ZoriaRPG

zscript.txt b40 Preliminary

Dec 23rd, 2016
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  1. //Docs for 2.54 Beta
  2. //Rev. 0.8.9
  3. //for 2.54 b40
  4. //16th December, 2016
  5.  
  6. Search for !#! to find areas that require completion.
  7. ?REFFFC? What is this?
  8.  
  9. //===================================================================================
  10. //                 --- ZScript built-in functions and variables ---
  11. //===================================================================================
  12. /*
  13. *   These functions are all INTERNAL to ZQuest. They require no header
  14. *   or other import directives to work, and are all direct representations
  15. *   of ZASM instructions.
  16. *
  17. *   These functions and commands are the BASIC BUILDING BLOCKS of ZScript:
  18. *   While they require no other functions to work, ALL other functions
  19. *   in headers (such as std.zh) RELY, and OPERATE using these functions.
  20. *
  21. *   Thus, it is essential to know what each of these does, how they work,
  22. *   and how to use them.
  23. *
  24. *   For other included functions, that are not internal (i.e. external functions)
  25. *   please read the documentation specific to  each header. These are individual
  26. *   files (e.g. std.txt), however if you wish to view all the pre-packaged ZScript
  27. *   functions, and commands, you may view the EXTENDED DOCUMENTATION, as
  28. *   those documentation files contain all of the 'Essential ZScript' that
  29. *   you will want to use.
  30. *
  31. *   Where possible, the ZASM instruction used by the functions, and the
  32. *   commands detailed herein are listed inline with the entry for the related
  33. *   function / command. Full (public) ZASM documentation is, sadly incomplete.
  34. *
  35. *   Note: Functions and variables other than global functions are properties
  36. *   of **objects**. Objects are divided into NAMESPACEs and CLASSes, and the
  37. *   the syntax for using them is:
  38. *
  39. *   [object name]->[property]
  40. *
  41. *   where "[object name]" is the object's name (e.g. Link, Game, Screen)/
  42. *   and "[property]" is the function.
  43. *  
  44. *   Example:
  45. *   void GetCurDMap() is a Game property, and is called as:
  46. *
  47. *   Game->GetCurDMap();
  48. *
  49. *   "Link", "Screen" and "Game" are always available and don't need to be
  50. *   instantiated, while you must initialise other classes, such as ffc, item,
  51. *   and npc.
  52. *
  53. *   ZScript functions are of the types: int, float, bool, and void. Of these,
  54. *   only void does not return a value. (The void type is normally used to run
  55. *   a series of instructions, or to set values). The other types retrun values
  56. *   appropriate to their type.
  57. *
  58. *   Note: In the following, "int" indicates that a parameter is truncated by a
  59. *   function to an integer, or that the return value will always be an integer
  60. *   however, ZScript itself makes no distinction between int and float types.
  61. */
  62.  
  63. /************************************************************************************************************/
  64.  
  65. //////////////////
  66. /// ZASM Flags ///
  67. //////////////////
  68.  
  69. ZASM uses a series of special flags, to determine how it should follow logical instructions,
  70. including the following:
  71.  
  72. SCRIPT FLAGS
  73. TRUEFLAG : A condition in the script, is true
  74. MOREFLAG : Must be set manually with ZASM.
  75. FALSEFLAG : Must be set namually with ZASM.
  76. LESSFLAG : Must be set manually with ZASM.
  77.  
  78. Instructions
  79. SETTRUE : Set the Script Flag TRUEFLAG.
  80.     SETTRUE Sets a true condition for the Assembler, if a COMPARERV and COMPARER validate.
  81.     This is used when making statements in ZScript.
  82. SETFALSE: Set the Script Flag FALSEFLAG: ZScript does not do this.
  83. SETMORE : Set the Script FLag MOREFLAG: ZScript does not do this.
  84. SETLESS : Set the Script Flag LESSFLAG: ZScript does not do this.
  85.  
  86. These flags are used in evaluation instructions, to determine if an instruction should run.
  87.  
  88. Examples of these are as follows:
  89.  
  90. GOTOTRUE: Executes the GOTO instruction only if the Script Flag TRUEFLAG is enabled.
  91. GOTOFALSE: Executes the GOTO instruction only if the Script Flag FALSEFLAG is enabled.
  92. GOTOMORE: Executes the GOTO instruction only if the Script Flag MOREFLAG is enabled.
  93. GOTOLESS: Executes the GOTO instruction only if the Script Flag LESSFLAG is enabled.
  94.  
  95. In contrast, GOTO/GOTOR ignore all flags, and conditions.
  96.  
  97. ZScript always compiles down to GOTO, GOTOR, and GOTOTRUE instructions.
  98. The other FLAG-typed GOTO instruction types are valid only in ZASM, and serve no useful purpose.
  99. GOTOLESS, GOTOMORE, and GOTOFALSE are effectively deprecated.
  100.  
  101. //=======================================================
  102. //--- Instruction Processing Order and General Timing ---
  103. =========================================================
  104.  
  105. 1.     Instructions in Global script Init (if starting a new game)
  106. 2.     Instructions in Global Script OnContinue (is resuming a game)
  107. 3.     Instructions immediately inside the run() function of a global active script.
  108. 4.     Instructions in the global active script's infinite loop prior to Waitdraw,
  109.       if (5) does not exist, or on the first frame of the game.
  110. 5.     Instructions from an ffc script positioned after (an illegal)
  111.       Waitdraw() instruction in that script from the previous frame.
  112.          Note: Requires being on at least the second frame of a game session.
  113. 6.     Instructions in the global active script prior to Waitdraw().
  114. 7.     Instructions in an ffc script, other than (5), excluding draw commands.
  115. 8.     Screen Scrolling (2.50.2, or later)
  116. 9.     Instructions from item scripts.
  117. 10.    Waitdraw() in a global active script.
  118. 11.    Engine writing to Link->Dir and Link->Tile.
  119. 12.    Instructions in the global active script, called after Waitdraw()
  120. 12(b). Screen Scrolling ( 2.50.0, and 2.50.1 )
  121. 13.    Drawing from FFCs
  122. 14.    Instructions in an OnExit script, if the game is exiting.
  123. 15.    Return to (5).
  124.  
  125.  
  126. //=================
  127. //--- Pointers ---
  128. //=================
  129.  
  130. Global array pointers start at 4096 (when traced). These are added in escalating value, but in the reverse-order
  131. of declaration. e.g. The last declared array will be ID 4096.
  132.  
  133. /************************************************************************************************************/
  134.  
  135.  
  136. ////////////////////////
  137. /// Operator Symbols ///
  138. ////////////////////////
  139.  
  140. ZScript supports value input as decimal, hexidecimal, and binary.
  141.  
  142. To input hexidecimal values, preface them with '0x'. Thus, '0x0F' for '16'.
  143. To input binary balues, end them with a lowercase 'b'. Thus, '11b' for '3'.
  144.  
  145. Name        Sign    ZASM (R)    ZASM (V)    Definition
  146. PLUS        +   ADDR<><>    ADDV<><>    Adds a value a + b, a + 3
  147. MINUS       -   SUBR<><>    SUBV<><>    Subtracts a value a - b, a - 2
  148. INCREMENT   ++                      Increments a value by '1'
  149. DECREMENT   --                      Decreases a value by '1'
  150. MULTIPLY    *   MULTR<><>   MULTV<><>   Multiplies values a * b
  151. DIVIDE      /   DIVR<><>    DIVV<><>    Divides values a / b
  152. MODULUS     %                   Returns the remainder of integer division of 4 % 2
  153. NOT     !   NOT<>               Inverse logic boolean operator.
  154.                             if ( !var1 == 0 ) returns true if var1 is zero,
  155.                             and false if var1 is non-zero
  156. EQUALS      =   SETR<><>    SETV<><>    Sets a value to another value a = 4
  157. EXACTLY EQUALS  ==                      Compares value a == b and returns if they match.
  158. NOT EQUALS  !=                      Compares values a != b and returns if they do not match,
  159. LESSTHAN    <                   Comapres a < b and returns if a is less then b.
  160. MORETHAN    >                   Compares a > b and returns if a is more than b.
  161. LOGICAL OR  ||                      Boolean logic, Or.
  162. LOGICAL AND &&                      Boolean Logic And.
  163.  
  164. SET ADDRESS ARG     SETA1<><>
  165.             SETA2<><>
  166. GET ADDRESS ARG     GETA1<><>
  167.             GETA2<><>
  168.  
  169. Note: LOGICAL XOR (^^) is not valid in ZScript, but you may simulate it with custom functions.
  170.  
  171.  
  172. /////////////////////////
  173. /// Bitwise Operators ///
  174. /////////////////////////
  175.  
  176. Reminder: You may reference a binary value using a numeric sequence, ending in 'b':
  177.     0100010b
  178.     ('34' decimal)
  179.                
  180. Or  ZScript Symbol      ZASM Instructions:
  181.     |           ORV<><>
  182.                 ORR<><>
  183.                
