void InfoWindowAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Info", ""); ShowMainWindowRow(1, UpdateFreeText(), "Free"); ShowMainWindowRow(2, UpdateMinFreeText(), "Min"); }
void DrawStatWindow(void) { ShowMainWindowRow(0, "Stat Points", UpdateStatPointText()); ShowMainWindowRow(1, "Strength", UpdateStrengthText()); ShowMainWindowRow(2, "Defense", UpdateDefenseText()); ShowMainWindowRow(3, "Magic", UpdateMagicText()); ShowMainWindowRow(4, "MagicDef", UpdateMagicDefenseText()); }
void ShowAllItemCounts(void) { int i; ShowMainWindowRow(0, "Items", ""); for(i = 0; i < ITEM_TYPE_COUNT; ++i) { ShowMainWindowRow(i + 1, GetItemName(i), UpdateItemCountText(i)); } }
void ShowPauseRow(BatteryChargeState chargeState) { static char s_battery_buffer[5] = "0000"; UpdateBatteryText(chargeState, s_battery_buffer, sizeof(s_battery_buffer)); ShowMainWindowRow(0, "Paused", s_battery_buffer); }
void DamageCurrentMonster(uint8_t strength, uint16_t level, uint8_t defense, uint8_t baseMultiplier, uint16_t bonusMultiplier) { uint16_t base = baseMultiplier * (2 + strength + 4*((strength * level)/8 + (strength * strength)/64 + (level * level)/64)); uint16_t damageToDeal = ApplyDefense(base, defense); damageToDeal = damageToDeal * bonusMultiplier / 100; currentMonsterHealth -= damageToDeal; ShowMainWindowRow(0, currentMonster->name, UpdateMonsterHealthText()); BattleUpdate(); }
void AdventureWindowAppear(Window *window) { INFO_LOG("Back to the adventure."); DEBUG_LOG("Adventure appear floor %d",GetCurrentFloor()); MenuAppear(window); ShowMainWindowRow(0, "Floor", UpdateFloorText()); adventureWindow = window; UpdateCharacterHealth(); UpdateCharacterLevel(); SetUpdateDelay(); adventureWindowVisible = true; }
void ProgressMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Progress", ""); ShowMainWindowRow(1, "Level", UpdateLevelText()); ShowMainWindowRow(2, "XP", UpdateXPText()); ShowMainWindowRow(3, "Next XP", UpdateNextXPText()); ShowMainWindowRow(4, "Gold", UpdateGoldText()); ShowMainWindowRow(5, "Escapes", UpdateEscapeText()); }
void EndMenuAppear(Window *window) { MenuAppear(window); if(characterData.stats.currentHealth <= 0) ShowMainWindowRow(0, "You lose", ""); else ShowMainWindowRow(0, "You win", ""); ShowMainWindowRow(1, "Floor", UpdateFloorText()); ShowMainWindowRow(2, "Level", UpdateLevelText()); ShowMainWindowRow(3, "Gold", UpdateGoldText()); ShowMainWindowRow(4, "Escapes", UpdateEscapeText()); }
void DrawOptionsMenu(void) { int i = 0; ShowMainWindowRow(i++, "Options", ""); ShowMainWindowRow(i++, "Vibration", vibration ? "On" : "Off"); ShowMainWindowRow(i++, "Fast Mode", useWorkerApp ? "-" : fastMode ? "On" : "Off"); ShowMainWindowRow(i++, "Old Graphics", useOldAssets ? "On" : "Off"); #if ALLOW_WORKER_APP ShowMainWindowRow(i++, "Background", useWorkerApp ? "On" : "Off"); ShowMainWindowRow(i++, "Launch", !useWorkerApp ? "-" : workerCanLaunch ? "On" : "Off"); #endif }
void BattleWindowAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, currentMonster->name, UpdateMonsterHealthText()); }
void KillMonster(void) { currentMonsterHealth = 0; ShowMainWindowRow(0, currentMonster->name, UpdateMonsterHealthText()); BattleUpdate(); }
void ForceGold(void) { GrantGold(100); ShowMainWindowRow(4, "Gold", UpdateGoldText()); }
void ShopMenuWindowAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Shop", ""); }
void ItemGainMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "Item Gained", ""); ShowMainWindowRow(1, GetItemName(typeGained), UpdateItemCountText(typeGained)); }
void DrawMainItemShopWindow(void) { ShowAllItemCounts(); ShowMainWindowRow(0, "Gold", UpdateGoldText()); }
void NewFloorMenuAppear(Window *window) { MenuAppear(window); ShowMainWindowRow(0, "New Floor", UpdateFloorText()); }
void DrawMainStatShopWindow(void) { ShowMainWindowRow(0, "Gold", UpdateGoldText()); ShowMainWindowRow(1, "Stat Point", UpdateStatCostText()); }