:118
@ HLPD_KEY_UPPAGE
Definition game_core.h:120
@ HLPD_KEY_CONFIRM
Definition game_core.h:121
@ HLPD_KEY_QUIT
Definition game_core.h:122
@ HLPD_KEY_RIGHT
Definition game_core.h:116
#define EQUIPSBAGSIZE
Definition game_core.h:958
#define QUALITIESMAX
Maximum index of quality, so that the size has to add 1 for the 0th index.
Definition game_core.h:1396
#define TURNOP_MAX
Maximum value for turnOption_OP.
Definition game_core.h:2002
Equipzone
The different kinds of equip zones.
Definition game_core.h:938
@ HEAD
Definition game_core.h:939
@ LEGS
Definition game_core.h:941
@ TORSO
Definition game_core.h:940
void(* effect_b_fun)(Boss *)
Defines a function pointer returning void and taking a Boss pointer.
Definition game_core.h:1246
#define HLPD_DIRECTIONALKEYS_SCHEMAS_MAX
Maximum index of HLPD_DirectionalKeys_Schema, so that the size has to add 1 for the 0th index.
Definition game_core.h:166
equipClass
The different kinds of Equip.
Definition game_core.h:1367
@ Helmet
Definition game_core.h:1369
@ Boots
Definition game_core.h:1370
@ Vest
Definition game_core.h:1368
@ Loafers
Definition game_core.h:1373
@ Cape
Definition game_core.h:1371
@ Tophat
Definition game_core.h:1372
HLPD_DirectionalKeys_Schema
The different kinds of schemas available for directional keys.
Definition game_core.h:157
@ HLPD_ARROW_KEYS
Definition game_core.h:158
@ HLPD_WASD_KEYS
Definition game_core.h:160
@ HLPD_VIM_KEYS
Definition game_core.h:159
#define SPECIALSMAX
Maximum index of specialMove per class, so that the size for each Fighter has to add 1 for the 0th in...
Definition game_core.h:820
specialMove
The different kinds of special moves.
Definition game_core.h:798
@ XGrimdagger
Definition game_core.h:811
@ MFlamering
Definition game_core.h:810
@ APoisonshot
Definition game_core.h:805
@ KBerserk
Definition game_core.h:802
@ AQuivercheck
Definition game_core.h:804
@ XVenomblade
Definition game_core.h:814
@ KCover
Definition game_core.h:800
@ XDisguise
Definition game_core.h:813
@ XLeechknife
Definition game_core.h:812
@ KArmordrop
Definition game_core.h:801
@ AFireshot
Definition game_core.h:806
@ MSpellstrike
Definition game_core.h:809
@ AHeadshot
Definition game_core.h:803
@ KSlash
Definition game_core.h:799
@ MPowerup
Definition game_core.h:808
@ MFatewarp
Definition game_core.h:807
#define ROOM_CLASS_MAX
Maximum index of roomClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1669
fighterStatus
The different kinds of fighterStatus.
Definition game_core.h:572
@ Poison
Definition game_core.h:574
@ Frozen
Definition game_core.h:575
@ Burned
Definition game_core.h:576
@ Normal
Definition game_core.h:573
@ Strong
Definition game_core.h:578
@ Weak
Definition game_core.h:577
void(* callback_artifact_t)(struct Fighter *, struct Enemy *, struct Boss *, int isBoss)
Defines a function pointer returning void and taking a WINDOW, a Fighter, a Enemy,...
Definition game_core.h:1067
roadforkOption
The different kinds of Roadfork.
Definition game_core.h:1615
@ ROADFORK_ROADFORK
Definition game_core.h:1620
@ ROADFORK_SHOP
Definition game_core.h:1617
@ ROADFORK_TREASURE
Definition game_core.h:1618
@ ROADFORK_BOSS
Definition game_core.h:1616
@ ROADFORK_ENEMIES
Definition game_core.h:1619
foeTurnOption_OP
The different kinds of foeTurnOption_OP.
Definition game_core.h:2024
@ FOE_OP_IDLE
Definition game_core.h:2026
@ FOE_OP_INVALID
Definition game_core.h:2025
@ FOE_OP_FIGHT
Definition game_core.h:2027
@ FOE_OP_SPECIAL
Definition game_core.h:2028
#define WINCON_CLASS_MAX
Maximum index of winconClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1327
#define FOES_BOSSES_MAX
Maximum number of bosses when in a FoeParty.
Definition game_core.h:1687
turnOption_OP
The different kinds of turnOption_OP.
Definition game_core.h:1968
@ OP_DEBUG
Definition game_core.h:1982
@ OP_ARTIFACTS
Definition game_core.h:1976
@ OP_FIGHT
Definition game_core.h:1972
@ OP_INVALID
Definition game_core.h:1971
@ OP_LOAD_HOMEROOM
Definition game_core.h:1984
@ OP_SKILL
Definition game_core.h:1985
@ OP_CHANGE_OPTIONS
Definition game_core.h:1986
@ OP_STATS
Definition game_core.h:1979
@ OP_SAVE
Definition game_core.h:1980
@ OP_LOAD_GAME
Definition game_core.h:1970
@ OP_LOAD_ENEMYROOM
Definition game_core.h:1983
@ OP_NEW_GAME
Definition game_core.h:1969
@ OP_SPECIAL
Definition game_core.h:1973
@ OP_PERKS
Definition game_core.h:1978
@ OP_EXPLORE
Definition game_core.h:1981
@ OP_CONSUMABLE
Definition game_core.h:1975
@ OP_QUIT
Definition game_core.h:1974
@ OP_EQUIPS
Definition game_core.h:1977
consumableClass
The different kinds of Consumable.