  184. And ZScript Symbol      ZASM Instructions:
  185.     &           ANDR<><>
  186.                 ANDV<><>
  187.    
  188. Not ZScript Symbol      ZASM Instructions:
  189.     ~           BITNOT<>
  190.  
  191. Left Shift:    
  192.     ZScript Symbol      ZASM Instructions
  193.     <<          LSHIFTV<><>
  194.                 LSHIFTR<><>
  195.  
  196. Right Shift:
  197.     ZScript Symbol      ZASM Instructions
  198.     >>          RSHIFTV<><>
  199.                 RSHIFTR<><>
  200.                
  201. Xor     ZScript Symbol      ZASM Instructions:
  202.     ^           XORV<><>
  203.                 XORR<><>
  204.  
  205. Nor ZScript Symbol      ZASM Instructions:
  206.     ~|          NORV<><>
  207.                 NORR<><>
  208.  
  209. XNor    ZScript Symbol      ZASM Instructions:
  210.     ~^          XNORV<><>
  211.                 XNORV<><>
  212.  
  213. Nand    ZScript Symbol      ZASM Instructions:
  214.     ~&          NANDV<><>
  215.                 NANDR<><>
  216.                
  217. /************************************************************************************************************/
  218.  
  219.  
  220. //========================
  221. //--- Global Functions ---
  222. //========================
  223.  
  224. /////////////////////////
  225. /// General Functions ///
  226. /////////////////////////
  227.  
  228.  
  229. void Waitdraw();        ZASM Instruction:
  230.                 WAITDRAW
  231. /**
  232. * Halts execution of the script until ZC's internal code has been run (movement,
  233. * collision detection, etc.), but before the screen is drawn. This can only
  234. * be used in the active global script.
  235. * Waitdraw() may only be called from the global active script; not from FFC scripts.
  236. * The sequence of ZC actions is as follows:
  237.  
  238. * FFCs (in numerical sequence, from FFC 01, to FFC 32)
  239. * Enemies
  240. * EWeapons
  241. * Link
  242. * LWeapons
  243. * Hookshot
  244. * Collision Checking
  245. * Store Link->Input / Link->Press
  246. * Waitdraw()
  247. * Drawing
  248. * Rendering of the Screen
  249. * Screen Scrolling
  250. * Drawing from FFCs
  251. *
  252. * Note: Drawing from FFCs technically occurs with other Drawing, but as it is issued after Waitdraw(),  
  253. * it is offset (a frame late) and renders after screen scrolling, and after any other drawing in the same
  254. * frame as draw instructions from ffcs are called. To ensure that drawing done by ffcs is in sync with
  255. * other drawing, it is imperative to call it from your global script, using the ffc to trigger global
  256. * conditions that cause global drawing instructions that are called before Waitdraw() in your global
  257. * active script to evaluate true.
  258. *
  259. * Anything placed after Waitdraw() will not present graphical effects until the next frame.
  260. * It is possible { ! CHECK } to read/store Link->Tile, Link->Dir and other variables *after* Waitdraw()
  261. * in one frame, and then use these values to modify other pointer members so that they are drawn correctly
  262. * at the next execution of Waitdraw().
  263. *
  264. *
  265. */ Example Use:
  266.  
  267.     Waitdraw();
  268.    
  269. //! Submit bug report that Link->Dir and Link->Tile are incorrect before Waitdraw.
  270.    
  271. *//////////////////////////////
  272. * Waitdraw() in ffc scripts ///
  273. * --------------------------///
  274. * Althouth technically illegal, it is possible to call Waitdraw() in an *ffc script*. Doing this has the
  275. * following effects, and/or consequences:
  276. *
  277. * 1. The Compiler will report an error, and print the error to Allegro log:
  278. *   'Warning: Waitdraw() may only be used in global scripts.'
  279. * 2. Any instruction sint he ffc script that are called before the Waitdraw() instruction in the ffc script
  280. *    will run this frame, after Waitdraw() in your global active script.
  281. * 3. Any instructions called *after* Waitdraw() in the ffc script, will run BEFORE BOTH Waitdraw() in your
  282. *    global active script, and BEFORE any other instructions in your global active script's infinite loop.
  283. *
  284. * This behaviour may change in future versions of ZC, and using Waitdraw() in ffc scripts is not advised.
  285.  
  286. *///////////////////////////////
  287. * Waitdraw() in item scripts ///
  288. * ---------------------------///
  289. * Althouth technically illegal, it is possible to call Waitdraw() in an item sctipt. Doing this has the
  290. * following effects, and/or consequences:
  291. *
  292. * 1. The Compiler will report an error, and print the error to Allegro log:
  293. *   'Warning: Waitdraw() may only be used in global scripts.'
  294. * 2.
  295. *
  296. * This behaviour may change in future versions of ZC, and using Waitdraw() in item scripts is not advised.
  297.  
  298. /************************************************************************************************************/
  299.  
  300. void Waitframe();       ZASM Instruction:
  301.                 WAITFRAME
  302. /**
  303. * Temporarily halts execution of the current script. This function returns at
  304. * the beginning of the next frame of gameplay.
  305. * Slots 1, 3 and 4 Global scripts and item scripts only execute for one frame,
  306. * so in those scripts Waitframe() is essentially Quit().
  307. * It is safe to call Waitframe in the active global script.
  308. * A Waitframe is required in all infinite loops (e.g. while(true) ) so that ZC may
  309. * pause to break in order to advance to the next frame, then resume the loop from the start.
  310. *
  311. */ Example Use:
  312.  
  313.     Waitframe();
  314.    
  315. *///////////////////////////////
  316. * Waitdraw() in item scripts ///
  317. * ---------------------------///
  318. * Althouth technically legal, it is invalid to call Waitframe() in an item sctipt. Doing this has the
  319. * following effects, and/or consequences:
  320. *
  321. * 1. The script will prematurely exit.
  322. *
  323. * Calling Waitframe() in an item script is effectively identical to calling Quit(), however this behaviour
  324. * may change in future versions of ZC, and using Waitframe() in item scripts is not advised.
  325.  
  326. /************************************************************************************************************/
  327.  
  328. void Quit();            ZASM Instruction:
  329.                 QUIT
  330. /**
  331. * Terminates execution of the current script. Does not return.
  332. * Caution: If called from a global script, the script itself exits.
  333. *
  334. */ Example Use:
  335.  
  336.     Quit();
  337.  
  338. /************************************************************************************************************/
  339.  
  340. ////////////////////
  341. /// Modify Tiles ///
  342. ////////////////////
  343.  
  344.  
  345. void CopyTile(int srctile, int desttile);       ZASM Instruction:
  346.                             COPYTILERR d2,d3
  347.                             COPYTILEVV
  348.                             COPYTILERV
  349.                             COPYTILEVR
  350. /**
  351. * Copies the tile specified by scrtile onto the tile space
  352. * specified by desttile. The valid tile value range is 0 to 65519.
  353. * This change is temporary within the quest file
  354. * and not be retained when saving the game.
  355. *
  356. */ Example Use:
  357.  
  358.     CopyTile(312,11614);
  359.     Copies tile 312, to tile 11614. Tiles 312, and 11614 will be identical.
  360.  
  361. /** TIP **
  362. * CopyTile may be used to change Link's tile, by copying a tile onto whatever tile ZC is
  363. * using as a source for Link->Tile
  364. * Thus, although you cannot write directly to Link->Tile, you can write to the actual tile
  365. * that is being used for this Link attribute, and you can do this for any other game graphic
  366. * that you need to change.
  367. *
  368. * When doing this, it is important to read Link->Dir or Link->Flip, *after* Waitdraw() and
  369. * perform the CopyTile() operation immediately thereafter.
  370. */
  371.  
  372. /************************************************************************************************************/
  373.  
  374. void SwapTile(int firsttile, int secondtile);       ZASM Instruction:
  375.                             SWAPTILERR d2,d3
  376.                             SWAPTILEVV
  377.                             SWAPTILEVR
  378.                             SWAPTILERV
  379. /**
  380. * Swaps the two tiles specified by firsttile and secondtile.  
  381. * The valid tile value range is 0 to 65519.
  382. * This change is *TEMPORARY* within the quest file
  383. * and will not be retained when saving the game.
  384. *
  385. */ Example Use:
  386.  
  387. SwapTile(312,11614);
  388. Changes tile 11614 into tile 312; and tile 312 into tile 11614, transposing their positions.
  389.  
  390. /************************************************************************************************************/
  391.  
  392. void OverlayTile(int firsttile, int secondtile);        ZASM Instruction:
  393.                                 OVERLAYTILEVV
  394.                                 OVERLAYTILEVR
  395.                                 OVERLAYTILERV
  396.                                 OVERLAYTILERR
  397. /**
  398. * Overlays secondtile onto firsttile, ignoring all pixels of colour 0.  
  399. * The valid tile value range is 0 to 65519.
  400. * This change is *TEMPORARY* within the quest file
  401. * and will not be retained when saving the game.
  402. *
  403. */ Example Use:
  404.  
