Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //Subscreen Things
- //v0.1.6
- //0. Store all existing 32 ffcs to an array.
- //1. Drawtiles to a bitmap to make a background
- //DrawTile in a huge block width/height could be substituted for bitmaps!
- //2. Draw the bitmap to the screen, panning in
- //3. Add objects over the background. These cqan be tiles/combos, or sprites via weapons; or ffcs.
- //4. Draw a cursor
- //5. Allow selecting an object. Selecting and clicking on an ffc object will run a script attached to it.
- int Subscreen[214747];
- int SavedFFCs[214747];
- void Subscreen_SaveFFCs(){}
- void Subsceen_RestoreFFCs(){}
- //Returns the cursor's go-to Y position for the next object selection in a giver direction.
- int GetYRight(int cur_obj_id)){}
- int GetYLeft(int cur_obj_id)){}
- int GetYDown(int cur_obj_id)){}
- int GetYUp(int cur_obj_id){}
- //Returns the cursor's go-to X position for the next object selection in a giver direction.
- int GetXRight(int cur_obj_id)){}
- int GetXLeft(int cur_obj_id)){}
- int GetXDown(int cur_obj_id)){}
- int GetXUp(int cur_obj_id){}
- //Returns the object ID of the next object selection in a giver direction.
- int GetObjRight(int cur_obj_id)){}
- int GetObjLeft(int cur_obj_id)){}
- int GetObjDown(int cur_obj_id)){}
- int GetObjUp(int cur_obj_id){}
- const int SUBSCREEN_
- const int LW_SUBSCREEN_OBJECT = //LW Type
- const int LWMISC_SUBSCREEN = 1; //Misc fla for a subscreen object lweapon
- const int LWF_SUBSCREEN = 01000b; //The flag.
- void CleanUpSubscreenWeapons(){ for ( int q = Screen->NumLWeapons(); q> 0; q-- ) {
- lweapon l = Screen->LoadLWeapon(q);
- if ( ( l->ID == LW_SUBSCREEN_OBJECT && (l->Misc[LWMISC_SUBSCREEN]&LWF_SUBSCREEN != 0 ) ) Remove(l);
- }
- //Called if an object has a custom function calml tied to it.
- void SubmenuCustomFunctions(int fc){
- if ( fc == 1 ) {}
- else if ( fc == 2 ) {}
- else if ( fc == 3 ) {}
- }
- const int SUBSCREEN_NUMOBJECTS = 176;
- const int SUBSCREEN_ID = 0;
- const int SUBSCREEN_POS_ //On the grid
- const int SUBSCREEN_POSX =
- const int SUBSCREEN_POSY =
- //Object Class Fields
- //Subscreen page ID
- //ID
- //PosX (-1 if grid)
- //PosY (-1 if grid)
- //PosGrid (-1 if x/y)
- //Class/Type (tile, combo, sprited object, ffc)
- //Combo ( if an ffc, this is its data; otherwise DrawCombo)
- //Tile (-1 if a combo, ffc, or weapon)
- //Sprite (-1 if a tile, combo, or ffc
- //Script (if ffc, it will run this script)
- //Sound : Selecting will play this sound. -1 for standard.
- //CSet : If a combo, or tile, you may specify the cset.
- //Flash CSet
- //Flip : If sprited, you can flip it.
- //Opacity : If drawn with tiles, or combos, use this opacity
- //LeftMouseAction: Flas for what a left click does.
- //RightMouseAction : Flags for what a right mouse click does.
- // 001b sets to A.
- // 010b sets to B
- // 100b Run Script if FFC, or function ID speciied by special function, otherwise.
- //Flags :
- // 001b Inventory Item
- // 010b runs function [...]
- // 100b disabled
- //1000b No press actiom
- //Function ID: Runs a special function set up as a list by the user.
- //Cursor ID : Set a special cursor type when this is selected. -1 for standard.
- //RefItem : Inventory Item to Select
- //Screen Index Position (0 to 255)
- //NextRight : Pressing right will move to this index positon
- //NextLeft
- //NextUp
- //NextDown
- //FFC Specific:
- // Vy
- // Vx
- // Ax
- // Ay
- //Delay
- // Link
- // Flag0
- // Flag1
- // Flag2
- // Flag3
- // Flag4
- // Flag5
- // Flag6
- // Flag7
- // Flag8
- // Flag9
- // Misc0
- // Misc1
- // Misc2
- // Misc3
- // Misc4
- // Misc5
- // Misc6
- // Misc7
- // Misc8
- // Misc9
- // Misc10
- // Misc11
- // Misc12
- // Misc13
- // Misc14
- // Sprited Objects and FFCs
- // Extend (sprited object, only)
- // TileWidth :
- // TileHeight
- // EffectWidth / HitWidth
- // EffectHeight / HitHeight
- // Stringbox String
- //ZQuest String
- //Extra Button Flags
- // Ex1
- // Ex2
- // Ex3
- // Ex 4
- //00001 : Inspect / Info
- const int SUBSCREEN_ITEM
- const int SUBSCREEN_SELECTION
- const int SUBSCREEN_SELECTION_FLAGS
- const int SUBSCREEN_OBJTILE
- const int SUBSCREEN_OBJSPRITE
- const int SUBSCREEN_OBJCOMBO
- const int SUBSCREEN_OBJCSET
- const int SUBSCREEN_OBJ_CLASS /// TIle, combo, sprite (uses a weapon or item), or ffc
- const int SUBSCREEN_OBJ_SCRIPT // If an ffc, this is the script that selecting it runs.
- const int SUBSCREEN_OBJ_DATA //The combo, if it is an ffc
- const int SUBSCREEN_OBJ_R_NEXT
- const int SUBSCREEN_OBJ_D_NEXT
- const int SUBSCREEN_OBJ_U_NEXT
- const int SUBSCREEN_OBJ_L_NEXT
- const int SUBSCREEN_NEXTOBJECT
- const int SUBSCREEN_B_FIRSTTILE = //The first tile of a page that will be copied to the bitmap for the background.
- const int SUBSCREEN_ROW =
- const int SUBSCREEN_COL =
- const int SUBSCREEN_CUR_ID //The present of N subscreens
- const int SUBSCREEN_PANTIMER
- const int SUBSCREEN_PANDIR
- const int SUBSCREEN_CURSELECTION
- const int SUBSCREEN_CURITEM
- const int SUBSCREEN_CURSOR_TILE
- const int SUBSCREEN_CURSOR_COMBO
- const int SUBSCREEN_CURSOR_SPRITE
- void DisplaySubscreen(int id){
- }
- bool CursorOnObject{}
- bool ClickObject{}
- bool SelectObject{}
- bool SetItem(int selection, int slot){}
- //Draw the subscreen to a bitmap
- void GenerateSubscreen(){}
- //Pan the Bitmap
- //Set the pan direction, the screen that is fading in, and the screen fading out.
- void FadeSubscreen(int dir, int id, int old_id){}
- //Creates the bitmap of the play screen, for panning in. Probably pointless.
- void GenerateScreen(){}
- //Stores objects in the array
- void AddSubscreenObject(int id, int type, bool select, int screen_id, int position_x, int position_y, int item_id, int tile, int sprite, int cset, int opacity){}
- //Reads objects from the array, and adds them tot he subscreen
- void DrawSubscreenObjects(){}
- //Reads the present cursor position, and the array values for what ID it will move to when pressing a button.
- void DrawCursor(int tile, int sprite, int pos_x, int pos_y){}
- void MoveCursor(int dir, int pos){}
- int FindNextSelection(){}
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement