helapordo 1.4.15
Loading...
Searching...
No Matches
game_rl.h File Reference
#include "../utils/game_utils.h"
#include "../core/sprites.h"
#include "../utils/turn_op.h"
#include "../core/game_animations.h"
#include "../utils/rooms.h"
#include <raymath.h>
Include dependency graph for game_rl.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  Gui_Button
struct  Gui_Theme
struct  Gui_Button_Group
struct  Gui_Button_Layout
struct  Gui_State

Macros

#define MIN(a, b)
 Macro used to calculate the scale of render texture.
#define GUI_TXTFIELD_GROUP_BUTTONS_MAX   BUTTON_NAME_TXTFIELD
#define GUI_TXTFIELD_GROUP_BOX_COLOR   { 200, 200, 200, 255 }
#define GUI_TXTFIELD_GROUP_TEXT_COLOR   { 0, 0, 0, 255 }
#define GUI_GAMEPICK_GROUP_BUTTONS_MAX   BUTTON_LOAD_GAME
#define GUI_GAMEPICK_GROUP_BOX_COLOR   { 0, 117, 44, 255 }
#define GUI_GAMEPICK_GROUP_TEXT_COLOR   { 80, 80, 80, 255 }
#define GUI_CLASSPICK_GROUP_BUTTONS_MAX   BUTTON_CLASS_ASSASSIN
#define GUI_CLASSPICK_GROUP_BOX_COLOR   GUI_GAMEPICK_GROUP_BOX_COLOR
#define GUI_CLASSPICK_GROUP_TEXT_COLOR   GUI_GAMEPICK_GROUP_TEXT_COLOR
#define GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX   BUTTON_SAVESLOT_3
#define GUI_SAVESLOTPICK_GROUP_BOX_COLOR   GUI_GAMEPICK_GROUP_BOX_COLOR
#define GUI_SAVESLOTPICK_GROUP_TEXT_COLOR   GUI_GAMEPICK_GROUP_TEXT_COLOR
#define GUI_SHOP_LAYOUT_GROUPS_MAX   SHOP_LAYOUT_OTHERS_GROUP
#define GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX   BUTTON_SELL_ALL
#define GUI_SHOP_OTHERS_GROUP_BOX_COLOR   { 0, 117, 44, 255 }
#define GUI_SHOP_OTHERS_GROUP_TEXT_COLOR   { 80, 80, 80, 255 }
#define GUI_FIGHT_GROUP_BUTTONS_MAX   BUTTON_STATS
#define GUI_FIGHT_GROUP_BOX_COLOR   GUI_GAMEPICK_GROUP_BOX_COLOR
#define GUI_FIGHT_GROUP_TEXT_COLOR   GUI_GAMEPICK_GROUP_TEXT_COLOR
#define GUI_SPECIAL_GROUP_BUTTONS_MAX   BUTTON_SPECIAL_4
#define GUI_SPECIAL_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR
#define GUI_SPECIAL_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR
#define GUI_EQUIPS_GROUP_BUTTONS_MAX   BUTTON_CHECK_LOADOUT
#define GUI_EQUIPS_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR
#define GUI_EQUIPS_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR
#define GUI_TREASURE_GROUP_BUTTONS_MAX   BUTTON_LEAVE_TREASURE
#define GUI_TREASURE_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR
#define GUI_TREASURE_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR
#define GUI_DEBUG_GROUP_BUTTONS_MAX   BUTTON_DEBUG
#define GUI_DEBUG_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR
#define GUI_DEBUG_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR
#define GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX   DEBUG_FIGHTER_LAYOUT_ARTIFACTSBAG_GROUP