  405.  
  406. /************************************************************************************************************/
  407.  
  408. void ClearTile(int tileref);            ZASM Instruction:
  409.                         CLEARTILER <d3>
  410.                         CLEARTILEV
  411. /**
  412. * Erases the tile specified by tileref.
  413. * This change is temporary within the quest file
  414. * and will not be retained when saving the game.
  415. * Tiles are not / are  (!check!) shifted upward to adjust for the cleared tile.
  416. *
  417. */ Example Use:
  418.  
  419.     ClearTile(21362);
  420.     Clears tile 21362 by ( blanking it to colour 0 ) | ( removing it and shifting all tiles
  421.     thereafter upward ).
  422.  
  423. /************************************************************************************************************/
  424.  
  425. //Overlay Tile
  426.  
  427. //! Is there a ZScript equivalent of this?!
  428. //! This instruction seems to be ***ZASM-specific***.
  429. //! Game->overlayTile() and Screen->OverlayTile() both return an error (no such pointer).
  430. //! Add this to the bytecode in a future build.
  431. //! As far as I can tell, this should work from ZASM, but it was never added to the ZScript side. (11/July/2016: ZRPG)
  432.  
  433. void OverlayTile() ?
  434.  
  435.     OVERLAYTILEVV
  436.     OVERLAYTILEVR
  437.     OVERLAYTILERV
  438.     OVERLAYTILERR
  439.  
  440. /************************************************************************************************************/
  441.  
  442. ///////////////
  443. /// Tracing ///
  444. ///////////////
  445.  
  446.  
  447. void Trace(float val);      ZASM Instruction:
  448.                 TRACER d3
  449.                 TRACEV
  450. /**
  451. * Prints a line containing a string representation of val to allegro.log.
  452. * Useful for debugging scripts. You may trace int, and float types.
  453. * For b oolean values, see TraceB() below.
  454. * Values printed to allegro.log no not incorporate any spacing, or carriage
  455. * returns. You must manually add these into your commands.
  456. * Int values are not truncated when printed, and will always have four leading
  457. * zeros after the decimal point.
  458. * To add new lines (carriange returns), see TraceNL() below.
  459. *
  460. */ Example Use:
  461.  
  462.     int val = 4;
  463.     Trace(val);
  464.     Prints 4.000 to allegro.log
  465.  
  466. /************************************************************************************************************/
  467.  
  468. void TraceB(bool state);    ZASM Instruction:
  469.                 TRACE2R d3
  470.                 TRACE2V
  471. /**
  472. * Prints a boolean state to allegro.log. Works as trace() above, but prints 'true'
  473. * or 'false' to allegro.log
  474. *
  475. */ Example Use:
  476.  
  477.     bool test = true;
  478.     TraceB(test);
  479.     Prints 'true' to allegro.log.
  480.  
  481. /************************************************************************************************************/
  482.  
  483. void TraceToBase(   int val, int base,  ZASM Instruction:
  484.             int mindigits   );  TRACE3
  485. /**
  486. * Prints a line in allegro.log representing 'val' in numerical base 'base',
  487. * where 2 <= base <= 36, with minimum digits 'mindigits'.
  488. * (Base must be at least base-2, and at most, base-36)
  489. * Can be useful for checking hex values or flags ORed together, or just to trace
  490. * an integer value, as Trace() always traces to four decimal places.
  491. * mindigits specifies the minimum number of integer digits to print.
  492. * Unlike Trace(), Decimal values are not printed. TraceToBase *does not* handle floats.
  493. * If you specify a floating point value as arg 'val', it will be Floored before conversion.
  494. *
  495. */ Example Use:
  496.  
  497.     TraceToBase(20,8,1);
  498.     Converts (decimal) d20 to base-8 (o24 in base-8) and prints value '024' to allegro.log
  499.  
  500.     TraceToBase(50,16,1);
  501.     Converts (decimal) d50 to base-16 (0x32 hexadecimal) and prints value '0x32' to allegro.log.
  502.  
  503. /************************************************************************************************************/
  504.  
  505. void ClearTrace();      ZASM Instruction:
  506.                 TRACE4
  507. /**
  508. * Clears allegro.log of all current traces and messages from Zelda Classic/ZQuest.
  509. * Works on a per-quest, per-session basis. Values recorded from previous sessions are not erased.
  510. *
  511. */ Example Use
  512.  
  513.     ClearTrace();
  514.  
  515. /************************************************************************************************************/
  516.  
  517. void TraceNL();     ZASM Instruction:
  518.             TRACE5
  519. /**
  520. * Traces a newline to allegro.log
  521. * This inserts a carriage return (as if pressing return/enter) into allegro.log
  522. * and is useful for providing formatting to debugging.
  523. *
  524. */ Example Use:
  525.  
  526.     TraceNL();
  527.     Prints a carriage return to allegro.log.
  528.  
  529. /************************************************************************************************************/
  530.  
  531. void TraceS(int s[]);       ZASM Instruction:
  532.                 TRACE6 d3
  533. /**
  534. * Works as Trace() above, but prints a full string to allegro.log, using the array pointer
  535. * (name) as its argument.
  536. * Maximum 512 characters. Functions from string.zh can be used to split larger strings.
  537. *
  538. */ Example Use:
  539.  
  540.     int testString[]="This is a string.";
  541.     TraceS(testString);
  542.     Prints 'This is a string.' to allegro.log.
  543.  
  544. /************************************************************************************************************/
  545.  
  546. ///////////////////////
  547. /// Array Functions ///
  548. ///////////////////////
  549.  
  550.  
  551. int SizeOfArray(int array[]);       ZASM Instruction:
  552.                     ARRAYSIZE d2
  553. /**
  554. * Returns the index size of the array pointed by 'array'.
  555. * Works only on int, and float type arrays. Boolean arrays are not supported.
  556. * Useful in for loops.
  557. *
  558. */ Example Use:
  559.  
  560.     int isAnArray[216];
  561.     int x;
  562.     x = SizeOfArray(isAnArray);
  563.     The value of x becomes 216.
  564.  
  565. /************************************************************************************************************/
  566.  
  567. //////////////////////////////
  568. /// Mathematical Functions ///
  569. //////////////////////////////
  570.  
  571. int Rand(int n);        ZASM Instruction:
  572.                 RNDR<><> d2,d3
  573.                 RNDV<><>
  574.  
  575. /**
  576. * Computes and returns a random integer from 0 to n-1,
  577. * or a negative value between n+1 and 0 if 'n' is negative.
  578. *
  579. * Note: The paramater 'n' is an integer, and any floating point (ZScript float)
  580. *       value passed to it will be truncated (floored) to the nearest integer.
  581. *       Rand(3.75) is identical to Rand(3).
  582. */ Example Use:
  583.  
  584.     Rand(40);
  585.     Produces a random number between 0 and 39.
  586.     Rand(-20);
  587.     produces a random number between -19 and 0.
  588.    
  589.  
  590. /************************************************************************************************************/
  591.  
  592. float Sin(float deg);       ZASM Instruction:
  593.                 SINR<><> d2,d3
  594.                 SINV<><>
  595.  
  596. /**
  597. * Returns the trigonometric sine of the parameter, which is interpreted
  598. * as a degree value.
  599. *
  600. */ Example Use:
  601.  
  602.     float x = Sin(32);
  603.     x = 0.5299
  604.  
  605. /************************************************************************************************************/
  606.  
  607. float Cos(float deg);       ZASM Instruction:
  608.                 COSR<><> d2,d3
  609.                 COSV<><>
  610.  
  611. /**
  612. * Returns the trigonometric cosine of the parameter, which is
  613. * interpreted as a degree value.
  614. *
  615. */ Example Usage:
  616.  
  617.     float x = Cos(40);
  618.     x = 0.7660
  619.  
  620. /************************************************************************************************************/
  621.  
  622. float Tan(float deg);       ZASM Instruction:
  623.                 TANR<><> d2,d3
  624.                 TANV<><>
  625.  
  626. /**
  627. * Returns the trigonometric tangent of the parameter, which is
  628. * interpreted as a degree value. The return value is undefined if
  629. * deg is of the form 90 + 180n for an integral value of n.
  630. *
  631. */ Example Use:
  632.  
  633.     float x = Tan(100);
  634.     x = -5.6712
  635.  
  636. /************************************************************************************************************/
  637.  
  638. //!Sources: OMultImmediate, OArcSinRegister
  639. //Is there a direct ZASM instruction equivalent, or does this function run as a routine?
  640.  
  641. float RadianSin(float rad);
  642. /**
  643. * Returns the trigonometric sine of the parameter, which is interpreted
  644. * as a radian value.
  645. *
  646. */ Example Use:
  647.  
  648. /************************************************************************************************************/
  649.  
  650. //!Sources: OMultImmediate, OCosRegister
  651. //Is there a direct ZASM instruction equivalent, or does this function run as a routine?
  652.  
  653. float RadianCos(float rad);
  654. /**
  655. * Returns the trigonometric cosine of the parameter, which is
  656. * interpreted as a radian value.