Definition game_core.h:478
@ Magicbean
Definition game_core.h:484
@ Rock
Definition game_core.h:480
@ Coffee
Definition game_core.h:482
@ Powergem
Definition game_core.h:483
@ Potion
Definition game_core.h:479
@ Bread
Definition game_core.h:481
#define FLOOR_MAX_ROWS
Maximum value of cells in a Floor matrix row.
Definition game_core.h:1812
foePartyClass
The different kinds of FoeParty.
Definition game_core.h:1696
@ Bosses
Definition game_core.h:1698
@ Enemies
Definition game_core.h:1697
#define CHEST_CONSUMABLES_MAX
Maximum number of Consumable held in a chest.
Definition game_core.h:1532
#define EQUIPZONES
Maximum index of Equipzone, so that the size has to add 1 for the 0th index.
Definition game_core.h:947
void(* boost_e_fun)(Enemy *, int boost)
Defines a function pointer returning void and taking a Enemy pointer and an integer.
Definition game_core.h:1265
bossClass
The different kinds of Boss.
Definition game_core.h:721
@ Blue_Troll
Definition game_core.h:722
@ Crawling_Dude
Definition game_core.h:724
@ Doppelganger
Definition game_core.h:726
@ Sr_Warthog
Definition game_core.h:725
@ Headless_Ninja
Definition game_core.h:723
roomClass
The different kinds of Room.
Definition game_core.h:1655
@ BASIC
Definition game_core.h:1663
@ ENEMIES
Definition game_core.h:1656
@ ROADFORK
Definition game_core.h:1660
@ SHOP
Definition game_core.h:1657
@ HOME
Definition game_core.h:1661
@ BOSS
Definition game_core.h:1658
@ TREASURE
Definition game_core.h:1659
@ WALL
Definition game_core.h:1662
#define FOEPARTY_CLASS_MAX
Maximum index of foePartyClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1704
skillType
Definition game_core.h:853
@ SKILL_TYPE_ATKBOOST
Definition game_core.h:854
@ SKILL_TYPE_MAX
Definition game_core.h:857
@ SKILL_TYPE_LAST_UNLOCKABLE
Definition game_core.h:855
@ SKILL_TYPE_IDLE
Definition game_core.h:856
HLP_Region_Type
Defines indexes for all types that are allocated with Koliseo.
Definition game_core.h:210
@ HR_Boss
Definition game_core.h:218
@ HR_countStats
Definition game_core.h:234
@ HR_Room_desc
Definition game_core.h:233
@ HR_Perk
Definition game_core.h:225
@ HR_Treasure
Definition game_core.h:229
@ HR_Turncounter_desc
Definition game_core.h:232
@ HR_Equip
Definition game_core.h:220
@ HR_Skillslot
Definition game_core.h:223
@ HR_Shop
Definition game_core.h:230
@ HR_Path
Definition game_core.h:211
@ HR_Saveslot
Definition game_core.h:235
@ HR_Equipslot
Definition game_core.h:221
@ HR_Specialslot
Definition game_core.h:222
@ HR_Consumable
Definition game_core.h:226
@ HR_BSP_Room
Definition game_core.h:239
@ HR_GameOptions
Definition game_core.h:238
@ HR_Wincon
Definition game_core.h:212
@ HR_Floor
Definition game_core.h:214
@ HR_FoeParty
Definition game_core.h:219
@ HR_loadInfo
Definition game_core.h:242
@ HR_Notification
Definition game_core.h:240
@ HR_Enemy
Definition game_core.h:217
@ HR_Gamestate
Definition game_core.h:236
@ HR_turnOP_args
Definition game_core.h:215
@ HR_RingaBuf
Definition game_core.h:241
@ HR_Artifact
Definition game_core.h:227
@ HR_Turncounter
Definition game_core.h:224
@ HR_Fighter
Definition game_core.h:216
@ HR_Gamescreen
Definition game_core.h:237
@ HR_Roadfork
Definition game_core.h:231
@ HR_Chest
Definition game_core.h:228
@ HR_Room
Definition game_core.h:213
#define EQUIPSMAX
Maximum index of equipClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:1379
winconClass
The different kinds of Wincon.
Definition game_core.h:1318
@ ALL_ARTIFACTS
Collect all the artifacts.
Definition game_core.h:1319
@ FULL_PATH
Finish all the room in your path.
Definition game_core.h:1320
@ ALL_BOSSES
Kill all the bosses once.
Definition game_core.h:1321
#define HLPD_KEYCLASS_MAX
Maximum index of HLPD_KeyClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:129
void(* effect_fun)(Fighter *)
Defines a function pointer returning void and taking a Fighter pointer.
Definition game_core.h:1234
foeTurnOption_OP foeTurnOP_from_foeTurnOption(foeTurnOption ft)
Returns a foeTurnOption_OP from a foeTurnOption.
Definition game_core.c:221
void(* boost_fun)(Fighter *, int boost)
Defines a function pointer returning void and taking a Fighter pointer and an integer.