Typedefs

typedef enum Gui_Button_State Gui_Button_State
typedef struct Gui_Button Gui_Button
typedef struct Gui_Theme Gui_Theme
typedef struct Gui_Button_Group Gui_Button_Group
typedef struct Gui_Button_Layout Gui_Button_Layout
typedef enum Gui_TxtField_Group_Button_Index Gui_TxtField_Group_Button_Index
typedef enum Gui_GamePick_Group_Button_Index Gui_GamePick_Group_Button_Index
typedef enum Gui_ClassPick_Group_Button_Index Gui_ClassPick_Group_Button_Index
typedef enum Gui_SaveSlotPick_Group_Button_Index Gui_SaveSlotPick_Group_Button_Index
typedef enum Gui_Shop_Layout_Group_Index Gui_Shop_Layout_Group_Index
typedef enum Gui_Shop_Others_Group_Button_Index Gui_Shop_Others_Group_Button_Index
typedef enum Gui_Fight_Group_Button_Index Gui_Fight_Group_Button_Index
typedef enum Gui_Special_Group_Button_Index Gui_Special_Group_Button_Index
typedef enum Gui_Equips_Group_Button_Index Gui_Equips_Group_Button_Index
typedef enum Gui_Treasure_Group_Button_Index Gui_Treasure_Group_Button_Index
typedef enum Gui_Debug_Group_Button_Index Gui_Debug_Group_Button_Index
typedef enum Gui_Debug_Fighter_Layout_Group_Index Gui_Debug_Fighter_Layout_Group_Index
typedef struct Gui_State Gui_State

Enumerations

enum  Gui_Button_State { BUTTON_NORMAL , BUTTON_HOVER , BUTTON_PRESSED }
enum  Gui_TxtField_Group_Button_Index { BUTTON_CLASS_TXTFIELD , BUTTON_NAME_TXTFIELD }
enum  Gui_GamePick_Group_Button_Index { BUTTON_NEW_GAME , BUTTON_LOAD_GAME }
enum  Gui_ClassPick_Group_Button_Index { BUTTON_CLASS_KNIGHT , BUTTON_CLASS_MAGE , BUTTON_CLASS_ARCHER , BUTTON_CLASS_ASSASSIN }
enum  Gui_SaveSlotPick_Group_Button_Index { BUTTON_SAVESLOT_1 , BUTTON_SAVESLOT_2 , BUTTON_SAVESLOT_3 }
enum  Gui_Shop_Layout_Group_Index { SHOP_LAYOUT_EQUIPS_GROUP , SHOP_LAYOUT_CONSUMABLES_GROUP , SHOP_LAYOUT_OTHERS_GROUP }
enum  Gui_Shop_Others_Group_Button_Index { BUTTON_LEAVE_SHOP , BUTTON_SELL_ALL }
enum  Gui_Fight_Group_Button_Index {
  BUTTON_FIGHT , BUTTON_SPECIAL , BUTTON_EQUIPS , BUTTON_CONSUMABLES ,
  BUTTON_STATS
}
enum  Gui_Special_Group_Button_Index { BUTTON_SPECIAL_1 , BUTTON_SPECIAL_2 , BUTTON_SPECIAL_3 , BUTTON_SPECIAL_4 }
enum  Gui_Equips_Group_Button_Index { BUTTON_OPEN_BAG , BUTTON_CHECK_LOADOUT }
enum  Gui_Treasure_Group_Button_Index { BUTTON_TAKE_TREASURE , BUTTON_LEAVE_TREASURE }
enum  Gui_Debug_Group_Button_Index { BUTTON_DEBUG }
enum  Gui_Debug_Fighter_Layout_Group_Index {
  DEBUG_FIGHTER_LAYOUT_SPECIALSLOTS_GROUP , DEBUG_FIGHTER_LAYOUT_SKILLSLOTS_GROUP , DEBUG_FIGHTER_LAYOUT_TURNCOUNTERS_GROUP , DEBUG_FIGHTER_LAYOUT_PERKS_GROUP ,
  DEBUG_FIGHTER_LAYOUT_EQUIPSLOTS_GROUP , DEBUG_FIGHTER_LAYOUT_EQUIPSBAG_GROUP , DEBUG_FIGHTER_LAYOUT_CONSUMABLESBAG_GROUP , DEBUG_FIGHTER_LAYOUT_ARTIFACTSBAG_GROUP
}

