23#ifdef HELAPORDO_CURSES_BUILD
25#include <ncursesw/panel.h>
26#include <ncursesw/menu.h>
33 int roomIndex,
int enemyIndex,
int isBoss);
35 int roomIndex,
int enemyIndex,
int isBoss);
37 Path * p,
int roomIndex,
int enemyIndex,
40 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
43 Path * p,
int roomIndex,
int enemyIndex,
46 Path * p,
int roomIndex,
int enemyIndex,
49 Path * p,
int roomIndex,
int enemyIndex,
52 Path * p,
int roomIndex,
int enemyIndex,
56 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
58 int roomIndex,
int enemyIndex,
int isBoss);
60 Path * p,
int roomIndex,
int enemyIndex,
63 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
66 Path * p,
int roomIndex,
int enemyIndex,
69 Path * p,
int roomIndex,
int enemyIndex,
72 Path * p,
int roomIndex,
int enemyIndex,
75 Path * p,
int roomIndex,
int enemyIndex,
77void setSpecials(
Fighter * f, Koliseo * kls);
79#ifndef HELAPORDO_RAYLIB_BUILD
80#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined.\n"
83 int roomIndex,
int enemyIndex,
int isBoss);
85 int roomIndex,
int enemyIndex,
int isBoss);
86void knightSpecial_Armordrop(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
87 Path * p,
int roomIndex,
int enemyIndex,
90 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
91void archerSpecial_Headshot(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
92 Path * p,
int roomIndex,
int enemyIndex,
94void archerSpecial_Quivercheck(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
95 Path * p,
int roomIndex,
int enemyIndex,
97void archerSpecial_Poisonshot(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
98 Path * p,
int roomIndex,
int enemyIndex,
100void archerSpecial_Fireshot(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
101 Path * p,
int roomIndex,
int enemyIndex,
104 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
106 int roomIndex,
int enemyIndex,
int isBoss);
107void mageSpecial_Spellstrike(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
108 Path * p,
int roomIndex,
int enemyIndex,
110void mageSpecial_Flamering(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
111 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
112void assassinSpecial_Grimdagger(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
113 Path * p,
int roomIndex,
int enemyIndex,
115void assassinSpecial_Leechknife(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
116 Path * p,
int roomIndex,
int enemyIndex,
118void assassinSpecial_Disguise(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
119 Path * p,
int roomIndex,
int enemyIndex,
121void assassinSpecial_Venomblade(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
122 Path * p,
int roomIndex,
int enemyIndex,
124void setSpecials(
Fighter * f, Koliseo * kls);
Represents the entity initialised from a bossClass.
Definition game_core.h:1190
Represents the entity initialised from a enemyClass.
Definition game_core.h:1149
Represents the entity initialised from a fighterClass.
Definition game_core.h:1079
Holds the state of game progression.
Definition game_core.h:1343