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=================

--- Constants ---


=================

const float PI, PI2, E


* The mathematical constants pi, 2*pi and e.

const int NULL


* Refers to an invalid array pointer, returned by ALLOCATEMEM when memory cannot
be allocated

const int MAX_CONSTANT, float MAX_VARIABLE


const int MAX_BITSPERVARIABLE
const int MAX_SCRIPTDRAWINGCOMMANDS
const int MAX_MESSAGES
const int MAX_MESSAGELENGTH
const int MAX_DMAPS
const int MAX_DMAPNAMELENGTH, MAX_DMAPTITLELENGTH, MAX_DMAPINTROLENGTH
* Information about some system constraints

const float GRAVITY


const float TERMINAL_VELOCITY
const float JUMPING_LAYER_THRESHOLD
* Some defaults from Init. Data

const int HP_PER_HEART, MP_PER_BLOCK


* Constants about how HP and MP work

const int SFX_*


* Sound effects, can be used with Game->PlaySound.

const int IC_*


* Itemclass IDs, can be compared against itemdata->Family

const int I_*


* Item IDs, can be used with Link->Item, Link->Equipment, item->ID, Link-
>HeldItem, GetEquipmentA,
* GetEquipmentB, Screen->CreateItem, CreateItemAt, NumItemsOf

const int LA_*


* Link's actions, can be used to set or compare against Link->Action

const int NPCT_*


* NPC Types, can be used to compare against npc->Type

const int NPC_*


* NPC IDs, can be used with npc->ID, Screen->CreateNPC, NumNPCsOf

const int HP_SILENT


* NPC HP value, can be used to set npc->HP

const int LW_*


* LWeapon IDs, can be used with lweapon->ID, Screen->CreateLWeapon,
CreateLWeaponAt, NumLWeaponsOf

const int EW_*


* EWeapon IDs, can be used with eweapon->ID, Screen->CreateEWeapon,
CreateEWeaponAt, NumEWeaponsOf
const int WDS_*
* Weapon DeadState Values, can be used to set or compare against *weapon-
>DeadState

const int FFCF_*


* FFC Flags, can be used to set or compare against ffc->Flags[]

const int DIR_*


* Directions, can be used with Link->Dir, npc->Dir, *weapon->Dir

const int CF_*


* Combo Flags, can be used with Screen->ComboF[], Screen->ComboI[], Game-
>GetComboFlag, Game->SetComboFlag,
* Game->GetComboInherentFlag, Game->SetComboInherentFlag

const int CT_*


* Combo Types, can be used with Screen->ComboT[], Game->GetComboType, Game-
>SetComboFlag

const int IP_*


* Item Pickup Flags, can be used with item->Pickup, GetItemPickup, SetItemPickup

const int SF_*


* Screen Flag Categories, can be used with Screen->Flags, GetScreenFlags

const int SEF_*


* Screen Enemy Flag Categories, can be used with Screen->EFlags, GetScreenEFlags

const int DMF_*


* DMap Flags, can be used with Game->DMapFlags[], GetDMapFlag, SetDMapFlag

const int NPCA*_*


* NPC Attributes, can be used to compare against npc->Attributes[]

const int NPCD_*


* NPC Defenses, can be used to compare against npc->Defense[]

const int NPCDT_*


* NPC Defense types, can be used to compare against npc->Defense[]

const int DS_*


* Draw Styles, can be used with item->DrawStyle

const int WT_*


* Warp Types, can be used with Screen->SetSideWarp, Screen->SetTileWarp

const int FONT_*


* Font Types, can be used with Screen->DrawCharacter, Screen->DrawString, Screen-
>DrawInteger

const int TF_*


* Text Formats, can be used with Screen->DrawString

const int PT_*


* Texture Mapping Rendering Modes, can be used with Screen->*3D

const int OP_*


* Opacity options, can be used with all shape and tile drawing commands.
const int RT_*
* Render targets, can be used with Screen->SetRenderTarget and Screen->DrawBitmap.