Functions

void handleTutorial (S4C_Color *palette)
 Shows tutorial info.
void setEnemySprite (Enemy *e)
 Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.
void setEquipSprite (Equip *e)
 Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.
void setEquipslotSprite (Equipslot *s)
 Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.
void setConsumableSprite (Consumable *c)
 Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.
void setArtifactSprite (Artifact *a)
 Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.
void setBossSprite (Boss *b)
 Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.
void setFighterSprite (Fighter *f)
 Takes a Fighter pointer and prepares its sprite field by copying it line by line.
void setChestSprite (Chest *c)
 Takes a Chest pointer and prepares its sprite field by copying it line by line.
void ToggleFullScreenWindow (int w_W, int w_H)
void hlpd_draw_notifications (RingaBuf *rb_notifications, Rectangle notifications_rect)
 Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.
void update_GameScreen (Gui_State *gui_state, Floor **current_floor, Path **game_path, Fighter **player, Room **current_room, Gamestate **gamestate, RingaBuf *rb_notifications, int *current_x, int *current_y, int logo_sleep, bool *pause_animation, Koliseo_Temp **floor_kls, KLS_Conf temporary_kls_conf, int *current_anim_frame, loadInfo *load_info, int *saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1], bool is_seeded, int *roomsDone, int *enemyTotal)
void draw_GameScreen_Texture (RenderTexture2D target_txtr, Gui_State gui_state, int fps_target, int current_anim_frame, Floor *current_floor, Path *game_path, Fighter *player, Room *current_room, Gamestate *gamestate, RingaBuf *rb_notifications, int current_x, int current_y, loadInfo *load_info, int saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1])
void fight_Special (specialMove move, Rectangle *w, Fighter *f, Enemy *e, Boss *b, Path *p, int roomIndex, int enemyIndex, int isBoss)
 Takes a specialMove, a Fighter, a Enemy, a Boss and a Path pointers (and integers for current room and enemy indexes) and uses the requested special move.

Variables

Gui_Button txtfield_buttons [GUI_TXTFIELD_GROUP_BUTTONS_MAX+1]
Gui_Button_Group txtfield_buttons_group
Gui_Button gamepick_buttons [GUI_GAMEPICK_GROUP_BUTTONS_MAX+1]
Gui_Button_Group gamepick_buttons_group
Gui_Button classpick_buttons [GUI_CLASSPICK_GROUP_BUTTONS_MAX+1]
Gui_Button_Group classpick_buttons_group
Gui_Button saveslotpick_buttons [GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX+1]
Gui_Button_Group saveslotpick_buttons_group
Gui_Button fight_buttons [GUI_FIGHT_GROUP_BUTTONS_MAX+1]
Gui_Button_Group fight_buttons_group
Gui_Button special_buttons [GUI_SPECIAL_GROUP_BUTTONS_MAX+1]
Gui_Button_Group special_buttons_group
Gui_Button equips_buttons [GUI_EQUIPS_GROUP_BUTTONS_MAX+1]
Gui_Button_Group equips_buttons_group
Gui_Button shop_equip_buttons [EQUIP_SHOP_MAX]
Gui_Button shop_consumable_buttons [CONSUMABLE_SHOP_MAX]
Gui_Button shop_other_buttons [GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX+1]
Gui_Button_Group shop_equip_buttons_group
Gui_Button_Group shop_consumable_buttons_group
Gui_Button_Group shop_other_buttons_group
Gui_Button_Groupshop_buttons_groups [GUI_SHOP_LAYOUT_GROUPS_MAX+1]
Gui_Button_Layout shop_buttons_layout
Gui_Button treasure_buttons [GUI_TREASURE_GROUP_BUTTONS_MAX+1]
Gui_Button_Group treasure_buttons_group
Gui_Button debug_buttons [GUI_DEBUG_GROUP_BUTTONS_MAX+1]
Gui_Button_Group debug_buttons_group
Gui_Button debug_fighter_specialslots_buttons [SPECIALSMAX+1]
Gui_Button debug_fighter_skillslots_buttons [FIGHTER_SKILL_SLOTS+1]
Gui_Button debug_fighter_counters_buttons [COUNTERSMAX+1]
Gui_Button debug_fighter_perks_buttons [PERKSMAX+1]
Gui_Button debug_fighter_equipslots_buttons [EQUIPZONES+1]
Gui_Button debug_fighter_equipsbag_buttons [EQUIPSBAGSIZE+1]
Gui_Button debug_fighter_consumablesbag_buttons [CONSUMABLESMAX+1]
Gui_Button debug_fighter_artifactsbag_buttons [ARTIFACTSMAX+1]
Gui_Button_Group debug_fighter_specialslots_group
Gui_Button_Group debug_fighter_skillslots_group
Gui_Button_Group debug_fighter_counters_group
Gui_Button_Group debug_fighter_perks_group
Gui_Button_Group debug_fighter_equipslots_group
Gui_Button_Group debug_fighter_equipsbag_group
Gui_Button_Group debug_fighter_consumablesbag_group
Gui_Button_Group debug_fighter_artifactsbag_group
Gui_Button_Groupdebug_fighter_groups [GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX+1]
Gui_Button_Layout debug_fighter_buttons_layout