Definition game_core.h:1259
#define ROOM_ENEMIES_MAX
Maximum number of enemies in a room.
Definition game_core.h:1680
fightResult
The different kinds of fightResult.
Definition game_core.h:2167
@ FIGHTRES_DEATH
Value of fight status indicating the fighter died.
Definition game_core.h:2172
@ FIGHTRES_INVALID
Value of fight status indicating errors in the fight call.
Definition game_core.h:2168
@ FIGHTRES_DMG_DEALT
Value of fight status indicating the enemy was damaded.
Definition game_core.h:2170
@ FIGHTRES_DMG_TAKEN
Value of fight status indicating the fighter was damaded.
Definition game_core.h:2171
@ FIGHTRES_CLASH
Value of fight status indicating damage on both sides occurred.
Definition game_core.h:2174
@ FIGHTRES_NO_DMG
Value of fight status indicating no damage occurred.
Definition game_core.h:2173
@ FIGHTRES_KILL_DONE
Value of fight status indicating the enemy died.
Definition game_core.h:2169
#define EQUIPPERKSMAX
Maximum number of Perk per Equip.
Definition game_core.h:987
chestClass
The different kinds of Chest.
Definition game_core.h:1519
@ CHEST_BEAST
Definition game_core.h:1521
@ CHEST_BASE
Definition game_core.h:1520
#define PERKSMAX
Maximum index of perkClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:981
#define GAMEMODE_MAX
Maximum index of Gamemode, so that the size has to add 1 for the 0th index.
Definition game_core.h:453
#define ENEMYCLASSESMAX
Maximum index of enemyClass, so that the size has to add 1 for the 0th index.
Definition game_core.h:676
#define FIGHT_RES_TOT
Total number of defined fightResult values.
Definition game_core.h:2181
#define HELAPORDO_MAJOR_VERSION
Current major release.
Definition game_core.h:365
OP_res
The different kinds of OP_res.
Definition game_core.h:2063
@ OP_RES_NO_DMG
Value of fight status indicating no damage occurred.
Definition game_core.h:2072
@ OP_RES_KILL_DONE
Value of fight status indicating the enemy died.
Definition game_core.h:2068
@ OP_RES_LOADED_ENEMYROOM
Value of OP_res indicating success in loading a enemyroom.
Definition game_core.h:2074
@ OP_CANNOT_OPEN_SAVEFILE
Definition game_core.h:2067
@ OP_RES_DEATH
Value of fight status indicating the fighter died.
Definition game_core.h:2071
@ OP_RES_DMG_DEALT
Value of fight status indicating the enemy was damaged.
Definition game_core.h:2069
@ INVALID_OP
Definition game_core.h:2065
@ OP_RES_CLASH
Value of fight status indicating damage on both sides occurred.
Definition game_core.h:2073
@ OP_RES_DMG_TAKEN
Value of fight status indicating the fighter was damaged.
Definition game_core.h:2070
@ OP_OK
Definition game_core.h:2064
@ NO_OP
Definition game_core.h:2066
int GS_AUTOSAVE_ON
Global variable for autosave setting.
Definition main.c:51
int G_DEBUG_ROOMTYPE
Global variable for debug roomtype flag.
Definition main.c:42
int G_FASTQUIT_ON
Global variable for fast quit flag.
Definition main.c:40
char * G_SEEDED_RUN_ARG
Global variable for seeded run flag, set to the passed string argument.
Definition main.c:61
int G_DEBUG_ENEMYTYPE_ON
Global variable for debug enemy flag.
Definition main.c:46
int G_USE_DEFAULT_BACKGROUND
Global variable for using terminal default color.
Definition main.c:54
Koliseo * support_kls
Global variable for support Koliseo.
Definition main.c:66
int G_SEEDED_RUN_ON
Global variable for seeded run flag.
Definition main.c:60
int G_USE_VIM_DIRECTIONAL_KEYS
Global variable for using vim-like directional keys.
Definition main.c:55
Koliseo * default_kls
Global variable for default Koliseo.
Definition main.c:64
int G_DEBUG_ON
Global variable for debug flag.
Definition main.c:37
int G_PRELOAD_ANIMATIONS_ON
TODO Remove mentions of this.
Definition main.c:36
int G_DEBUG_ENEMYTYPE
Global variable for debug enemy in ENEMIES roomtype flag.
Definition main.c:45
int G_GODMODE_ON
Global variable for godmode flag.
Definition main.c:41
char * G_DEBUG_ROOMTYPE_ARG
Global variable for debug room flag, set to the passed string argument.
Definition main.c:44
int G_USE_WASD_DIRECTIONAL_KEYS
Global variable for using WASD directional keys.
Definition main.c:56
int G_USE_CURRENTDIR
Global variable for using current directory to store game run files.
Definition main.c:53
Koliseo * temporary_kls
Global variable for temporary Koliseo.
Definition main.c:65
Gamemode GAMEMODE
Global variable for gamemode flag.
Definition main.c:63
char * G_DEBUG_ENEMYTYPE_ARG
Global variable for debug enemy flag, set to the passed string argument.
Definition main.c:47
int G_DOTUTORIAL_ON
Global variable for a tutorial launch.