const int EXT_*


* Sprite Extend Types, can be used with Link->Extend, npc->Extend, *weapon-
>Extend, item->Extend

const int CR_*


* Counter types, can be used with itemclass->Counter, Game->Counter[], Game-
>MCounter[], Game->DCounter[]

const int GEN_*


* Generic Data Types, can be used to set or compare against Game->Generic[]

const int LI_*


* Level Item Flags, can be used with Game->LItems[], GetLevelItems, SetLevelItems

cosnt int ST_*


* Screen States, can be used with Screen->State[], Game->GetScreenState, Game-
>SetScreenState

const int D_*


* Door types, can be used with Screen->Door[]

const int WPN_*


* Enemy Weapon Types, can be used with npc->Weapon

const int AT_*


* Weapon aim types, to be used with AimEWeapon

const int IS_*


* Item Drop Sets, can be used to set or compare against npc->ItemSet

const int BPAL_*


* Boss Palletes, can be used to set or compare against npc->BossPal

const int SL_*


* Sprite Lists, can be used with Screen->ClearSprites

const int MB_*


* Mouse Buttons, can be used with Link->InputMouseB

=================
--- Functions ---
=================

-- Mathematical Functions --
============================

float LogToBase(float x, float base)


* Returns the logarithm of x to the given base

int Floor(float x)
* Truncates x to an integer

int Ceiling(float x)
* Raises x to the nearest integer
int Round(float x)
* Rounds x to the nearest integer

int VBound(int x, int high, int low)


* Bounds x between two values

int Div(float x, float y)


* Modulo's complement; returns the quotient only of x divided by y

int Rand(int min, int max)


* Overload to rand, returning a random integer in the bounds of min and max

float Randf(float n)
* Returns a random floating point number up to n

float Randf(float n1, float n2)


* Overloaded to take two boundaries as arguments

float DegtoRad(float d)
* Converts 'd' in degrees to radians

float RadtoDeg(float r)
* Converts 'r' in radians to degrees

int Sign(int n)
* Returns the sign of n

float Distance(int x1, int y1, int x2, int y2)


* Returns the distance between two sets of coordinates using Pythagoras' Theorem

float Angle(int x1, int y1, int x2, int y2)


* Returns the direction of the vector from point 1 to point 2, in degrees from
-180 to 180. (0 = right)

float RadianAngle(int x1, int y1, int x2, int y2)


* The above, but in radians.

float VectorX(int len, float angle)


* Returns the X component of a vector with a degree angle.
* A length of 3 and angle of 0 returns 3.
* A length of 3 and angle of 45 returns approx. 1.57.
* A length of 3 and angle of 90 returns 0.

float VectorY(int len, float angle)


* Returns the Y component of a vector with a degree angle.
* A length of 3 and angle of 0 returns 0.
* A length of 3 and angle of 45 returns approx. 1.57.
* A length of 3 and angle of 90 returns 3.

float Lerp(float p1, float p2, float t)


* Interpolates between p1 and p2 given 't' clamped within range 0,1.

float DotProduct( float x1, float y1, float x2, float y2 )


* Returns the dot product of two vectors.

float CrossProduct( float x1, float y1, float x2, float y2 )


* Returns the cross product of two vectors.

float DistanceSquared( float x, float y )


* Returns the squared distance of a vector.

float Midpoint(float p1, float p2)


* Finds the center of p1 and p2.

float SmoothStep(float p1, float p2, float t)


* Performs a "Smooth" Interpolation given 't' clamped within range 0,1.

float WrapAngle( float radians )


* Wraps radian value towards the range of -PI,PI.

float WrapDegrees( float degrees )


* Wraps degree value towards the range of -180,180.

float TurnTowards( int X, int Y, int targetX, int targetY, float radian_angle,
float t )
* Returns an angle pointing (t)percentage more accurate to the target than the
specified radian_angle.

-- Direction Functions --
=========================
* Make sure your angles are in the range -PI to PI (with WrapAngle) before using
these functions

int AngleDir8(float angle)


* Converts a counterclockwise degree angle (from -180 to 180) into one of the
eight
* standard directions (DIR_UP etc.) used by ZC.

int RadianAngleDir8(float angle)


* The above, but for radian angles.

int AngleDir4(float angle)


* Converts a counterclockwise degree angle (from -180 to 180) into one of the four
* standard directions (DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT) used by ZC.

int RadianAngleDir4(float angle)


* The above, but for radian angles.

int OppositeDir(int dir)


* Returns the opposite direction to 'dir'

int SpinDir(int dir)


* Converts directions to go round in a circle rather than U, D, L, R

-- Drawing Functions --
=======================

void DrawString(int layer, int x, int y, int font, int color, int background_color,
int format, int opacity,
int string, int start)
* Overload to Screen->DrawString which includes a position to start drawing from
in the string
* Does not check for overflow

void DrawString(int layer, int x, int y, int font, int color, int background_color,
int format, int opacity,
int string, int start, int end)
* Overload to Screen->DrawString which includes a start and end position to draw
the string
* Does not check for overflow

void DrawTileSimple(int x, int y, int tile, int color)