Macro Definition Documentation

◆ GUI_CLASSPICK_GROUP_BOX_COLOR

#define GUI_CLASSPICK_GROUP_BOX_COLOR   GUI_GAMEPICK_GROUP_BOX_COLOR

◆ GUI_CLASSPICK_GROUP_BUTTONS_MAX

#define GUI_CLASSPICK_GROUP_BUTTONS_MAX   BUTTON_CLASS_ASSASSIN

◆ GUI_CLASSPICK_GROUP_TEXT_COLOR

#define GUI_CLASSPICK_GROUP_TEXT_COLOR   GUI_GAMEPICK_GROUP_TEXT_COLOR

◆ GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX

#define GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX   DEBUG_FIGHTER_LAYOUT_ARTIFACTSBAG_GROUP

◆ GUI_DEBUG_GROUP_BOX_COLOR

#define GUI_DEBUG_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR

◆ GUI_DEBUG_GROUP_BUTTONS_MAX

#define GUI_DEBUG_GROUP_BUTTONS_MAX   BUTTON_DEBUG

◆ GUI_DEBUG_GROUP_TEXT_COLOR

#define GUI_DEBUG_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR

◆ GUI_EQUIPS_GROUP_BOX_COLOR

#define GUI_EQUIPS_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR

◆ GUI_EQUIPS_GROUP_BUTTONS_MAX

#define GUI_EQUIPS_GROUP_BUTTONS_MAX   BUTTON_CHECK_LOADOUT

◆ GUI_EQUIPS_GROUP_TEXT_COLOR

#define GUI_EQUIPS_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR

◆ GUI_FIGHT_GROUP_BOX_COLOR

#define GUI_FIGHT_GROUP_BOX_COLOR   GUI_GAMEPICK_GROUP_BOX_COLOR

◆ GUI_FIGHT_GROUP_BUTTONS_MAX

#define GUI_FIGHT_GROUP_BUTTONS_MAX   BUTTON_STATS

◆ GUI_FIGHT_GROUP_TEXT_COLOR

#define GUI_FIGHT_GROUP_TEXT_COLOR   GUI_GAMEPICK_GROUP_TEXT_COLOR

◆ GUI_GAMEPICK_GROUP_BOX_COLOR

#define GUI_GAMEPICK_GROUP_BOX_COLOR   { 0, 117, 44, 255 }

◆ GUI_GAMEPICK_GROUP_BUTTONS_MAX

#define GUI_GAMEPICK_GROUP_BUTTONS_MAX   BUTTON_LOAD_GAME

◆ GUI_GAMEPICK_GROUP_TEXT_COLOR

#define GUI_GAMEPICK_GROUP_TEXT_COLOR   { 80, 80, 80, 255 }

◆ GUI_SAVESLOTPICK_GROUP_BOX_COLOR

#define GUI_SAVESLOTPICK_GROUP_BOX_COLOR   GUI_GAMEPICK_GROUP_BOX_COLOR

◆ GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX

#define GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX   BUTTON_SAVESLOT_3