  657. *
  658. */ Example Use:
  659.  
  660. /************************************************************************************************************/
  661.  
  662. //!Sources: OMultImmediate, OTanRegister
  663. //Is there a direct ZASM instruction equivalent, or does this function run as a routine?
  664.  
  665. float RadianTan(float rad);
  666. /**
  667. * Returns the trigonometric tangent of the parameter, which is
  668. * interpreted as a radian value. The return value is undefined for
  669. * values of rad near (pi/2) + n*pi, for n an integer.
  670. *
  671. */ Example Use:
  672.  
  673. /************************************************************************************************************/
  674.  
  675. float ArcTan(int x, int y);     ZASM Instruction:
  676.                     ARCTANR<>
  677.                     (Does ARCTANV exist?)
  678. /**
  679. * Returns the trigonometric arctangent of the coordinates, which is
  680. * interpreted as a radian value.
  681. *
  682. */ Example Use:
  683.  
  684. /************************************************************************************************************/
  685.  
  686. float ArcSin(float x);          ZASM Instruction:
  687.                     ARCSINR<><>
  688.                     ARCSINV<><> (Can't find this in the source code)
  689.                             ffasm.cpp line 217
  690. /**
  691. * Returns the trigonometric arcsine of x, which is
  692. * interpreted as a radian value.
  693. *
  694. */ Example Use:
  695.  
  696. /************************************************************************************************************/
  697.  
  698. float ArcCos(float x);      ZASM Instruction:
  699.                 ARCCOSR<><>
  700.                 ARCCOSV<><>
  701.  
  702. /**
  703. * Returns the trigonometric arccosine of x, which is
  704. * interpreted as a radian value.
  705. *
  706. */ Example Use:
  707.  
  708. /************************************************************************************************************/
  709.  
  710. float Max(float a, float b);    ZASM Instruction:
  711.                 MAXR<><>
  712.                 MAXV<><>
  713. /**
  714. * Returns the greater of a and b.
  715. *
  716. */ Example Use:
  717.  
  718. /************************************************************************************************************/
  719.  
  720. float Min(float a, float b);    ZASM Instriction:
  721.                 MINR<><>
  722.                 MINV<><>
  723. /**
  724. * Returns the lesser of a and b.
  725. *
  726. */ Example Use:
  727.  
  728. /************************************************************************************************************/
  729.  
  730. int Pow(int base, int exp); ZASM Instruction:
  731.                 POWERR<><>
  732.                 POWERV<><>
  733. /**
  734. * Returns base^exp. The return value is undefined for base=exp=0. Note
  735. * also negative values of exp may not be useful, as the return value is
  736. * truncated to the nearest integer.
  737. *
  738. */ Example Use:
  739.  
  740. /************************************************************************************************************/
  741.  
  742. int InvPow(int base, int exp);      ZASM Instruction:
  743.                     IPOWERR<><>
  744.                     IPOWERV<><>
  745. /**
  746. * Returns base^(1/exp). The return value is undefined for exp=0, or
  747. * if exp is even and base is negative. Note also that negative values
  748. * of exp may not be useful, as the return value is truncated to the
  749. * nearest integer.
  750. *
  751. */ Example Use:
  752.  
  753. /************************************************************************************************************/
  754.  
  755. float Log10(float val);         ZASM Instruction:
  756.                     LOG10<>
  757. /**
  758. * Returns the log of val to the base 10. Any value <= 0 will return 0.
  759. *
  760. */ Example Use:
  761.  
  762. /************************************************************************************************************/
  763.  
  764. float Ln(float val);            ZASM Instruction:
  765.                     LOGE<>
  766.  
  767. /**
  768. * Returns the natural logarithm of val (to the base e). Any value <= 0 will return 0.
  769. *
  770. */ Example Use:
  771.  
  772. /************************************************************************************************************/
  773.  
  774. int Factorial(int val);         ZASM Instruction:
  775.                     FACTORIAL<>
  776. /**
  777. * Returns val!. val < 0 returns 0.
  778. *
  779. */ Example Use:
  780.  
  781. /************************************************************************************************************/
  782.  
  783. float Abs(float val);           ZASM Instruction:
  784.                     ABS<>
  785. /**
  786. * Return the absolute value of the parameter, if possible. If the
  787. * absolute value would overflow the parameter, the return value is
  788. * undefined.
  789. *
  790. */ Example Use:
  791.  
  792. /************************************************************************************************************/
  793.  
  794. float Sqrt(float val);          ZASM Instruction:
  795.                     SQROOTV<><>
  796.                     SQROOTR<><>
  797. /**
  798. * Computes the square root of the parameter. The return value is
  799. * undefined for val < 0.
  800. * NOTE: Passing negative values to Sqrt() will return an error. See SafeSqrt() in std.zh
  801. */ Example Use:
  802.  
  803.     int x = Sqrt(16);
  804.     x = 4
  805.  
  806. /************************************************************************************************************/
  807. /************************************************************************************************************/
  808.  
  809.  
  810.  
  811. //====================================
  812. //--- Game Functions and Variables ---
  813. //====================================
  814.  
  815.                                         namespace Game
  816.  
  817.    
  818.  
  819.     int GetCurScreen();     ZASM Instruction:
  820.                     CURSCR
  821.     /**
  822.     * Retrieves the number of the current screen within the current map.
  823.     */ Example Use: !#!
  824.  
  825. /************************************************************************************************************/
  826.  
  827.     int GetCurDMapScreen();     ZASM Instruction:
  828.                     CURDSCR
  829.     /**
  830.     * Retrieves the number of the current screen within the current DMap.
  831.     */ Example Use: !#!
  832.  
  833. /************************************************************************************************************/
  834.  
  835.     int GetCurLevel();      ZASM Instruction:
  836.                     CURLEVEL
  837.     /**
  838.     * Retrieves the number of the dungeon level of the current DMap. Multiple
  839.     * DMaps can have the same dungeon level - this signifies that they share
  840.     * a map, compass, level keys and such.
  841.     */ Example Use: !#!
  842.  
  843. /************************************************************************************************************/
  844.  
  845.     int GetCurMap();        ZASM Instruction:
  846.                     CURMAAP
  847.     /**
  848.     * Retrieves the number of the current map.
  849.     */ Example Use: !#!
  850.  
  851. /************************************************************************************************************/
  852.  
  853.     int GetCurDMap();       ZASM Instruction:
  854.                     CURDMAP
  855.     /**
  856.     * Returns the number of the current DMap.
  857.     */ Example Use: !#!
  858.  
  859. /************************************************************************************************************/
  860.  
  861.     int DMapFlags[];        ZASM Instruction:
  862.                     DMAPFLAGSD
  863.     /**
  864.     * An array of 512 integers, containing the DMap's flags ORed (|) together.
  865.     * Use the 'DMF_' constants, or the 'DMapFlag()' functions from std.zh if you are not comfortable with binary.
  866.     */ Example Use: !#!
  867.  
  868. /************************************************************************************************************/
  869.  
  870.     int DMapLevel[];        ZASM Instruction:
  871.                     DMAPLEVELD
  872.     /**
  873.     * An array of 512 integers containing each DMap's level
  874.     */ Example Use: !#!
  875.  
  876. /************************************************************************************************************/
  877.  
  878.     int DMapCompass[];      ZASM Instruction:
  879.                     DMAPCOMPASSD
  880.     /**
  881.     * An array of 512 integers containing each DMap's compass screen
  882.     */ Example Use: !#!
  883.  
  884. /************************************************************************************************************/
  885.  
  886.     int DMapContinue[];     ZASM Instruction:
  887.                     DMAPCONTINUED
  888.     /**
  889.     * An array of 512 integers containing each DMap's continue screen
  890.     */ Example Use: !#!
  891.  
  892. /************************************************************************************************************/
  893.  
  894.     int DMapMIDI[];         ZASM Instruction:
  895.                     DMAPMIDID
  896.     /**
  897.     * An array of 512 integers containing each DMap's MIDI.
  898.     * Positive numbers are for custom MIDIs, and negative values are used for
  899.     * the built-in game MIDIs. Because of the way DMap MIDIs are handled
  900.     * internally, however, built-in MIDIs besides the overworld, dungeon, and
  901.     * level 9 songs won't match up with Game->PlayMIDI() and Game->GetMIDI().
  902.     */ Example Use: !#!
  903.  
  904. /************************************************************************************************************/
  905.  
  906.     void GetDMapName(int DMap, int buffer[]);
  907.                    
  908.                     ZASM Instruction:
  909.                     GETDMAPNAME
  910.     /**
  911.     * Loads DMap with ID 'DMap's name into 'buffer'.
  912.     * See std_constsnts.zh for appropriate buffer size.
  913.     */ Example Use: !#!
  914.  
  915. /************************************************************************************************************/
  916.  
  917.     void GetDMapTitle(int DMap, int buffer[]);
  918.    