* A very simple layer 0 tile drawing routine.

void DrawToLayer(T ptr, int layer, int opacity)


* Draws a pointer to given layer. Overloaded to take all pointers as arguments

-- Conditional Functions --
===========================

T Cond(bool cond, T a, T b)
* Returns a if cond is true, else b. Overloaded to take all types as arguments

float Choose(float a, float b)


float Choose(float a, float b, float c)
float Choose(float a, float b, float c, float d)
float Choose(float a, float b, float c, float d, float e)
float Choose(float a, float b, float c, float d, float e, float f)
* Chooses one of the options randomly and fairly.

-- Collision Detection Functions --


===================================

bool RectCollision(int box1_x1, int box1_y1, int box1_x2, int box1_y2, int box2_x1,
int box2_y1, int box2_x2, int box2_y2)
* Generalized and optimized rectangle collision checking function.
* Returns true if the bounding box of box1 and box2 overlap.

bool SquareCollision(int c1x, int c1y, int side1, int c2x, int c2y, int side2)
* Check for collisions of two squares given upper-left coordinates and a side
length for each.

bool SquareCollision2(int c1x, int c1y, int radius1, int c2x, int c2y, int radius2)
* Check for collisions of two squares given center coordinates and a halved side
length for each.

bool CircleCollision(int c1x, int c1y, int radius1, int c2x, int c2y, int radius2)
* Returns true if the two circles c1 and c2 overlap.

bool Collision(T a, S b)
* Returns true if there is a collision between the hitboxes of any two pointers

bool LinkCollision(T ptr)


* Returns true if there is a collision between Link's hitbox and any pointer's

int HitboxLeft(T ptr)


* Returns the X coordinate of the left edge of the hitbox for any pointer

int HitboxTop(T ptr)


* Returns the Y coordinate of the top edge of the hitbox for any pointer

int HitboxRight(T ptr)


* Returns the X coordinate of the right edge of the hitbox for any pointer
int HitboxBottom(T ptr)
* Returns the Y coordinate of the bottom edge of the hitbox.

bool CanWalk(int x, int y, int dir, int step, bool full_tile)


* This should allow any scripted object to easily mimic Link styled LOZ solidity
collision
* checking, be it Link, FFCs, or enemies.
* Note - You should use full_tile=true if you don't want the upper eight pixels to
overlap
* solid combos as per LOZ1 behavior.

bool OnSidePlatform(int x, int y)


bool OnSidePlatform(int x, int y, int xOff, int yOff, int h)
* Returns true if the sprite at (x,y) is standing on a sideview platform on a
sideview screen, as worked out
* by ZC's internal code.

-- Functions for accessing data stored in binary format --


==========================================================

void SetScreenDBit(int dmap, int screen, int d, int bit, bool state)
void SetScreenDBit(int screen, int d, int bit, bool state)
void SetScreenDBit(int d, int bit, bool state)
* Sets bit 'bit' of Screen->D[] register 'd' to 'state', overloaded to set on
other screens

bool GetScreenDBit(int dmap, int screen, int d, int bit)


bool GetScreenDBit(int screen, int d, int bit)
bool GetScreenDBit(int d, int bit)
* Returns the state of bit 'bit' of Screen->D[] register 'd'
* Overloaded to get from other screens

bool InputLeftClick()
* Returns true if the left mouse button is pressed

bool InputRightClick()
* Returns true if the right mouse button is pressed

int GetEquipmentA()
* Returns the item ID of the item equipped to Link's A button

int GetEquipmentB()
* Returns the item ID of the item equipped to Link's B button

bool UsingItem(int id)


* Returns true if Link is using item 'id'

int ScreenFlag(int category, int flag)


* Returns 1 if Screen Flag 'flag' is set from category 'category', 0 if it's not
and -1 if an invalid flag is passed
* Flags are numbered starting from 0

int ScreenEFlag(int category, int flag)


* Returns 1 if Screen Enemy Flag 'flag' is set from category 'category', 0 if it's
not and -1 if an invalid flag is passed
* Flags are numbered starting from 0
bool GetDMapFlag(int dmap, int flag)
* Returns true if DMap Flag 'flag' is set on dmap 'dmap'

void SetDMapFlag(int dmap, int flag, bool state)


* Sets a certain DMap flag to 'state'

bool GetItemPickup(item i, int pickup)


* Returns true if an item's Pickup state is set
* Use the IP_ constants for the 'pickup' argument of this function

void SetItemPickup(item i, int pickup, bool state)