◆ GUI_SAVESLOTPICK_GROUP_TEXT_COLOR

#define GUI_SAVESLOTPICK_GROUP_TEXT_COLOR   GUI_GAMEPICK_GROUP_TEXT_COLOR

◆ GUI_SHOP_LAYOUT_GROUPS_MAX

#define GUI_SHOP_LAYOUT_GROUPS_MAX   SHOP_LAYOUT_OTHERS_GROUP

◆ GUI_SHOP_OTHERS_GROUP_BOX_COLOR

#define GUI_SHOP_OTHERS_GROUP_BOX_COLOR   { 0, 117, 44, 255 }

◆ GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX

#define GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX   BUTTON_SELL_ALL

◆ GUI_SHOP_OTHERS_GROUP_TEXT_COLOR

#define GUI_SHOP_OTHERS_GROUP_TEXT_COLOR   { 80, 80, 80, 255 }

◆ GUI_SPECIAL_GROUP_BOX_COLOR

#define GUI_SPECIAL_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR

◆ GUI_SPECIAL_GROUP_BUTTONS_MAX

#define GUI_SPECIAL_GROUP_BUTTONS_MAX   BUTTON_SPECIAL_4

◆ GUI_SPECIAL_GROUP_TEXT_COLOR

#define GUI_SPECIAL_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR

◆ GUI_TREASURE_GROUP_BOX_COLOR

#define GUI_TREASURE_GROUP_BOX_COLOR   GUI_FIGHT_GROUP_BOX_COLOR

◆ GUI_TREASURE_GROUP_BUTTONS_MAX

#define GUI_TREASURE_GROUP_BUTTONS_MAX   BUTTON_LEAVE_TREASURE

◆ GUI_TREASURE_GROUP_TEXT_COLOR

#define GUI_TREASURE_GROUP_TEXT_COLOR   GUI_FIGHT_GROUP_TEXT_COLOR

◆ GUI_TXTFIELD_GROUP_BOX_COLOR

#define GUI_TXTFIELD_GROUP_BOX_COLOR   { 200, 200, 200, 255 }

◆ GUI_TXTFIELD_GROUP_BUTTONS_MAX

#define GUI_TXTFIELD_GROUP_BUTTONS_MAX   BUTTON_NAME_TXTFIELD

◆ GUI_TXTFIELD_GROUP_TEXT_COLOR

#define GUI_TXTFIELD_GROUP_TEXT_COLOR   { 0, 0, 0, 255 }

◆ MIN

#define MIN ( a,
b )
Value:
((a) < (b) ? (a) : (b))

Macro used to calculate the scale of render texture.