  919.                     ZASM Instruction:
  920.                     GETDMAPTITLE
  921.     /**
  922.     * Loads DMap with ID 'DMap's title into 'buffer'.
  923.     * See std_constants.zh for appropriate buffer size.
  924.     */ Example Use: !#!
  925.  
  926. /************************************************************************************************************/
  927.  
  928.     void GetDMapIntro(int DMap, int buffer[]);
  929.    
  930.                     ZASM Instruction:
  931.                     GETDMAPINTRO
  932.     /**
  933.     * Loads DMap with ID 'DMap's intro string into 'buffer'.
  934.     * See std_constants.zh for appropriate buffer size.
  935.     */ Example Use: !#!
  936.  
  937. /************************************************************************************************************/
  938.  
  939.     int DMapOffset[];       ZASM Instruction:
  940.                     DMAPOFFSET
  941.     /**
  942.     * An array of 512 integers containing the X offset of each DMap.
  943.     * Game->DMapOffset is read-only; while setting it is not syntactically
  944.     * incorrect, it does nothing.
  945.     */ Example Use: !#!
  946.  
  947. /************************************************************************************************************/
  948.  
  949.     int DMapMap[];          ZASM Instruction:
  950.                     DMAPMAP
  951.  
  952.     /**
  953.     * An array of 512 integers containing the map used by each DMap.
  954.     * Game->DMapMap is read-only; while setting it is not syntactically
  955.     * incorrect, it does nothing.
  956.     */ Example Use: !#!
  957.    
  958. /************************************************************************************************************/
  959.    
  960.     int NumDeaths;          ZASM Instruction:
  961.                     GAMEDEATHS
  962.     /**
  963.     * Returns or sets the number of times Link has perished during this quest.
  964.     */ Example Use: !#!
  965.  
  966. /************************************************************************************************************/
  967.  
  968.     int Cheat;          ZASM Instruction:
  969.                     GAMECHEAT
  970.     /**
  971.     * Returns, or sets the current cheat level of the quest player.
  972.     * Valid values are 0, 1, 2, 3, and 4.
  973.     */ Example Use: !#!
  974.  
  975. /************************************************************************************************************/
  976.    
  977.     bool CappedFPS;         ZASM Instruction:
  978.                     GAMETHROTTLE
  979.     /**
  980.     * Returns if the user enabled an uncapped mode either with F1 or TILDE.
  981.     * Returns 'true' is the game is capped to 60fps, or false otherwise.
  982.     * At present, you may get (read), but NOT set (write to) this value.
  983.     */ Example Use: !#!
  984.  
  985. /************************************************************************************************************/
  986.  
  987.     int Time            ZASM Instruction:
  988.                     GAMETIME
  989.     /**
  990.     * Returns the time elapsed in this quest, in 60ths of a second. (i.e. in frames).
  991.     * The return value is undefined if TimeValid is false (see below).
  992.     */ Example Use: !#!
  993.  
  994. /************************************************************************************************************/
  995.  
  996.     bool TimeValid;         ZASM Instruction:
  997.                     GAMETIMEVALID
  998.     /**
  999.     * True if the elapsed quest time can be determined for the current quest.
  1000.     */ Example Use: !#!
  1001.  
  1002. /************************************************************************************************************/
  1003.  
  1004.     bool HasPlayed;         ZASM Instruction:
  1005.                     GAMEHASPLAYED
  1006.     /**
  1007.     * This value is true if the current quest session was loaded from a saved
  1008.     * game, false if the quest was started fresh.
  1009.     */ Example Use: !#!
  1010.  
  1011. /************************************************************************************************************/
  1012.  
  1013.     bool Standalone;        ZASM Instruction:
  1014.                     GAMESTANDALONE
  1015.     /**
  1016.     * This value is true if the game is running in standalone mode, false if not.
  1017.     * Game->Standalone is read-only; while setting it is not syntactically
  1018.     * incorrect, it does nothing.
  1019.     *
  1020.     * Standalone mode is set by command line params when launching ZC.
  1021.     */ Example Use: !#!
  1022.  
  1023. /************************************************************************************************************/
  1024.  
  1025.     int GuyCount[];         ZASM Instruction:
  1026.                     GAMEGUYCOUNT
  1027.     /**
  1028.     * The number of NPCs (enemies and guys) on screen i of this map, where
  1029.     * i is the index used to access this array. This array is exclusively used
  1030.     * to determine which enemies had previously been killed, and thus won't
  1031.     * return, when you re-enter a screen.
  1032.     * Note: This is only a count of the enemies that remain on a screen; not their IDs.
  1033.     */ Example Use: !#!
  1034.    
  1035. /************************************************************************************************************/
  1036.  
  1037.     int ContinueDMap;       ZASM Instruction:
  1038.                     GAMECONTDMAP
  1039.     /**
  1040.     * Returns or sets the DMap where Link will be respawned after quitting and reloading the game.
  1041.     */ Example Use: !#!
  1042.  
  1043. /************************************************************************************************************/
  1044.  
  1045.     int ContinueScreen;     ZASM Instruction:
  1046.                     GAMECONTSCR
  1047.     /**
  1048.     * Returns or sets the map screen where Link will be respawned after quitting and reloading the game.
  1049.     */ Example Use: !#!
  1050.  
  1051. /************************************************************************************************************/
  1052.  
  1053.     int LastEntranceDMap;       ZASM Instruction:
  1054.                     GAMEENTRDMAP
  1055.     /**
  1056.     * Returns or sets the DMap where Link will be respawned after dying and continuing.
  1057.     */ Example Use: !#!
  1058.  
  1059. /************************************************************************************************************/
  1060.  
  1061.     int LastEntranceScreen;     ZASM Instruction:
  1062.                     GAMEENTRSCR
  1063.     /**
  1064.     * Returns or sets the map screen where Link will be respawned after dying and continuing.
  1065.     */ Example Use: !#!
  1066.  
  1067. /************************************************************************************************************/
  1068.  
  1069.     int Counter[];          ZASM Instruction:
  1070.                     GAMECOUNTERD
  1071.     /**
  1072.     * Returns of sets the current value of the game counters.
  1073.     * Use the CR_ constants in std.zh to index into this array.
  1074.     */ Example Use: !#!
  1075.  
  1076. /************************************************************************************************************/
  1077.  
  1078.     int MCounter[];         ZASM Instruction:
  1079.                     GAMEMCOUNTERD
  1080.     /**
  1081.     * Returns or sets the current maximum value of the game counters.
  1082.     * Use the CR_ constants in std.zh to index into this array.
  1083.     */ Example Use: !#!
  1084.  
  1085. /************************************************************************************************************/
  1086.  
  1087.     int DCounter[];         ZASM Instruction:
  1088.                     GAMEDCOUNTERD
  1089.     /**
  1090.     * Returns of sets the current value of the game drain counters.
  1091.     * Use the CR_ constants in std.zh to index into this array.
  1092.     * Note that if the player hasn't acquired the '1/2 Magic Upgrade' yet,
  1093.     * then setting the CR_MAGIC drain counter to a negative value will
  1094.     * drain the magic counter by 2 per frame rather than 1.
  1095.     */ Example Use: !#!
  1096.  
  1097. /************************************************************************************************************/
  1098.  
  1099.     int Generic[];          ZASM Instruction:
  1100.                     GAMEGENERICD
  1101.     /**
  1102.     * An array of miscellaneous game values, such as number of heart
  1103.     * containers and magic drain rate.
  1104.     * Use the GEN_ constants in std.zh to index into this array.
  1105.     */ Example Use: !#!
  1106.  
  1107. /************************************************************************************************************/
  1108.  
  1109.     int LItems          ZASM Instruction:
  1110.                     GAMELITEMSD
  1111.     /**
  1112.     * The exploration items (map, compass, boss key etc.) of dungeon level i
  1113.     * currently under the possession of the player, where i is
  1114.     * the index used to access this array. Each element of this
  1115.     * array consists of flags OR'd (|) together; use the LI_ constants in
  1116.     * std.zh to set or compare these values.
  1117.     */ Example Use: !#!
  1118.  
  1119. /************************************************************************************************************/
  1120.  
  1121.     int LKeys[];            ZASM Instruction:
  1122.                     GAMELKEYSD
  1123.     /**
  1124.     * The number of level keys of level i currently under the possession of
  1125.     * the player, where i is the index used to access this array.
  1126.     */ Example Use: !#!
  1127.  
  1128. /************************************************************************************************************/
  1129.  
  1130.     int GetScreenFlags(int map, int screen, int flagset);
  1131.    
  1132.                     ZASM Instruction:
  1133.                     GETSCREENFLAGS
  1134.     /**
  1135.     * Returns the screen flags from screen 'screen' on map 'map',
  1136.     * interpreted in the same way as Screen->Flags
  1137.     */ Example Use: !#!
  1138.  
  1139.    
  1140.     Game->LKeys[3]+=4; //Gives the player four keys to Level 3.
  1141.  
  1142.  
  1143. /************************************************************************************************************/
  1144.  