Definition main.c:49
int64_t G_RNG_ADVANCEMENTS
Global variable used to count advancements of the rng.
Definition main.c:58
int G_LOG_ON
Global variable for debug logging flag.
Definition main.c:38
int G_DEBUG_ROOMTYPE_ON
Global variable for debug room flag.
Definition main.c:43
Gamestate * G_GAMESTATE
Global variable used to store Gamestate address when KLS_Region is not available.
Definition main.c:33
int G_EXPERIMENTAL_ON
Global variable for experimental features flag.
Definition main.c:39
Represents the entity initialised from a artifactClass.
Definition game_core.h:545
char desc[50]
Description string.
Definition game_core.h:548
char name[25]
Name string.
Definition game_core.h:547
int innerValue
Indicates interal state of the item when needed.
Definition game_core.h:551
int qty
Indicates how many copies of the artifact the instance of this class holds.
Definition game_core.h:549
int active
Flag used to mark instance whose function pointer has been called already.
Definition game_core.h:550
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:552
Holds the base stats for a fighterClass.
Definition game_core.h:631
int level
Level value.
Definition game_core.h:637
int totallevelxp
Xp value needed to level up from current level.
Definition game_core.h:639
int hp
Hp value.
Definition game_core.h:633
int def
Def value.
Definition game_core.h:635
int totalhp
Total hp value.
Definition game_core.h:641
int atk
Atk value.
Definition game_core.h:634
int totalenergy
Total energy value.
Definition game_core.h:642
int currentlevelxp
Total xp value for current level.
Definition game_core.h:640
int totalxp
Lifetime xp value.
Definition game_core.h:638
int totalstamina
Total stamina value.
Definition game_core.h:643
int vel
Vel value.
Definition game_core.h:636
Holds the base stats for a bossClass.
Definition game_core.h:747
int totalstamina
Total stamina value.
Definition game_core.h:758
int totalenergy
Total energy value.
Definition game_core.h:757
int totalhp
Total hp value.
Definition game_core.h:755
int hp
Hp value.
Definition game_core.h:749
int atk
Atk value.
Definition game_core.h:750
int xp
Xp value given on death.
Definition game_core.h:754
int def
Def value.
Definition game_core.h:751
int vel
Vel value.
Definition game_core.h:752
int beast
Flag used for "beast" enemies.
Definition game_core.h:756
int level
Level value.
Definition game_core.h:753
Represents the entity initialised from a bossClass.
Definition game_core.h:1198
int totalstamina
Full stamina value.
Definition game_core.h:1213
int hp
Current hp value.
Definition game_core.h:1200
int atk
Current atk value.
Definition game_core.h:1201
struct Turncounter * counters[COUNTERSMAX+1]
Array with all the Turncounter pointers.
Definition game_core.h:1219
int level
Level value.
Definition game_core.h:1204
int turnboost_vel
Current temp boost value for vel.
Definition game_core.h:1222
int stamina
Current stamina value.
Definition game_core.h:1212
int totalenergy
Full energy value.
Definition game_core.h:1210
int beast
Flag defining the instance as "beast" if set.
Definition game_core.h:1216
int vel
Current vel value.
Definition game_core.h:1203
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:1226
int energy
Current energy value.
Definition game_core.h:1209
Skillslot * skills[BOSS_SKILL_SLOTS+1]
Array with all the Skillslot.
Definition game_core.h:1218
int turnboost_atk
Current temp boost value for atk.
Definition game_core.h:1220
int turnboost_enr
Current temp boost value for enr.
Definition game_core.h:1223
fighterStatus status
Defines active fighterStatus.
Definition game_core.h:1215
int turnboost_def
Current temp boost value for def.
Definition game_core.h:1221
int totalhp
Full hp value.
Definition game_core.h:1207
int xp
Xp value given on death.
Definition game_core.h:1206
int prize
Amount of currency dropped on defeat.
Definition game_core.h:1225
int def
Current def value.
Definition game_core.h:1202
int luck
Luck value.
Definition game_core.h:1205
Represents the entity initialised from a chestClass.
Definition game_core.h:1551
char desc[80]
Description string.
Definition game_core.h:1553
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:1563
Equip * equips[CHEST_EQUIPS_MAX]
The contained equips.
Definition game_core.h:1561
int equipsCount
Defines how many equips the chest contains.
Definition game_core.h:1559
Consumable * consumables[CHEST_CONSUMABLES_MAX]
The contained consumables.
Definition game_core.h:1558
int consumablesCount
Defines how many consumables the chest contains.
Definition game_core.h:1556
Holds a certain qty of a consumableClass.
Definition game_core.h:496
int qty
Indicates how many copies of the consumable the instance of this class holds.
Definition game_core.h:500
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:501
char desc[50]
Contains a brief description of the consumable.
Definition game_core.h:499
char name[25]
Contains the name of the consumable.
Definition game_core.h:498
Holds the base stats for a enemyClass.
Definition game_core.h:691
int beast
Flag used for "beast" enemies.
Definition game_core.h:700
int xp
Xp value given on death.
Definition game_core.h:698
int atk
Atk value.
Definition game_core.h:694
int hp
Hp value.
Definition game_core.h:693
int totalenergy
Total energy value.
Definition game_core.h:701
int totalstamina
Total stamina value.
Definition game_core.h:702
int def
Def value.
Definition game_core.h:695
int totalhp
Total hp value.