* Sets an item's Pickup state to 'state'

bool GetNPCMiscFlag(npc e, int flag)


* Returns true if an npc's Misc. flag is set.

bool GetLevelItem(int level, int itm)


bool GetLevelItem(int itm)
* Returns true if Link has the level item 'itm' from level 'level'
* Overloaded to use the current level if no 'level' arg is entered
* Use the LI_ constants for the 'itm' argument

void SetLevelItem(int level, int itm, bool state)


void SetLevelItem(int itm, bool state)
* Gives or removes a level item from Link's inventory

-- Functions to help handling in-built pointers --


==================================================

lweapon NextToLink(int id, int distx, int disty)


lweapon NextToLink(int id, int dist)
* Creates an lweapon at 'distx, disty' away from where Link is facing

eweapon NextToNPC(npc n, int id, int distx, int disty)


eweapon NextToNPC(npc n, int id, int dist)
* Creates an eweapon at 'distx, disty' away from where npc 'n' is facing

void AimEWeapon(eweapon e, int aimtype)


* Aims eweapon e according to the AT_* constant passed to aimtype

void AimLWeapon(lweapon l, npc n, int aimtype)


void AimLWeapon(lweapon l, int aimtype)
* Aims lweapon l according to the AT_* constant passed to aimtype, overloaded to
shoot
* at an npc or at random

int WeaponTypeToID(int weapontype)


* Turns a WPN_* constant to an EW_* constant

*weapon Duplicate(*weapon a)
* Creates and returns an exact copy of the passed weapon. Assumes that the passed
pointer is valid.

npc CreateNPCAt(int id, int x, int y)


* Create an NPC and set its X and Y position in one command

item CreateItemAt(int id, int x, int y)


* Create an Item and set its X and Y position in one command
lweapon CreateLWeaponAt(int id, int x, int y)
* Create an LWeapon and set its X and Y position in one command

eweapon CreateEWeaponAt(int id, int x, int y)


* Create an EWeapon and set its X and Y position in one command

void Remove(T n)
* Removes sprite 'n' from the screen. Overloaded.

int NumLWeaponsOf(int type)


* Returns the number of lweapons of type 'type' currently on the screen

int NumEWeaponsOf(int type)


* Returns the number of weapons of type 'type' currently on the screen

int NumNPCsOf(int type)


* Returns the number of npcs of type 'type' currently on the screen

int NumItemsOf(int type)


* Returns the number of items of type 'type' currently on the screen

lweapon LoadLWeaponOf(int type)


* Returns the first LWeapon of the given type. Use the LW_ constants.
* If none exist, it returns an uninitialised pointer.

eweapon LoadEWeaponOf(int type)


* Returns the first EWeapon of the given type. Use the EW_ constants.
* If none exist, it returns an uninitialised pointer.

npc LoadNPCOfType(int type)


* Returns the first NPC of the given type. Use the NPCT_ constants.
* If none exist, it returns an uninitialised pointer.

npc LoadNPCOf(int type)


* Returns the first NPC of the given ID. Use the NPC_ constants.
* If none exist, it returns an uninitialised pointer.

item CreateTimeoutItem(int id, int x, int y)


* Creates a timeout item (such as a rupee or heart) with ID 'id' at '(x, y)'

-- Position Functions --
========================

int GridX(int x)
* Snaps 'x' to the combo grid
* Equivalent to calling ComboX(ComboAt(x, foo));

int GridY(int y)
* Snaps 'y' to the combo grid
* Equivalent to calling ComboY(ComboAt(foo, y));

int AtFrontX(int dir)


int AtFrontY(int dir)
* Returns the correct offset to be at the front of a sprite facing in
* the direction 'dir'

int InFrontX(int dir, int dist)


int InFrontY(int dir, int dist)
* Returns the correct offset to be 'dist' pixels away from the front of
* a sprite facing in the direction 'dir'

int CenterX(ffc anFFC)


int CenterY(ffc anFFC)
int CenterX(npc anNPC)
int CenterY(npc anNPC)
int CenterX(eweapon anEWeapon)
int CenterY(eweapon anEWeapon)
int CenterX(lweapon anLWeapon)
int CenterY(lweapon anLWeapon)
int CenterLinkX()
int CenterLinkY()
* Returns the X or Y coordinate at the center of the given sprite.