  1145.     int GetScreenEFlags(int map, int screen, int flagset);     
  1146.            
  1147.                     ZASM Instruction:
  1148.                     GETSCREENEFLAGS
  1149.    
  1150.     /**
  1151.     * Returns the enemy flags from screen 'screen' on map 'map',
  1152.     * interpreted in the same way as Screen->EFlags
  1153.     */ Example Use: !#!
  1154.  
  1155. /************************************************************************************************************/
  1156.  
  1157.     bool GetScreenState(int map, int screen, int flag);        
  1158.    
  1159.                     ZASM Instruction:
  1160.                     SCREENSTATEDD
  1161.     /**
  1162.     * As with State, but retrieves the miscellaneous flags of any screen,
  1163.     * not just the current one. This function is undefined if map is less
  1164.     * than 1 or greater than the maximum map number of your quest, or if
  1165.     * screen is greater than 127.
  1166.     * Note: Screen numbers in ZQuest are usually displayed in hexadecimal.
  1167.     * Use the ST_ constants in std.zh for the flag parameter.
  1168.     */ Example Use: !#!
  1169.  
  1170. /************************************************************************************************************/
  1171.  
  1172.     void SetScreenState(int map, int screen, int flag, bool value);    
  1173.    
  1174.                     ZASM Instruction:
  1175.                     SCREENSTATEDD
  1176.    
  1177.     /**
  1178.     * As with State, but sets the miscellaneous flags of any screen, not
  1179.     * just the current one. This function is undefined if map is less than
  1180.     * 1 or greater than the maximum map number of your quest, or if
  1181.     * screen is greater than 127.
  1182.     * Note: Screen numbers in ZQuest are usually displayed in hexadecimal.
  1183.     * Use the ST_ constants in std.zh for the flag parameter.
  1184.     */ Example Use: !#!
  1185.  
  1186. /************************************************************************************************************/
  1187.  
  1188.     float GetScreenD(int screen, int reg);
  1189.    
  1190.                     ZASM Instruction:
  1191.                     SDDD
  1192.     /**
  1193.     * Retrieves the value of D[reg] on the given screen of the current
  1194.     * DMap.
  1195.     */ Example Use: !#!
  1196.  
  1197. /************************************************************************************************************/
  1198.  
  1199.     void SetScreenD(int screen, int reg, float value);
  1200.  
  1201.                     ZASM Instruction:
  1202.                     SDDD
  1203.     /**
  1204.     * Sets the value of D[reg] on the given screen of the current DMap.
  1205.     */ Example Use: !#!
  1206.  
  1207. /************************************************************************************************************/
  1208.  
  1209.     float GetDMapScreenD(int dmap, int screen, int reg);   
  1210.  
  1211.                     ZASM Instruction:
  1212.                     SDDDD
  1213.     /**
  1214.     * Retrieves the value of D[reg] on the given screen of the given
  1215.     * DMap.
  1216.     */ Example Use: !#!
  1217.  
  1218. /************************************************************************************************************/
  1219.  
  1220.     void SetDMapScreenD(int dmap, int screen, int reg, float value
  1221.                
  1222.                     ZASM Instruction:
  1223.                     SDDDD
  1224.     /**
  1225.     * Sets the value of D[reg] on the given screen of the given DMap.
  1226.     */ Example Use: !#!
  1227.  
  1228.     itemdata LoadItemData(int item);
  1229.     LOADITEMDATAR
  1230.     LOADITEMDATAV
  1231.     /**
  1232.     * Retrieves the itemdata pointer corresponding to the given item.
  1233.     * Use the item pointer ID variable or I_ constants in std.zh as values.
  1234.     */  Example Use: !#!
  1235.         Game->LoadItemData[I_BRANG1]
  1236.    
  1237.  
  1238. /************************************************************************************************************/
  1239.     //! This compiles, but it is incomplete and returns 0.
  1240.     float GetDMapScreenDoor(int dmap, int screen, int door);   
  1241.  
  1242.                     ZASM Instruction:
  1243.                     n/a
  1244.     /**
  1245.     * Retrieves the value of Screen->Door[door] on the given screen of the given
  1246.     * DMap.
  1247.     */ Example Use: !#!
  1248.  
  1249. /************************************************************************************************************/
  1250.     //! This compiles, but it is incomplete and returns 0.
  1251.     void SetDMapScreenDoor(int dmap, int screen, int door, float value
  1252.                
  1253.                     ZASM Instruction:
  1254.                     SDDDD
  1255.     /**
  1256.     * Sets the value of Screen->Door[door] on the given screen of the given DMap.
  1257.     */ Example Use: !#!
  1258.  
  1259.  
  1260. /************************************************************************************************************/
  1261.     //! This compiles, but it is incomplete and returns 0.
  1262.     bool GetDMapScreenState(int dmap, int screen, int index);  
  1263.  
  1264.                     ZASM Instruction:
  1265.                     n/a
  1266.     /**
  1267.     * Retrieves the value of Screen->State[index] on the given screen of the given
  1268.     * DMap.
  1269.     */ Example Use: !#!
  1270.  
  1271. /************************************************************************************************************/
  1272.     //! This compiles, but it is incomplete and returns 0.
  1273.     void SetDMapScreenState(int dmap, int screen, int index, bool value
  1274.                
  1275.                     ZASM Instruction:
  1276.                     SDDDD
  1277.     /**
  1278.     * Sets the value of Screen->State[index] on the given screen of the given DMap.
  1279.     */ Example Use: !#!
  1280.  
  1281.  
  1282. /************************************************************************************************************/
  1283.  
  1284.     void PlaySound(int soundid);    ZASM Instruction:
  1285.                     PLAYSOUNDR
  1286.                     PLAYSOUNDV
  1287.     /**
  1288.     * Plays one of the quest's sound effects. Use the SFX_ constants in
  1289.     * std.zh as values of soundid.
  1290.     */ Example Use: !#!
  1291.  
  1292. /************************************************************************************************************/
  1293.  
  1294.     void PlayMIDI(int MIDIid);  ZASM Instruction:
  1295.                     PLAYMIDIR
  1296.                     PLAYMIDIV
  1297.     /**
  1298.     * Changes the current screen MIDI to MIDIid.
  1299.     * Will revert to the DMap (or screen) MIDI upon leaving the screen.
  1300.     */ Example Use: !#!
  1301.  
  1302. /************************************************************************************************************/
  1303.  
  1304.     int GetMIDI();          ZASM Instruction:
  1305.                     GETMIDI
  1306.     /**
  1307.     * Returns the current screen MIDI that is playing.
  1308.     * Positive numbers are for custom MIDIs, and negative values are used
  1309.     * for the built-in game MIDIs.
  1310.     */ Example Use: !#!
  1311.  
  1312. /************************************************************************************************************/
  1313.  
  1314.     bool PlayEnhancedMusic(int filename[], int track);
  1315.        
  1316.                     ZASM Instruction:
  1317.                     PLAYENHMUSIC
  1318.     /**
  1319.     * Play the specified enhanced music if it's available. If the music
  1320.     * cannot be played, the current music will continue. The music will
  1321.     * revert to normal upon leaving the screen.
  1322.     * Returns true if the music file was loaded successfully.
  1323.     * The filename cannot be more than 255 characters. If the music format
  1324.     * does not support multiple tracks, the track argument will be ignored.
  1325.     */ Example Use:
  1326.    
  1327.         int music[]="myfile.mp3"; // Make a string with the filename of the music to play.
  1328.         if ( !Game->PlayEnhancedMusic(music, 1) ) Game->PlayMIDI(midi_id);
  1329.        
  1330.         // Plays the enhanced music file 'myfle.mp3', track 1.
  1331.         // If the file is mssing, the game will instead play
  1332.         // the midi specified as midi_id.
  1333.    
  1334. /************************************************************************************************************/
  1335.    
  1336.     void GetDMapMusicFilename(int dmap, int buf[]);
  1337.    
  1338.                     ZASM Instruction:
  1339.                     GETMUSICFILE
  1340.     /**
  1341.     * Load the filename of the given DMap's enhanced music into buf.
  1342.     * buf should be at least 256 elements in size.
  1343.     */ Example Use: !#!
  1344.  
  1345. /************************************************************************************************************/
  1346.  
  1347.     int GetDMapMusicTrack(int dmap);
  1348.    
  1349.                     ZASM Instruction:
  1350.                     GETMUSICTRACK
  1351.     /**
  1352.     * Returns the given DMap's enhanced music track. This is valid but
  1353.     * meaningless if the music format doesn't support multiple tracks.
  1354.     */ Example Use: !#!
  1355.  
  1356. /************************************************************************************************************/
  1357.    
  1358.     void SetDMapEnhancedMusic(int dmap, int filename[], int track);
  1359.  
  1360.                     ZASM Instruction:
  1361.                     SETDMAPENHMUSIC
  1362.     /**
  1363.     * Sets the specified DMap's enhanced music to the given filename and
  1364.     * track number. If the music format does not support multiple tracks,
  1365.     * the track argument will be ignored. The filename must not be more
  1366.     * than 255 characters.
