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GameData.h
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#ifndef _GAMEDATA_H
#define _GAMEDATA_H
#include "Xinaga.h"
#if defined (__NES__)
#endif
#define screenName byte //Corresponds to NES banks at 0x8000
#define Title 3
#define EditParty 4
#define Map 0
#define Combat 1
//#define Menu 4
//#define SaveLoad 5
#define MapGen 5
#define Scenario 2
extern screenName currentScreen;
void DebugGraphics();
#define mapMatrixWidth 16
#define mapMatrixHeight 16
extern byte mapQuads[mapMatrixHeight * mapMatrixWidth];
extern byte followIndex;
void Demo(void);
void DrawMiniMap(bool highlightPlayer);
void WaitForInput(void);
void LoadMap(void);
void DrawMap(void);
extern byte MiniMapHighlightX;
extern byte MiniMapHighlightY;
//Title
screenName Update_Title(void);
//Add Character
screenName DrawAddCharacterScreen(void);
//Map
screenName MapUpdate(void);
//Combat
screenName Update_Combat(void);
//Credits
screenName Update_Credits(void);
//MapGen
screenName Update_MapGen(void);
//Scenario
screenName Update_Scenario(void);
void TickMoonPhase(void);
//RPG Data
byte RollDice(byte count, byte diceSize);
extern struct Party;
typedef struct
{
char
NAME[12];
byte
HITDICEMAX;
}RaceDescriptionDef;
extern const RaceDescriptionDef const RaceDescription[4];
typedef struct
{
char NAME[12];
byte HITDICE;
}ClassDescriptionDef;
extern const ClassDescriptionDef const ClassDescription[8];
extern const sbyte const AbilityModifier[];
//Lists
//Roster
void create(void);
void delete_pos(byte pos);
byte CountRoster(void);
typedef struct playerChar
{
struct playerChar *next;
int EXP;
char NAME[16];
bool inParty;
byte HP,
HPMAX,
STR,
DEX,
CON,
INT,
WIS,
CHR,
RACE,
CLASS,
HITDICE,
LEVEL,
CARRYING_WEIGHT,
CARRYING_CAPACITY,
HOMEWORLD;
};
struct playerChar *getPlayerChar(byte index);
//Party
void AddParty(byte index);
void RemoveParty(void);
byte CountParty(void);
struct playerChar *getPartyMember(byte index);
#endif