mirror of
https://github.com/zoriya/ForecastingVillage.git
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98 lines
3.5 KiB
C
98 lines
3.5 KiB
C
/*
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** EPITECH PROJECT, 2019
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** MUL_my_runner_2019
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** File description:
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** runner
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*/
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#pragma once
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#define ERROR 84
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#include "scene.h"
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int start_game(bool map_editor);
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bool start_button(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool options(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool goto_main_menu(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool quit(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool catch(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool toggle_pause(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool toggle_inventory(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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int checkbox_update(gc_scene *s, gc_entity *entity, bool checked);
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void resolution_set_txt(gc_entity *entity, gc_engine *engine, \
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enum gc_mousekeys __);
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void framerate_set_text(gc_entity *entity, gc_engine *engine, \
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enum gc_mousekeys __);
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void sound_set_text(gc_entity *entity, gc_engine *engine, float vol);
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bool fullscreen(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool resolution_down(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool resolution_up(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool framerate_up(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool framerate_down(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool sound_up(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool sound_down(gc_engine *engine, gc_entity *entity, gc_vector2 _, \
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enum gc_mousekeys __);
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bool dialog_input0(gc_engine *engine, gc_entity *entity, gc_vector2 pos, \
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enum gc_mousekeys key);
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bool dialog_input1(gc_engine *engine, gc_entity *entity, gc_vector2 pos, \
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enum gc_mousekeys key);
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bool dialog_input2(gc_engine *engine, gc_entity *entity, gc_vector2 pos, \
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enum gc_mousekeys key);
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bool dialog_input3(gc_engine *engine, gc_entity *entity, gc_vector2 pos, \
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enum gc_mousekeys key);
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gc_data *enemies_dataloader(gc_engine *engine, gc_scene *scene, node *n);
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void fireball(gc_engine *engine, gc_entity *from, gc_entity *enemy);
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void uppercut(gc_engine *engine, gc_entity *from, gc_entity *enemy);
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void water_jet(gc_engine *engine, gc_entity *from, gc_entity *enemy);
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void shield(gc_engine *engine, gc_entity *from, gc_entity *enemy);
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void enemy_attack(gc_engine *engine, gc_entity *from, gc_entity *enemy);
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void load_attacks(gc_scene *scene);
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void mia_setup(gc_engine *engine);
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bool mia_heal(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool mia_save(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool mia_fish(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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void fisherman_setup(gc_engine *engine);
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bool fisherman_next(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool fisherman_chest(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool lumberjack_yes(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool smith_chest(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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void mage_give(gc_engine *engine);
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void load_data(gc_scene *scene, const gc_data *datas);
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extern const struct gc_data game_data[];
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void check_for_boss(gc_engine *engine);
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void boss_start(gc_engine *engine); |