  1367.     */ Example Use: !#!
  1368.  
  1369. /************************************************************************************************************/
  1370.  
  1371.     int GetComboData(int map, int screen, int position);
  1372.  
  1373.                     ZASM Instruction:
  1374.                     COMBODDM
  1375.     /**
  1376.     * Grabs a particular combo reference from anywhere in the game
  1377.     * world, based on map (NOT DMap), screen number, and position.
  1378.     * Don't forget that the screen index should be in hexadecimal,
  1379.     * and that maps are counted from 1 upwards.
  1380.     * Position is considered an index, treated the same way as in
  1381.     * Screen->ComboD[], with a legal range of 0 to 175.
  1382.     */ Example Use: !#!
  1383.  
  1384. /************************************************************************************************************/
  1385.  
  1386.     void SetComboData(int map, int screen, int position, int value);
  1387.            
  1388.                     ZASM Instruction:
  1389.                     COMBODDM
  1390.     /**
  1391.     * Sets a particular combo reference anywhere in the game world,
  1392.     * based on map (NOT DMap), screen number, and position.
  1393.     * Don't forget that the screen index should be in hexadecimal,
  1394.     * and that maps are counted from 1 upwards.
  1395.     * Position is considered an index, treated the same way as in
  1396.     * Screen->ComboD[], with a legal range of 0 to 175.
  1397.     */ Example Use: !#!
  1398.  
  1399. /************************************************************************************************************/
  1400.  
  1401.     int GetComboCSet(int map, int screen, int position);
  1402.    
  1403.                     ZASM Instruction:
  1404.                     COMBOCDM
  1405.     /**
  1406.     * Grabs a particular combo's CSet from anywhere in the game
  1407.     * world, based on map (NOT DMap), screen number, and position.
  1408.     * Position is considered an index, treated the same way as in
  1409.     * Screen->ComboC[], with a legal range of 0 to 175.
  1410.     */ Example Use: !#!
  1411.  
  1412. /************************************************************************************************************/
  1413.  
  1414.     void SetComboCSet(int map, int screen, int position, int value);
  1415.    
  1416.                     ZASM Instruction:
  1417.                     COMBOCDM
  1418.     /**
  1419.     * Sets a particular combo's CSet anywhere in the game world,
  1420.     * based on map (NOT DMap), screen number, and position. Position
  1421.     * is considered an index, treated the same way as in Screen->ComboC[]
  1422.     * with a legal range of 0 to 175.
  1423.     */ Example Use: !#!
  1424.  
  1425. /************************************************************************************************************/
  1426.  
  1427.     int GetComboFlag(int map, int screen, int position);
  1428.    
  1429.                     ZASM Instruction:
  1430.                     COMBOFDM
  1431.     /**
  1432.     * Grabs a particular combo's placed flag from anywhere in the game
  1433.     * world, based on map (NOT DMap), screen number, and position.
  1434.     * Position is considered an index, treated the same way as in
  1435.     * Screen->ComboF[], with a legal range of 0 to 175.
  1436.     */ Example Use: !#!
  1437.  
  1438. /************************************************************************************************************/
  1439.  
  1440.     void SetComboFlag(int map, int screen, int position, int value);
  1441.    
  1442.                     ZASM Instruction:
  1443.                     COMBOFDM
  1444.     /**
  1445.     * Sets a particular combo's placed flag anywhere in the game world,
  1446.     * based on map (NOT DMap), screen number, and position. Position
  1447.     * is considered an index, treated the same way as in Screen->ComboF[]
  1448.     * with a legal range of 0 to 175.
  1449.     */ Example Use: !#!
  1450.    
  1451. /************************************************************************************************************/
  1452.  
  1453.     int GetComboType(int map, int screen, int position);
  1454.    
  1455.                     ZASM Instruction:
  1456.                     COMBOTDM
  1457.     /**
  1458.     * Grabs a particular combo's type from anywhere in the game
  1459.     * world, based on map (NOT DMap), screen number, and position.
  1460.     * Position is considered an index, treated the same way as in
  1461.     * Screen->ComboT[]. Note that you are grabbing an actual combo
  1462.     * attribute as referenced by the combo on screen you're
  1463.     * referring to.
  1464.     */ Example Use: !#!
  1465.  
  1466. /************************************************************************************************************/
  1467.  
  1468.     void SetComboType(int map, int screen, int position, int value);
  1469.    
  1470.                     ZASM Instruction:
  1471.                     COMBOTDM
  1472.     /**
  1473.     * Sets a particular combo's type anywhere in the game world,
  1474.     * based on map (NOT DMap), screen number, and position. Position
  1475.     * is considered an index, treated the same way as in Screen->ComboT[].
  1476.     * Note that you are grabbing an actual combo attribute as referenced
  1477.     * by the combo on screen you're referring to, which means that
  1478.     * setting this attribute will affect ALL references to this combo
  1479.     * throughout the quest.
  1480.     */ Example Use: !#!
  1481.  
  1482. /************************************************************************************************************/
  1483.  
  1484.     int GetComboInherentFlag(int map, int screen, int position);
  1485.    
  1486.                     ZASM Instruction:
  1487.                     COMBOIDM
  1488.     /**
  1489.     * Grabs a particular combo's inherent flag from anywhere in the game
  1490.     * world, based on map (NOT DMap), screen number, and position.
  1491.     * Position is considered an index, treated the same way as in
  1492.     * Screen->ComboI[]. Note that you are grabbing an actual combo
  1493.     * attribute as referenced by the combo on screen you're
  1494.     * referring to.
  1495.     */ Example Use: !#!
  1496.  
  1497. /************************************************************************************************************/
  1498.  
  1499.     void SetComboInherentFlag(int map, int screen, int position, int value);
  1500.    
  1501.                     ZASM Instruction:
  1502.                     COMBOIDM
  1503.     /**
  1504.     * Sets a particular combo's inherent flag anywhere in the game world,
  1505.     * based on map (NOT DMap), screen number, and position. Position
  1506.     * is considered an index, treated the same way as in Screen->ComboI[].
  1507.     * Note that you are grabbing an actual combo attribute as referenced
  1508.     * by the combo on screen you're referring to, which means that
  1509.     * setting this attribute will affect ALL references to this combo
  1510.     * throughout the quest.
  1511.     */ Example Use: !#!
  1512.  
  1513. /************************************************************************************************************/
  1514.  
  1515.     int GetComboSolid(int map, int screen, int position);
  1516.    
  1517.                     ZASM Instruction:
  1518.                     COMBOSDM
  1519.     /**
  1520.     * Grabs a particular combo's solidity flag from anywhere in the game
  1521.     * world, based on map (NOT DMap), screen number, and position.
  1522.     * Position is considered an index, treated the same way as in
  1523.     * Screen->ComboS[]. Note that you are grabbing an actual combo
  1524.     * attribute as referenced by the combo on screen you're
  1525.     * referring to.
  1526.     */ Example Use: !#!
  1527.  
  1528. /************************************************************************************************************/
  1529.  
  1530.     void SetComboSolid(int map, int screen, int position, int value);
  1531.    
  1532.                     ZASM Instruction:
  1533.                     COMBOSDM
  1534.     /**
  1535.     * Sets a particular combo's solidity anywhere in the game world,
  1536.     * based on map (NOT DMap), screen number, and position. Position
  1537.     * is considered an index, treated the same way as in Screen->ComboS[].
  1538.     * Note that you are grabbing an actual combo attribute as referenced
  1539.     * by the combo on screen you're referring to, which means that
  1540.     * setting this attribute will affect ALL references to this combo
  1541.     * throughout the quest.
  1542.     */ Example Use: !#!
  1543.  
  1544. /************************************************************************************************************/
  1545.  
  1546.     int ComboTile(int combo);   ZASM Instruction:
  1547.                     COMBOTILE
  1548.     /**
  1549.     * Returns the tile used by combo 'combo'
  1550.     */ Example Use: !#!
  1551.  
  1552. /************************************************************************************************************/
  1553.  
  1554.     void GetSaveName(int buffer[]);
  1555.    
  1556.                     ZASM Instruction:
  1557.                     GETSAVENAME
  1558.     /**
  1559.     * Loads the current save file's name into 'buffer'
  1560.     * Buffer should be at least 9 elements long
  1561.     */ Example Use: !#!
  1562.  
  1563. /************************************************************************************************************/
  1564.  
  1565.     void SetSaveName(int name[]);
  1566.    
  1567.                     ZASM Instruction:
  1568.                     SETSAVENAME
  1569.     /**
  1570.     * Sets the current file's save name to 'name'
  1571.     * Buffer should be no more than 9 elements
  1572.     */ Example Use: !#!
  1573.  
  1574. /************************************************************************************************************/
  1575.  
  1576.     void End();         ZASM Instruction:
  1577.                     GAMEEND
  1578.     /**
  1579.     * IMMEDIATELY ends the current game and returns to the file select screen
  1580.     */ Example Use: !#!