Definition game_core.h:699
int vel
Vel value.
Definition game_core.h:696
int level
Level value.
Definition game_core.h:697
Represents the entity initialised from a enemyClass.
Definition game_core.h:1157
int totalenergy
Full energy value.
Definition game_core.h:1170
int energy
Current energy value.
Definition game_core.h:1169
int def
Current def value.
Definition game_core.h:1162
int hp
Current hp value.
Definition game_core.h:1160
Skillslot * skills[ENEMY_SKILL_SLOTS+1]
Array with all the Skillslot.
Definition game_core.h:1178
fighterStatus status
Defines active fighterStatus.
Definition game_core.h:1175
int luck
Luck value.
Definition game_core.h:1165
int level
Level value.
Definition game_core.h:1164
struct Turncounter * counters[COUNTERSMAX+1]
Array with all the Turncounter pointers.
Definition game_core.h:1180
int turnboost_atk
Current temp boost value for atk.
Definition game_core.h:1181
int xp
Xp value given on death.
Definition game_core.h:1166
int index
Defines position inside containing foeParty.
Definition game_core.h:1158
int atk
Current atk value.
Definition game_core.h:1161
int beast
Flag defining the instance as "beast" if set.
Definition game_core.h:1176
int turnboost_enr
Current temp boost value for enr.
Definition game_core.h:1184
int prize
Amount of currency dropped on defeat.
Definition game_core.h:1186
int totalstamina
Full stamina value.
Definition game_core.h:1173
int turnboost_vel
Current temp boost value for vel.
Definition game_core.h:1183
int stamina
Current stamina value.
Definition game_core.h:1172
int turnboost_def
Current temp boost value for def.
Definition game_core.h:1182
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:1187
int totalhp
Full hp value.
Definition game_core.h:1167
int vel
Current vel value.
Definition game_core.h:1163
Represents the entity initialised from a equipClass.
Definition game_core.h:1410
void(* equip_fun)(Fighter *, Enemy *, Path *)
Pointer to temp boost function applying to Enemy, takes a int.
Definition game_core.h:1433
int vel
equip boost vel value
Definition game_core.h:1424
Perk * perks[EQUIPPERKSMAX]
Array of Perk of the instance.
Definition game_core.h:1434
int level
Level value.
Definition game_core.h:1419
int enr
equip boost enr value
Definition game_core.h:1425
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:1435
int atk
equip boost atk value
Definition game_core.h:1422
int qty
Defines how many copies of the equipClass the instance holds.
Definition game_core.h:1415
int perksCount
Defines how many Perk pointers the instance holds.
Definition game_core.h:1428
int cost
Helps giving a coin value when selling or buying the equip.
Definition game_core.h:1430
quality qual
Defines which kind of quality the instances relates to.
Definition game_core.h:1432
int def
equip boost def value
Definition game_core.h:1423
char name[25]
Name string.
Definition game_core.h:1413
char desc[50]
Description string.
Definition game_core.h:1414
int bonus
Defines how many pointers to bonus functions the instance holds.
Definition game_core.h:1427
int equipped
Flag indicating the instance as currently in use if set.
Definition game_core.h:1417
Equipzone type
Defines which kind of Equipzone the instance relates to.
Definition game_core.h:1412
Represents the entity containing an Equip instance.
Definition game_core.h:1465
Equipzone type
Defines which kind of Equipzone the instance relates to.
Definition game_core.h:1468
Equip * item
Pointer to the Equip instance associated.
Definition game_core.h:1470
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:1469
char * desc
Description string.
Definition game_core.h:1467
int active
Flag indicating the instance as currently ready to use if set.
Definition game_core.h:1466
Represents the entity initialised from a fighterClass.
Definition game_core.h:1087
int equipboost_atk
Current equip boost value for atk.
Definition game_core.h:1131
int turnboost_def
Current temp boost value for def.
Definition game_core.h:1111
int level
Current level value.
Definition game_core.h:1094
countStats * stats
Pointer to countStats instance.
Definition game_core.h:1136
struct Artifact * artifactsBag[ARTIFACTSMAX+1]
Array with all the Artifacts found.
Definition game_core.h:1121
int vel
Current vel value.
Definition game_core.h:1093
int equipsBagOccupiedSlots
Keeps track of how many slots are occupied.
Definition game_core.h:1123
int energy
Current energy value.
Definition game_core.h:1102
Perk * perks[PERKSMAX+1]
Array with all the Perk.
Definition game_core.h:1116
int floor_y
Current y position in floor.
Definition game_core.h:1143
int permboost_vel
Current temp boost value for vel.
Definition game_core.h:1128
int equipboost_enr
Current equip boost value for enr.
Definition game_core.h:1134
Skillslot * skills[FIGHTER_SKILL_SLOTS+1]
Array with all the Skillslot.
Definition game_core.h:1107
int permboost_def
Current temp boost value for def.
Definition game_core.h:1127
int earliestBagSlot
Keeps track of first available spot.
Definition game_core.h:1124
int def
Current def value.
Definition game_core.h:1092
int turnboost_vel
Current temp boost value for vel.
Definition game_core.h:1112
int totalhp
Full hp value.
Definition game_core.h:1099
int luck
Current luck value.
Definition game_core.h:1095
int permboost_atk
Current temp boost value for atk.