Typedef Documentation

◆ Gui_Button

typedef struct Gui_Button Gui_Button

◆ Gui_Button_Group

typedef struct Gui_Button_Group Gui_Button_Group

◆ Gui_Button_Layout

typedef struct Gui_Button_Layout Gui_Button_Layout

◆ Gui_Button_State

◆ Gui_ClassPick_Group_Button_Index

◆ Gui_Debug_Fighter_Layout_Group_Index

◆ Gui_Debug_Group_Button_Index

◆ Gui_Equips_Group_Button_Index

◆ Gui_Fight_Group_Button_Index

◆ Gui_GamePick_Group_Button_Index

◆ Gui_SaveSlotPick_Group_Button_Index

◆ Gui_Shop_Layout_Group_Index

◆ Gui_Shop_Others_Group_Button_Index

◆ Gui_Special_Group_Button_Index

◆ Gui_State

typedef struct Gui_State Gui_State

◆ Gui_Theme

typedef struct Gui_Theme Gui_Theme

◆ Gui_Treasure_Group_Button_Index

◆ Gui_TxtField_Group_Button_Index

Enumeration Type Documentation

◆ Gui_Button_State

Enumerator
BUTTON_NORMAL 
BUTTON_HOVER 
BUTTON_PRESSED 

◆ Gui_ClassPick_Group_Button_Index

Enumerator
BUTTON_CLASS_KNIGHT 
BUTTON_CLASS_MAGE 
BUTTON_CLASS_ARCHER 
BUTTON_CLASS_ASSASSIN 

◆ Gui_Debug_Fighter_Layout_Group_Index

Enumerator
DEBUG_FIGHTER_LAYOUT_SPECIALSLOTS_GROUP 
DEBUG_FIGHTER_LAYOUT_SKILLSLOTS_GROUP 
DEBUG_FIGHTER_LAYOUT_TURNCOUNTERS_GROUP 
DEBUG_FIGHTER_LAYOUT_PERKS_GROUP 
DEBUG_FIGHTER_LAYOUT_EQUIPSLOTS_GROUP 
DEBUG_FIGHTER_LAYOUT_EQUIPSBAG_GROUP 
DEBUG_FIGHTER_LAYOUT_CONSUMABLESBAG_GROUP 
DEBUG_FIGHTER_LAYOUT_ARTIFACTSBAG_GROUP 

◆ Gui_Debug_Group_Button_Index

Enumerator
BUTTON_DEBUG 

◆ Gui_Equips_Group_Button_Index

Enumerator
BUTTON_OPEN_BAG 
BUTTON_CHECK_LOADOUT 

◆ Gui_Fight_Group_Button_Index

Enumerator
BUTTON_FIGHT 
BUTTON_SPECIAL 
BUTTON_EQUIPS 
BUTTON_CONSUMABLES 
BUTTON_STATS 

◆ Gui_GamePick_Group_Button_Index

Enumerator
BUTTON_NEW_GAME 
BUTTON_LOAD_GAME 

◆ Gui_SaveSlotPick_Group_Button_Index

Enumerator
BUTTON_SAVESLOT_1 
BUTTON_SAVESLOT_2 
BUTTON_SAVESLOT_3 

◆ Gui_Shop_Layout_Group_Index

Enumerator
SHOP_LAYOUT_EQUIPS_GROUP 
SHOP_LAYOUT_CONSUMABLES_GROUP 
SHOP_LAYOUT_OTHERS_GROUP 

◆ Gui_Shop_Others_Group_Button_Index

Enumerator
BUTTON_LEAVE_SHOP 
BUTTON_SELL_ALL 

◆ Gui_Special_Group_Button_Index

Enumerator
BUTTON_SPECIAL_1 
BUTTON_SPECIAL_2 
BUTTON_SPECIAL_3 
BUTTON_SPECIAL_4 

◆ Gui_Treasure_Group_Button_Index

Enumerator
BUTTON_TAKE_TREASURE 
BUTTON_LEAVE_TREASURE 

◆ Gui_TxtField_Group_Button_Index

Enumerator
BUTTON_CLASS_TXTFIELD 
BUTTON_NAME_TXTFIELD 

Function Documentation

◆ draw_GameScreen_Texture()

void draw_GameScreen_Texture ( RenderTexture2D target_txtr,
Gui_State gui_state,
int fps_target,
int current_anim_frame,
Floor * current_floor,
Path * game_path,
Fighter * player,
Room * current_room,
Gamestate * gamestate,
RingaBuf * rb_notifications,
int current_x,
int current_y,
loadInfo * load_info,
int saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1] )

◆ fight_Special()

void fight_Special ( specialMove move,
Rectangle * w,
Fighter * f,
Enemy * e,
Boss * b,
Path * p,
int roomIndex,
int enemyIndex,
int isBoss )

Takes a specialMove, a Fighter, a Enemy, a Boss and a Path pointers (and integers for current room and enemy indexes) and uses the requested special move.

Prints the result to the passed WINDOW. The isBoss integer determines if the receiver is the Enemy or the Boss.

See also
Fighter
SpecialSlot
SPECIALSMAX
Parameters
moveThe specialMove to execute.
wThe WINDOW pointer to print results to.
fThe Fighter pointer with a equipsBag.
eThe Enemy pointer for current enemy.
bThe Boss pointer.
pThe Path pointer of the current game.
roomIndexThe index of current room.
enemyIndexThe index of current enemy.
isBossIs equal to 1 when receiver is a Boss.

