28#ifdef HELAPORDO_CURSES_BUILD
30#include <ncursesw/panel.h>
31#include <ncursesw/menu.h>
38 int roomIndex,
int enemyIndex,
int isBoss);
40 int roomIndex,
int enemyIndex,
int isBoss);
42 Path * p,
int roomIndex,
int enemyIndex,
45 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
48 Path * p,
int roomIndex,
int enemyIndex,
51 Path * p,
int roomIndex,
int enemyIndex,
54 Path * p,
int roomIndex,
int enemyIndex,
57 Path * p,
int roomIndex,
int enemyIndex,
61 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
63 int roomIndex,
int enemyIndex,
int isBoss);
65 Path * p,
int roomIndex,
int enemyIndex,
68 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
71 Path * p,
int roomIndex,
int enemyIndex,
74 Path * p,
int roomIndex,
int enemyIndex,
77 Path * p,
int roomIndex,
int enemyIndex,
80 Path * p,
int roomIndex,
int enemyIndex,
82void setSpecials(
Fighter * f, Koliseo * kls);
84#ifndef HELAPORDO_RAYLIB_BUILD
85#error "HELAPORDO_CURSES_BUILD and HELAPORDO_RAYLIB_BUILD are both undefined.\n"
88 int roomIndex,
int enemyIndex,
int isBoss);
90 int roomIndex,
int enemyIndex,
int isBoss);
91void knightSpecial_Armordrop(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
92 Path * p,
int roomIndex,
int enemyIndex,
95 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
96void archerSpecial_Headshot(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
97 Path * p,
int roomIndex,
int enemyIndex,
99void archerSpecial_Quivercheck(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
100 Path * p,
int roomIndex,
int enemyIndex,
102void archerSpecial_Poisonshot(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
103 Path * p,
int roomIndex,
int enemyIndex,
105void archerSpecial_Fireshot(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
106 Path * p,
int roomIndex,
int enemyIndex,
109 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
111 int roomIndex,
int enemyIndex,
int isBoss);
112void mageSpecial_Spellstrike(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
113 Path * p,
int roomIndex,
int enemyIndex,
115void mageSpecial_Flamering(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
116 Path * p,
int roomIndex,
int enemyIndex,
int isBoss);
117void assassinSpecial_Grimdagger(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
118 Path * p,
int roomIndex,
int enemyIndex,
120void assassinSpecial_Leechknife(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
121 Path * p,
int roomIndex,
int enemyIndex,
123void assassinSpecial_Disguise(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
124 Path * p,
int roomIndex,
int enemyIndex,
126void assassinSpecial_Venomblade(Rectangle * win,
Fighter * f,
Enemy * e,
Boss * b,
127 Path * p,
int roomIndex,
int enemyIndex,
129void setSpecials(
Fighter * f, Koliseo * kls);
Represents the entity initialised from a bossClass.
Definition game_core.h:1204
Represents the entity initialised from a enemyClass.
Definition game_core.h:1163
Represents the entity initialised from a fighterClass.
Definition game_core.h:1093
Holds the state of game progression.
Definition game_core.h:1357