Definition game_core.h:1126
struct Equip * equipsBag[EQUIPSBAGSIZE+1]
Array with all the Equip found.
Definition game_core.h:1119
fighterStatus status
Defines active fighterStatus.
Definition game_core.h:1100
struct Turncounter * counters[COUNTERSMAX+1]
Array with all the Turncounter pointers.
Definition game_core.h:1109
int keys_balance
Amount of keys owned.
Definition game_core.h:1139
int atk
Current atk value.
Definition game_core.h:1091
int equipboost_vel
Current equip boost value for vel.
Definition game_core.h:1133
int permboost_enr
Current temp boost value for enr.
Definition game_core.h:1129
int floor_x
Current x position in floor.
Definition game_core.h:1142
Consumable * consumablesBag[CONSUMABLESMAX+1]
Array with all the Consumables found.
Definition game_core.h:1120
char name[FIGHTER_NAME_BUFSIZE]
Name string.
Definition game_core.h:1088
char sprite[8][20]
Char matrix to hold the encoded sprite.
Definition game_core.h:1140
int turnboost_enr
Current temp boost value for enr.
Definition game_core.h:1113
int totalstamina
Full stamina value.
Definition game_core.h:1105
int totalxp
Lifetime xp value.
Definition game_core.h:1096
int equipboost_def
Current equip boost value for def.
Definition game_core.h:1132
int balance
Amount of currency owned.
Definition game_core.h:1138
int hp
Current hp value.
Definition game_core.h:1090
int currentlevelxp
Xp gained for the current level.
Definition game_core.h:1097
Specialslot * specials[SPECIALSMAX+1]
Array with all the Specialslot.
Definition game_core.h:1106
int totalenergy
Full energy value.
Definition game_core.h:1103
int totallevelxp
Xp needed to level up.
Definition game_core.h:1098
int perksCount
Keeps track of how many perks are active.
Definition game_core.h:1115
struct Equipslot * equipslots[EQUIPZONES+1]
Array with all the Equipslot.
Definition game_core.h:1118
int turnboost_atk
Current temp boost value for atk.
Definition game_core.h:1110
int stamina
Current stamina value.
Definition game_core.h:1104
Represents the entity initialised from a floorClass.
Definition game_core.h:1819
int explored_area
Holds how many cells we explored.
Definition game_core.h:1830
Room * rooms_matrix[FLOOR_MAX_COLS][FLOOR_MAX_ROWS]
Pointer matrix for rooms of this floor.
Definition game_core.h:1827
int area
Holds how many cells we succesfully random walked.
Definition game_core.h:1826
int index
The floor's own number.
Definition game_core.h:1821
roomClass roomclass_layout[FLOOR_MAX_COLS][FLOOR_MAX_ROWS]
roomClass matrix for class value for rooms of this floor.
Definition game_core.h:1828
int floor_layout[FLOOR_MAX_COLS][FLOOR_MAX_ROWS]
Defines the layout for the Floor (which cells are actually filled).
Definition game_core.h:1825
int explored_matrix[FLOOR_MAX_COLS][FLOOR_MAX_ROWS]
Int matrix for explored value for rooms of this floor.
Definition game_core.h:1829
bool from_bsp
Flag for floors generated using bsp.
Definition game_core.h:1831
char * desc
Description string.
Definition game_core.h:1822
Holds the base stats for a foePartyClass.
Definition game_core.h:1743
int level
Defines level of the FoeParty.
Definition game_core.h:1745
Represents the entity initialised from a foePartyClass.
Definition game_core.h:1719
int size
Number of members in the FoeParty.
Definition game_core.h:1730
int turnboost_enr
Current temp boost value for enr.
Definition game_core.h:1726
int alive_bosses[FOES_BOSSES_MAX+1]
Array of integers with 1 for alive bosses in that position.
Definition game_core.h:1734
int alive_enemies[ROOM_ENEMIES_MAX+1]
Array of integers with 1 for alive enemies in that position.
Definition game_core.h:1733
int current_index
Index of current foe advancement.
Definition game_core.h:1732
int turnboost_def
Current temp boost value for def.
Definition game_core.h:1724
int turnboost_atk
Current temp boost value for atk.
Definition game_core.h:1723
Enemy * enemy_foes[ROOM_ENEMIES_MAX+1]
Array of pointers to all enemies in a room.
Definition game_core.h:1727
int tot_alive
Number of alive members of the FoeParty.
Definition game_core.h:1731
int turnboost_vel
Current temp boost value for vel.
Definition game_core.h:1725
int level
Level for the whole FoeParty.
Definition game_core.h:1721
Boss * boss_foes[FOES_BOSSES_MAX+1]
Array of pointers to all enemies in a room.
Definition game_core.h:1729
struct Turncounter * counters[COUNTERSMAX+1]
Array with all the Turncounter pointers.
Definition game_core.h:1722
Holds options useful for user runtime preferences.
Definition game_core.h:195
HLPD_DirectionalKeys_Schema directional_keys_schema
Definition game_core.h:198
bool use_default_background
Definition game_core.h:196
bool do_autosave
Definition game_core.h:197
Holds arguments for a game.
Definition game_core.h:1893
int current_enemy_index
Keeps track of current enemy index.
Definition game_core.h:1903
Wincon * wincon
Keeps track of current Wincon.
