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- <Link->Eaten
- //link.h
- inlikelike; // 1 = Like Like. 2 = Taking damage while trapped
- int getEaten();
- void setEaten(int i);
- void stopCaneOfByrna();
- void red_shift(); //is this link death>
- //LINK.CPP
- int link_animation_speed = 1; //lower is faster animation
- //void LinkClass::linkstep() { lstep = lstep<(BSZ?27:11) ? lstep+1 : 0; }
- void LinkClass::linkstep()
- {
- lstep = lstep<((zinit.linkanimationstyle==las_bszelda)?27:11) ? lstep+1 : 0;
- }
- stomping=false;
- didstuff, //played the whistle? used the blue candle?
- reset_swordcharge();
- blowcnt, //number of times whistle blown on this screen.
- void checktouchblk();
- bool edge_of_dmap(int side);
- void getTriforce(int id);
- void ganon_intro();
- void saved_Zelda();
- virtual void drawshadow(BITMAP* dest, bool translucent);
- int getLStep();
- int getCharging();
- void setCharging(int new_charging);
- bool isCharged();
- int getAttackClk();
- void setAttackClk(int new_clk);
- int getSwordClk();
- int getItemClk();
- void setSwordClk(int newclk);
- void setItemClk(int newclk);
- fix getModifiedX();
- fix getModifiedY();
- int getDir();
- void setDir(int new_dir);
- int getHitDir();
- void setHitDir(int new_dir);
- int getClk();
- int getPushing();
- bool getClock();
- void setClock(bool state)
- void setHClk(int newhclk);
- int getHClk();
- void setNayrusLoveShieldClk(int newclk);
- int getNayrusLoveShieldClk();
- int getHoverClk();
- int getHoldClk();
- void do_lens();
- int touchcombo(int x,int y);
- //These have handlers, but no ZASM?
- void LinkClass::setNayrusLoveShieldClk(int newclk)
- {
- NayrusLoveShieldClk=newclk;
- if(decorations.idCount(dNAYRUSLOVESHIELD)==0)
- {
- decoration *dec;
- decorations.add(new dNayrusLoveShield(LinkX(), LinkY(), dNAYRUSLOVESHIELD, 0));
- decorations.spr(decorations.Count()-1)->misc=0;
- decorations.add(new dNayrusLoveShield(LinkX(), LinkY(), dNAYRUSLOVESHIELD, 0));
- dec=(decoration *)decorations.spr(decorations.Count()-1);
- decorations.spr(decorations.Count()-1)->misc=1;
- }
- }
- int LinkClass::getNayrusLoveShieldClk()
- {
- return NayrusLoveShieldClk;
- }
- int LinkClass::getHoverClk()
- {
- return hoverclk;
- }
- int LinkClass::getHoldClk()
- {
- return holdclk;
- }
- int LinkClass::getLStep()
- {
- return lstep;
- }
- int LinkClass::getCharging()
- {
- return charging;
- }
- bool LinkClass::isCharged()
- {
- return spins>0;
- }
- int LinkClass::getAttackClk()
- {
- return attackclk;
- }
- void LinkClass::setAttackClk(int new_clk)
- {
- attackclk=new_clk;
- }
- void LinkClass::setCharging(int new_charging)
- {
- charging=new_charging;
- }
- int LinkClass::getSwordClk()
- {
- return swordclk;
- }
- int LinkClass::getItemClk()
- {
- return itemclk;
- }
- void LinkClass::setSwordClk(int newclk)
- {
- swordclk=newclk;
- }
- void LinkClass::setItemClk(int newclk)
- {
- itemclk=newclk;
- }
- int LinkClass::getClk()
- {
- return clk;
- }
- int LinkClass::getPushing()
- {
- return pushing;
- }
- void LinkClass::Catch()
- {
- if(!inwallm && (action==none || action==walking))
- {
- action=attacking;
- attackclk=0;
- attack=wCatching;
- }
- }
- bool LinkClass::getClock()
- {
- return superman;