-- Combo Functions --
=====================

int ComboAt(int x, int y)


* Finds the location of a combo, given its (x,y) coordinates on the screen

int ComboX(int loc)


int ComboY(int y)
* Return the coordinates of a combo on the screen

bool ComboFI(int x, int y, int flag)


bool ComboFI(int loc, int flag)
* Returns true if the combo at '(x, y)' or 'loc' has either an
* inherent or placed flag of type 'flag'

int GetLayerComboD(int layer, int pos)


* A shorthand way to get a combo on the current layer.
* Layer 0 is the screen itself.

void SetLayerComboD(int layer, int pos, int combo)


* A shorthand way to set a combo on the current layer.
* Layer 0 is the screen itself.

int GetLayerComboF(int layer, int pos)


* A shorthand way to get a combo flag on the current layer.
* Layer 0 is the screen itself.

void SetLayerComboF(int layer, int pos, int flag)


* A shorthand way to set a combo flag on the current layer.
* Layer 0 is the screen itself.

int GetLayerComboT(int layer, int pos)


* A shorthand way to get a combo type on the current layer.
* Layer 0 is the screen itself.

void SetLayerComboT(int layer, int pos, int type)


* A shorthand way to set a combo type on the current layer.
* Layer 0 is the screen itself.

int GetLayerComboS(int layer, int pos)


* A shorthand way to get a combo's solidity on the current layer.
* Layer 0 is the screen itself.
void SetLayerComboS(int layer, int pos, int solidity)
* A shorthand way to set a combo's solidity on the current layer.
* Layer 0 is the screen itself.

int FirstComboOf(int t, int layer)


* Returns the position of the first instance of the given combo, or -1.

int LastComboOf(int t, int layer)


* Returns the position of the last instance of the given combo, or -1.

int FirstComboTypeOf(int t, int layer)


* Returns the position of the first instance of the given combo, or -1.

int LastComboTypeOf(int t, int layer)


* Returns the position of the last instance of the given combo, or -1.

int FirstComboFlagOf(int t, int layer)


* Returns the position of the first instance of the given combo flag, or -1.
* Checks inherent flags too!

int LastComboFlagOf(int t, int layer)


* Returns the position of the last instance of the given combo flag, or -1.
* Checks inherent flags too!

bool IsWater(int position)


* Returns true if the combo at the given position is water or a swim or dive warp.
Shallow water doesn't count.

bool IsPit(int position)


* Returns true if the combo at the given position is a pit.

-- Tile Functions --
====================

void SwapTileRow(int first, int second, int length)


* Swaps a row of tiles of length 'length' between positions 'first' and 'second'

void CopyTileRow(int source, int dest, int length)


* Copies a row of tiles of length 'length' from 'source' onto 'dest'

void ClearTileRow(int ref, int length)


* Clears a row of tiles of length 'length' starting from tile 'ref'

void SwapTileBlock(int first, int last, int second)


* Swaps a block of tiles defined by diagonal corners 'first' and 'last'
* with the block starting with top left tile 'second'

void CopyTileBlock(int sourcefirst, int sourcelast, int destfirst)


* Copies a block of tiles defined by diagonal corners 'sourcefirst' and
'sourcelast'
* onto the block starting with top left tile 'destfirst'

void ClearTileBlock(int reffirst, int reflast)


* Clears a block of tiles defined by diagonal corners 'reffirst' and 'reflast'

-- Miscellaneous Functions --
=============================
void Waitframes(int n)
* Wait for 'n' frames

void NoAction()
* Kills all of Link's inputs

void WaitNoAction()
void WaitNoAction(int frames)
* NoAction, then Waitframe or (equivalent of) Waitframes

void ScreenCopy(int destmap, int destscr, int srcmap, int srcscr)


* Copies the combos and csets from one screen to another.
* Only copies layer 0!

int FFCNum(ffc f)
* Returns the number of an FFC, and -1 for a non-valid FFC (which should never
happen)

int NumTriforcePieces()
* Returns the number of Triforce Pieces Link currently has

void GetNPCName(int ID, int string[])


* Puts the name of an npc into a string

void GetMessage(int ID, int string[])


* Puts string 'ID' into 'string', removing the trailing spaces.

itemdata GetItemData(item i)
* Returns an itemdata pointer from an item pointer

int GetHighestLevelItem(int itemclass)


int GetHighestLevelItem(item i)
* Returns the highest level item of a given itemclass, or of the class 'i' belongs
to

bool IsSideview()
* Returns true if Link is on a sideview screen

int DMapToMap(int screen, int dmap)


int MapToDMap(int screen, int dmap)
* Convert between map and DMap screen coordinates

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