Definition game_core.h:1904
GameOptions * options
Keeps track of current options.
Definition game_core.h:1923
bool is_seeded
Denotes if the current game was started with a set seed.
Definition game_core.h:1925
Path * path
Keeps track of current Path.
Definition game_core.h:1906
Floor * current_floor
Pointer to current floor, initialised when gamemode==Rogue.
Definition game_core.h:1912
int current_fighters
Keeps track of Fighter number for the game.
Definition game_core.h:1899
roomClass current_roomtype
Keeps track of current room type.
Definition game_core.h:1900
Fighter * player
Keeps track of current Player.
Definition game_core.h:1908
int current_room_index
Keeps track of current room index.
Definition game_core.h:1901
clock_t start_time
Keeps track of game start time.
Definition game_core.h:1895
Room * current_room
Pointer to current room.
Definition game_core.h:1913
countStats * stats
Keeps track of stats for the game.
Definition game_core.h:1897
Gamemode gamemode
Keeps track of current Gamemode.
Definition game_core.h:1910
Holds a set of HLPD_Key to use for cardinal direction movement.
Definition game_core.h:178
HLPD_Key down
Definition game_core.h:181
HLPD_Key left
Definition game_core.h:182
HLPD_Key up
Definition game_core.h:179
HLPD_Key right
Definition game_core.h:180
Holds info about a keybind for the game.
Definition game_core.h:141
int val
Definition game_core.h:142
Holds text for a notification.
Definition game_core.h:2220
bool displayed
Definition game_core.h:2223
int8_t color
Definition game_core.h:2222
char buf[NOTIFICATION_BUFFER_SIZE+1]
Definition game_core.h:2221
Holds the state of game progression.
Definition game_core.h:1351
Wincon * win_condition
Defines the win condition for the current game.
Definition game_core.h:1355
int luck
Defines global luck value.
Definition game_core.h:1353
int length
Defines how many rooms there are in total.
Definition game_core.h:1352
int64_t * rng_advancements
Pointer to current advancements for rng.
Definition game_core.h:1358
char seed[PATH_SEED_BUFSIZE+1]
Contains seed for current run.
Definition game_core.h:1357
int prize
Defines the reward for getting to length.
Definition game_core.h:1354
Saveslot * current_saveslot
Defines current Saveslot for the game.
Definition game_core.h:1356
Represents the entity initialised from a perkClass.
Definition game_core.h:1005
int innerValue
Contains an integer for perks that need a state.
Definition game_core.h:1009
char desc[50]
Description string.
Definition game_core.h:1008
char name[25]
Name string.
Definition game_core.h:1007
Represents the entity initialised from a roadforkClass.
Definition game_core.h:1641
roadforkOption options[2]
Defines which choices the fork has.
Definition game_core.h:1645
char * desc
Description string.
Definition game_core.h:1643
Represents the entity initialised from a roomClass.
Definition game_core.h:1764
int index
The room's own number.
Definition game_core.h:1766
Enemy * enemies[ROOM_ENEMIES_MAX]
Array for enemies.
Definition game_core.h:1776
Shop * shop
The shop pointer, initialised for rooms of class SHOP.
Definition game_core.h:1770
Boss * boss
The boss pointer, initialised for rooms of class BOSS.
Definition game_core.h:1774
char * desc
Description string.
Definition game_core.h:1767
int enemyTotal
Total number of enemies initialised in enemies array.
Definition game_core.h:1775
Treasure * treasure
The treasure pointer, initialised for rooms of class TREASURE.
Definition game_core.h:1772
FoeParty * foes
The FoeParty pointer, initialised for rooms of class ENEMIES.
Definition game_core.h:1777
Roadfork * roadfork
The roadfork pointer, initialised for rooms of class ROADFORK.
Definition game_core.h:1771
Holds arguments for a saveslot.
Definition game_core.h:404
char name[50]
Name string for the saveslot.
Definition game_core.h:405
char save_path[255]
Path to savefile.
Definition game_core.h:406
int index
Index of saveslot.
Definition game_core.h:407
Represents a shop instance.
Definition game_core.h:1497
int consumablesCount
Total number of consumables for sale, includes quantity for each kind of consumable.
Definition game_core.h:1506
Consumable * consumables[CONSUMABLE_SHOP_MAX]
Array for consumables on sale.
Definition game_core.h:1508
int itemCount
Total number of items for sale.
Definition game_core.h:1500
char * desc
Description string.
Definition game_core.h:1499
int consumablePrices[CONSUMABLE_SHOP_MAX]
Array for consumables prices.
Definition game_core.h:1509
int equipsCount
Total number of equips for sale.
Definition game_core.h:1502
Equip * equips[EQUIP_SHOP_MAX]
Array for equips on sale.
Definition game_core.h:1503
int uniqueConsumablesCount
Total of unique consumables for sale.
Definition game_core.h:1507
int equipPrices[EQUIP_SHOP_MAX]
Array for equips prices.
Definition game_core.h:1504
Holds state for a skillType.
Definition game_core.h:891
int cost
Cost of use.
Definition game_core.h:896
char desc[80]
Desc string.
Definition game_core.h:895
char name[80]
Name string.
Definition game_core.h:894
int enabled
Flag defining if the current slot is initialised.
Definition game_core.h:892
Holds state for a Fighter specials.