- }
- void LinkClass::setClock(bool state)
- {
- superman=state;
- }
- hoverclk
- linktile(&tile, &flip, &extend, is_moving()?ls_swim:ls_float, dir, zinit.linkanimationstyle);
- tile += anim_3_4(lstep,7)*(extend==2?2:1);
- item_tile_mod(shieldModify); //LTm
- hitshield=true;//ifa weapon hits links shield
- hclk //determines if link was hit. inv frames
- inwallm //in a wallmaster]]
- NayrusLoveShieldClk
- heart_beep //bool? determines if the beep playsa
- heart_beep_timer
- cont_sfx(WAV_ER); //hardcoded sfx
- sfx(WAV_OUCH,pan(int(x))); // we need to change this, to be able to play sound 0, or disable ita
- paymagiccost(itemid); //Modify this with an extra version that counts by 30 frames
- void do_lens()
- void do_lens()
- {
- int itemid = lensid >= 0 ? lensid : directWpn>-1 ? directWpn : current_item_id(itype_lens);
- if(itemid<0)
- return;
- if(isWpnPressed(itype_lens) && !LinkItemClk() && !lensclk && checkmagiccost(itemid))
- {
- if(lensid<0)
- {
- lensid=itemid;
- if(get_bit(quest_rules,qr_MORESOUNDS)) sfx(itemsbuf[itemid].usesound);
- }
- paymagiccost(itemid);
- if(dowpn>=0 && itemsbuf[dowpn].script != 0 && !did_scriptl)
- {
- ZScriptVersion::RunScript(SCRIPT_ITEM, itemsbuf[dowpn].script, dowpn & 0xFFF);
- did_scriptl=true;
- }
- lensclk = 12;
- }
- else
- {
- did_scriptl=false;
- if(lensid>-1 && !(isWpnPressed(itype_lens) && !LinkItemClk() && checkmagiccost(itemid)))
- {
- lensid=-1;
- lensclk = 0;
- if(get_bit(quest_rules,qr_MORESOUNDS)) sfx(WAV_ZN1LENSOFF);
- }
- }
- }
- autostep
- pushing=push+1;
- is_on_conveyor
- slowcharging ^ slowcombo
- can_deploy_ladder()
- void LinkClass::exitcave()
- ringcolor(false);
- show_subscreen_life=true;
- show_subscreen_numbers=true;
- int LinkClass::lookahead(int destscr, int d2) // Helper for scrollscr that gets next combo on next screen.
- {
- // Can use destscr for scrolling warps,
- // but assumes currmap is correct.
- int LinkClass::lookaheadflag(int destscr, int d2)
- }
- // Used to find out if an item family is attached to one of the buttons currently pressed.
- bool isWpnPressed(int wpn)
- {
- if((wpn==getItemFamily(itemsbuf,Bwpn&0xFFF)) && DrunkcBbtn()) return true;
- if((wpn==getItemFamily(itemsbuf,Awpn&0xFFF)) && DrunkcAbtn()) return true;
- return false;
- }
- // Used for the 'Pickup Hearts' item pickup condition.
- bool canget(int id)
- {
- return id>=0 && (game->get_maxlife()>=(itemsbuf[id].pickup_hearts*HP_PER_HEART));
- }
- //tf pickup anim
- void LinkClass::getTriforce(int id2)
- guys.clear();
- items.clear();
- Ewpns.clear();
- Lwpns.clear();
- Sitems.clear();
- chainlinks.clear();
- decorations.clear();
- void LinkClass::saved_Zelda()
- {
- Playing=Paused=false;
- action=won;
- Quit=qWON;
- hclk=0;
- x = 136;
- y = (isdungeon() && currscr<128) ? 75 : 73;
- z = fall = spins = 0;
- dir=left;
- }
- /// QR stuff
- bool no_subscreen()
- {
- return (tmpscr->flags3&fNOSUBSCR)!=0;
- }
- if(get_bit(quest_rules,qr_OUCHBOMBS))
- //global
- sfx(itemsbuf[itemid].usesound);
- stop_sfx(WAV_ER);
- stop_sfx() can kill any sound!
- bool no_subscreen();
- bool is_zquest();
- bool screenIsScrolling();
- screen_scale
- byte use_debug_console=0
- currgame=0,
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