◆ handleTutorial()

void handleTutorial ( S4C_Color * palette)

Shows tutorial info.

See also
gameloop_rl()

◆ hlpd_draw_notifications()

void hlpd_draw_notifications ( RingaBuf * rb_notifications,
Rectangle notifications_rect )

Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.

Parameters
rb_notificationsThe RingaBuf holding the Notification
notifications_rectThe Rectangle used to draw the notifications
See also
Notification
enqueue_notification()

◆ setArtifactSprite()

void setArtifactSprite ( Artifact * a)

Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.

See also
Artifact
gameloop()
artifacts_sprites
Parameters
aThe Artifact pointer whose sprite field will be initialised.

◆ setBossSprite()

void setBossSprite ( Boss * b)

Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.

See also
Boss
initBossStats
bosses_sprites
Parameters
bThe Boss pointer whose sprite field will be initialised.

◆ setChestSprite()

void setChestSprite ( Chest * c)

Takes a Chest pointer and prepares its sprite field by copying it line by line.

See also
Chest
initChest
Parameters
cThe Chest pointer whose sprite field will be initialised.

◆ setConsumableSprite()

void setConsumableSprite ( Consumable * c)

Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.

See also
Consumable
initPlayerStats
consumables_sprites
Parameters
cThe Consumable pointer whose sprite field will be initialised.

◆ setEnemySprite()

void setEnemySprite ( Enemy * e)

Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.

See also
Enemy
initEnemyStats
enemies_sprites
Parameters
eThe Enemy pointer whose sprite field will be initialised.

◆ setEquipslotSprite()

void setEquipslotSprite ( Equipslot * s)

Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.

See also
Equipslot
initEquipSlots()
equipzones_sprites
Parameters
sThe Equipslot pointer whose sprite field will be initialised.

◆ setEquipSprite()

void setEquipSprite ( Equip * e)

Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.

See also
Equip
dropEquip
equips_sprites
Parameters
eThe Equip pointer whose sprite field will be initialised.

◆ setFighterSprite()

void setFighterSprite ( Fighter * f)

Takes a Fighter pointer and prepares its sprite field by copying it line by line.

See also
Fighter
initPlayerStats
Parameters
fThe Fighter pointer whose sprite field will be initialised.

◆ ToggleFullScreenWindow()

void ToggleFullScreenWindow ( int w_W,
int w_H )

◆ update_GameScreen()

void update_GameScreen ( Gui_State * gui_state,
Floor ** current_floor,
Path ** game_path,
Fighter ** player,
Room ** current_room,
Gamestate ** gamestate,
RingaBuf * rb_notifications,
int * current_x,
int * current_y,
int logo_sleep,
bool * pause_animation,
Koliseo_Temp ** floor_kls,
KLS_Conf temporary_kls_conf,
int * current_anim_frame,
loadInfo * load_info,
int * saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1],
bool is_seeded,
int * roomsDone,
int * enemyTotal )