Definition game_core.h:845
specialMove move
Defines which kind of specialMove the slot is holding.
Definition game_core.h:847
char name[80]
Name string.
Definition game_core.h:848
int cost
Cost of use.
Definition game_core.h:850
int enabled
Flag defining if the current slot is initialised.
Definition game_core.h:846
char desc[80]
Desc string.
Definition game_core.h:849
Represents the entity initialised from a treasureClass.
Definition game_core.h:1597
Chest * chest
The treasure Chest, initialised if class == TREASURE_CHEST.
Definition game_core.h:1603
Artifact * artifact
The treasure Artifact, initialised if class == TREASURE_ARTIFACT.
Definition game_core.h:1605
Consumable * consumable
The treasure Consumable, initialised if class == TREASURE_CONSUMABLE.
Definition game_core.h:1604
char desc[80]
Description string.
Definition game_core.h:1599
Represents the entity initialised from a CounterType.
Definition game_core.h:1297
void(* boost_e_fun)(Enemy *, int)
Pointer to temp boost function applying to Enemy, takes a int.
Definition game_core.h:1307
void(* boost_fp_fun)(struct FoeParty *, int)
Pointer to temp boost function applying to FoeParty, takes a int.
Definition game_core.h:1309
void(* effect_fun)(Fighter *)
Pointer to effect function applying to Fighter.
Definition game_core.h:1302
int count
Defines the current count.
Definition game_core.h:1298
void(* effect_fp_fun)(struct FoeParty *)
Pointer to effect function applying to FoeParty.
Definition game_core.h:1305
Countertype type
Defines which kind of Countertype the instance relates to.
Definition game_core.h:1301
char * desc
Description string.
Definition game_core.h:1299
void(* effect_b_fun)(Boss *)
Pointer to effect function applying to Boss.
Definition game_core.h:1304
void(* boost_fun)(Fighter *, int)
Pointer to temp boost function applying to Fighter, takes a int.
Definition game_core.h:1306
void(* effect_e_fun)(Enemy *)
Pointer to effect function applying to Enemy.
Definition game_core.h:1303
int innerValue
Contains an integer for counters that need a state.
Definition game_core.h:1300
void(* boost_b_fun)(Boss *, int)
Pointer to temp boost function applying to Boss, takes a int.
Definition game_core.h:1308
Defines the entity initialised from a winconClass.
Definition game_core.h:1332
int current_val
Defines the current progress.
Definition game_core.h:1334
int target_val
Defines the total progress.
Definition game_core.h:1335
Holds the lifetime stats of the player.
Definition game_core.h:775
int enemieskilled
How many enemies were defeated.
Definition game_core.h:776
int coinsfound
How many coins you found in total.
Definition game_core.h:784
int roomscompleted
How many rooms were completed.
Definition game_core.h:781
int equipsfound
How many equips were found.
Definition game_core.h:778
int criticalhits
How many criticals were dealt.
Definition game_core.h:780
int consumablesfound
How many consumabls were found.
Definition game_core.h:777
int unique_bosseskilled
How many unique bosses were defeated.
Definition game_core.h:786
int artifactsfound
How many artifacts were found.
Definition game_core.h:779
int killed_bosses[BOSSCLASSESMAX+1]
Keeps track of which bossClass you've killed.
Definition game_core.h:787
int bosseskilled
How many bosses were defeated.
Definition game_core.h:785
int keysfound
How many keys you found in total.
Definition game_core.h:788
int specialsunlocked
How many special move were unlocked.
Definition game_core.h:783
int floorscompleted
How many floors were completed.
Definition game_core.h:782
Contains loaded values to pass to initRoom().
Definition game_core.h:1872
int total_foes
Definition game_core.h:1877
int done_loading
Definition game_core.h:1875
saveType save_type
Definition game_core.h:1881
Enemy * loaded_enemy
Definition game_core.h:1878
int * ptr_to_roomindex
Definition game_core.h:1880
int enemy_index
Definition game_core.h:1876
int * ptr_to_roomtotalenemies
Definition game_core.h:1879
int is_new_game
Definition game_core.h:1874
Holds arguments for a turnOption_OP.
Definition game_core.h:2098
Enemy * enemy
Pointer to Enemy for OP.
Definition game_core.h:2103
foeTurnOption_OP foe_op
Picked FoeTurnOption_OP, initialised only for some OPs.
Definition game_core.h:2118
loadInfo * load_info
Pointer to loadInfo for OP.
Definition game_core.h:2102
Path * path
Pointer to Rath for OP.
Definition game_core.h:2100
skillType picked_skill
Picked skillType, initialised only for OP_SKILL.
Definition game_core.h:2119
Fighter * actor
Pointer to Fighter actor for the OP.
Definition game_core.h:2099
FILE * save_file
Pointer to savefile for OP.
Definition game_core.h:2105
Boss * boss
Pointer to Boss for OP.
Definition game_core.h:2104
RingaBuf * rb_notifications
Pointer to RingaBuf for notifications for OP.
Definition game_core.h:2115
Koliseo_Temp * t_kls
Pointer to Koliseo_Temp for OP.
Definition game_core.h:2116
Room * room
Pointer to Room for OP.
Definition game_core.h:2101
Gamestate * gmst
Pointer to Gamestate for OP.
Definition game_core.h:2117