Variable Documentation

◆ classpick_buttons

Gui_Button classpick_buttons[GUI_CLASSPICK_GROUP_BUTTONS_MAX+1]
extern

◆ classpick_buttons_group

Gui_Button_Group classpick_buttons_group
extern

◆ debug_buttons

Gui_Button debug_buttons[GUI_DEBUG_GROUP_BUTTONS_MAX+1]
extern

◆ debug_buttons_group

Gui_Button_Group debug_buttons_group
extern

◆ debug_fighter_artifactsbag_buttons

Gui_Button debug_fighter_artifactsbag_buttons[ARTIFACTSMAX+1]
extern

◆ debug_fighter_artifactsbag_group

Gui_Button_Group debug_fighter_artifactsbag_group
extern

◆ debug_fighter_buttons_layout

Gui_Button_Layout debug_fighter_buttons_layout
extern

◆ debug_fighter_consumablesbag_buttons

Gui_Button debug_fighter_consumablesbag_buttons[CONSUMABLESMAX+1]
extern

◆ debug_fighter_consumablesbag_group

Gui_Button_Group debug_fighter_consumablesbag_group
extern

◆ debug_fighter_counters_buttons

Gui_Button debug_fighter_counters_buttons[COUNTERSMAX+1]
extern

◆ debug_fighter_counters_group

Gui_Button_Group debug_fighter_counters_group
extern

◆ debug_fighter_equipsbag_buttons

Gui_Button debug_fighter_equipsbag_buttons[EQUIPSBAGSIZE+1]
extern

◆ debug_fighter_equipsbag_group

Gui_Button_Group debug_fighter_equipsbag_group
extern

◆ debug_fighter_equipslots_buttons

Gui_Button debug_fighter_equipslots_buttons[EQUIPZONES+1]
extern

◆ debug_fighter_equipslots_group

Gui_Button_Group debug_fighter_equipslots_group
extern

◆ debug_fighter_groups

Gui_Button_Group* debug_fighter_groups[GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX+1]
extern

◆ debug_fighter_perks_buttons

Gui_Button debug_fighter_perks_buttons[PERKSMAX+1]
extern

◆ debug_fighter_perks_group

Gui_Button_Group debug_fighter_perks_group
extern

◆ debug_fighter_skillslots_buttons

Gui_Button debug_fighter_skillslots_buttons[FIGHTER_SKILL_SLOTS+1]
extern

◆ debug_fighter_skillslots_group

Gui_Button_Group debug_fighter_skillslots_group
extern

◆ debug_fighter_specialslots_buttons

Gui_Button debug_fighter_specialslots_buttons[SPECIALSMAX+1]
extern

◆ debug_fighter_specialslots_group

Gui_Button_Group debug_fighter_specialslots_group
extern

◆ equips_buttons

Gui_Button equips_buttons[GUI_EQUIPS_GROUP_BUTTONS_MAX+1]
extern

◆ equips_buttons_group

Gui_Button_Group equips_buttons_group
extern

◆ fight_buttons

Gui_Button fight_buttons[GUI_FIGHT_GROUP_BUTTONS_MAX+1]
extern

◆ fight_buttons_group

Gui_Button_Group fight_buttons_group
extern

◆ gamepick_buttons

Gui_Button gamepick_buttons[GUI_GAMEPICK_GROUP_BUTTONS_MAX+1]
extern

◆ gamepick_buttons_group

Gui_Button_Group gamepick_buttons_group
extern

◆ saveslotpick_buttons

Gui_Button saveslotpick_buttons[GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX+1]
extern

◆ saveslotpick_buttons_group

Gui_Button_Group saveslotpick_buttons_group
extern

◆ shop_buttons_groups

Gui_Button_Group* shop_buttons_groups[GUI_SHOP_LAYOUT_GROUPS_MAX+1]
extern

◆ shop_buttons_layout

Gui_Button_Layout shop_buttons_layout
extern

◆ shop_consumable_buttons

Gui_Button shop_consumable_buttons[CONSUMABLE_SHOP_MAX]
extern

◆ shop_consumable_buttons_group

Gui_Button_Group shop_consumable_buttons_group
extern

◆ shop_equip_buttons

Gui_Button shop_equip_buttons[EQUIP_SHOP_MAX]
extern

◆ shop_equip_buttons_group

Gui_Button_Group shop_equip_buttons_group
extern

◆ shop_other_buttons

Gui_Button shop_other_buttons[GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX+1]
extern

◆ shop_other_buttons_group

Gui_Button_Group shop_other_buttons_group
extern

◆ special_buttons

Gui_Button special_buttons[GUI_SPECIAL_GROUP_BUTTONS_MAX+1]
extern

◆ special_buttons_group

Gui_Button_Group special_buttons_group
extern

◆ treasure_buttons

Gui_Button treasure_buttons[GUI_TREASURE_GROUP_BUTTONS_MAX+1]
extern

◆ treasure_buttons_group

Gui_Button_Group treasure_buttons_group
extern

◆ txtfield_buttons

Gui_Button txtfield_buttons[GUI_TXTFIELD_GROUP_BUTTONS_MAX+1]
extern

◆ txtfield_buttons_group

Gui_Button_Group txtfield_buttons_group
extern