  1581.  
  1582. /************************************************************************************************************/
  1583.  
  1584.     void Save();            ZASM Instruction:
  1585.                     GAMESAVE
  1586.     /**
  1587.     * Saves the current game
  1588.     */ Example Use: !#!
  1589.  
  1590. /************************************************************************************************************/
  1591.  
  1592.     bool ShowSaveScreen();      ZASM Instruction:
  1593.                     SAVESCREEN
  1594.     /**
  1595.     * Displays the save screen. Returns true if the user chose to save, false otherwise.
  1596.     */ Example Use: !#!
  1597.  
  1598. /************************************************************************************************************/
  1599.  
  1600.     void ShowSaveQuitScreen();  ZASM Instruction:
  1601.                     SAVEQUITSCREEN
  1602.     /**
  1603.     * Displays the save and quit screen.
  1604.     */ Example Use: !#!
  1605.  
  1606. /************************************************************************************************************/
  1607.  
  1608.     void GetMessage(int string, int buffer[]);
  1609.    
  1610.                     ZASM Instruction:
  1611.                     GETMESSAGE
  1612.     /**
  1613.     * Loads 'string' into 'buffer'. Use the function from std.zh
  1614.     * or use string.zh to remove trailing ' ' characters whilst loading.
  1615.     */ Example Use: !#!
  1616.    
  1617. /************************************************************************************************************/
  1618.    
  1619.     int GetFFCScript(int name[]);   ZASM Instruction:
  1620.                     GETFFCSCRIPT
  1621.     /**
  1622.     * Returns the number of the script with the given name or -1 if there is
  1623.     * no such script. The script name should be passed as a string.
  1624.     * (!) This was added around 2.50.0 RC4. Earlier beta versions will not be able to perform this function.
  1625.     */ Example Use: !#!
  1626.    
  1627. /************************************************************************************************************/
  1628.    
  1629.     bool ClickToFreezeEnabled;  ZASM Instruction:
  1630.                     GAMECLICKFREEZE
  1631.     /**
  1632.     * If this is false, the "Click to Freeze" setting will not function, ensuring
  1633.     * that the script can use the mouse freely. This overrides the setting rather
  1634.     * than changing it, so remembering and restoring the initial value is unnecessary.
  1635.     */ Example Use: !#!
  1636.  
  1637. /************************************************************************************************************/
  1638. /************************************************************************************************************/
  1639.  
  1640. //======================================
  1641. //--- Screen Functions and Variables ---
  1642. //======================================
  1643.  
  1644.                                         namespace Screen
  1645.  
  1646. float D[];              ZASM Instruction:
  1647.                     SD
  1648.                     SDD
  1649.  
  1650.                
  1651. /**
  1652. * Each screen has 8 general purpose registers for use by script
  1653. * programmers. These values are recorded in the save file when the
  1654. * player saves their game. Do with these as you will.
  1655. * Note that these registers are tied to screen/DMap combinations.
  1656. * Encountering the same screen in a different DMap will result in a
  1657. * different D[] array.
  1658. *
  1659. * Values in Screen->D are preserved through game saving.
  1660. *
  1661. */ Example Use: !#!
  1662.    
  1663. /************************************************************************************************************/
  1664.  
  1665. int Flags[];                ZASM Instruction:
  1666.                     SCREENFLAGSD
  1667.                     SCREENFLAGS
  1668.                
  1669. /**
  1670. * An array of ten integers containing the states of the flags in the
  1671. * 10 categories on the Screen Data tabs 1 and 2. Each flag is ORed into the
  1672. * Flags[x] value, starting with the top flag as the smallest bit.
  1673. * Use the SF_ constants as the array acces for this value, and the
  1674. * GetScreenFlags function if you are not comfortable with binary.
  1675. * This is read-only; while setting it is not syntactically incorrect, it does nothing.
  1676. *
  1677. */ Example Use: !#!
  1678.    
  1679. /************************************************************************************************************/
  1680.  
  1681. int EFlags[];               ZASM Instruction:
  1682.                     SCREENEFLAGSD
  1683.                     SCREENEFLAGS
  1684.                
  1685. /**
  1686. * An array of 3 integers containing the states of the flags in the
  1687. * E.Flags tab of the Screen Data dialog. Each flag is ORed into the
  1688. * EFlags[x] value, starting with the top flag as the smallest bit.
  1689. * Use the SEF_ constants as the array acces for this value, and the
  1690. * GetScreenEFlags function if you are not comfortable with binary.
  1691. * This is read-only; while setting it is not syntactically incorrect, it does nothing.
  1692. *
  1693. */ Example Use: !#!
  1694.    
  1695. /************************************************************************************************************/
  1696.  
  1697. int ComboD[];               ZASM Instruction:
  1698.                     CD###       COMBOD 
  1699.                     COMBODD     COMBODDM
  1700.                     COMBODDM    COMBOSD
  1701.                    
  1702. /**
  1703. * The combo ID of the ith combo on the screen, where i is the index
  1704. * used to access this array. Combos are counted left to right, top to
  1705. * bottom.
  1706. * Screen dimensions are 16 combos wide, by 11 combos high.
  1707. *
  1708. */ Example Use: !#!
  1709.    
  1710. /************************************************************************************************************/
  1711.  
  1712. int ComboC[];               ZASM Instruction:
  1713.                     CC###       COMBOC
  1714.                     COMBOCD     COMBOCDM
  1715.                    
  1716. /**
  1717. * The CSet of the tile used by the ith combo on the screen, where i is
  1718. * the index used to access this array. Combos are counted left to right,
  1719. * top to bottom.
  1720. * Screen dimensions are 16 combos wide, by 11 combos high.
  1721. *
  1722. */ Example Use: !#!
  1723.    
  1724. /************************************************************************************************************/
  1725.  
  1726. int ComboF[];               ZASM Instruction:
  1727.                     CF###       COMBOF
  1728.                     COMBOFD     COMBOFDM
  1729.                    
  1730. /**
  1731. * The placed flag of the ith combo on the screen, where i is the index
  1732. * used to access this array. Combos are counted left to right, top to
  1733. * bottom. Use the CF_ constants in std.zh to set or compare these values.
  1734. * Screen dimensions are 16 combos wide, by 11 combos high.
  1735. *
  1736. */ Example Use: !#!
  1737.    
  1738. /************************************************************************************************************/
  1739.  
  1740. int ComboI[];               ZASM Instruction:
  1741.                     CI###       COMBOID
  1742.                             COMBOIDM
  1743.  
  1744.                    
  1745. /**
  1746. * The inherent flag of the ith combo on the screen, where i is the index
  1747. * used to access this array. Combos are counted left to right, top to
  1748. * bottom. Use the CF_ constants in std.zh to set or compare these values.
  1749. * Screen dimensions are 16 combos wide, by 11 combos high.
  1750. *
  1751. */ Example Use: !#!
  1752.    
  1753. /************************************************************************************************************/
  1754.    
  1755. int ComboT[];               ZASM Instruction:
  1756.                     CT###       COMBOTD
  1757.                             COMBOTDM
  1758.  
  1759.                    
  1760. /**
  1761. * The combo type of the ith combo on the screen, where i is the index
  1762. * used to access this array. Combos are counted left to right, top to
  1763. * bottom. Use the CT_ constants in std.zh to set or compare these values.
  1764. * Screen dimensions are 16 combos wide, by 11 combos high.
  1765. *
  1766. */ Example Use: !#!
  1767.    
  1768. /************************************************************************************************************/
  1769.  
  1770. int ComboS[];               ZASM Instruction:
  1771.                     CS###       COMBOSD
  1772.                             COMBOSDM
  1773.  
  1774.                    
  1775. /**
  1776. * The walkability mask of the ith combo on the screen, where i is the
  1777. * index used to access this array. Combos are counted left to right, top
  1778. * to bottom. The least signficant bit is true if the top-left of the combo
  1779. * is solid, the second-least signficant bit is true if the bottom-left
  1780. * of the combo is is solid, the third-least significant bit is true if the
  1781. * top-right of the combo is solid, and the fourth-least significant bit is
  1782. * true if the bottom-right of the combo is solid.
  1783. * Screen dimensions are 16 combos wide, by 11 combos high.
  1784. *
  1785. */ Example Use: !#!
  1786.    
  1787. /************************************************************************************************************/
  1788.  
  1789. int MovingBlockX;           ZASM Instruction:
  1790.                     PUSHBLOCKX
  1791.  
  1792.                    
  1793. /**
  1794. * The X position of the current moving block. If there is no moving block
  1795. * on the screen, it will be -1. This is read-only; while setting it is not
  1796. * syntactically incorrect, it does nothing.
  1797. *
  1798. */ Example Use: !#!
  1799.    
  1800. /************************************************************************************************************/
  1801.  
  1802. int MovingBlockY;           ZASM Instruction:
  1803.                     PUSHBLOCKY
  1804.                    
  1805. /**
  1806. * The Y position of the current moving block. If there is no moving block
  1807. * on the screen, it will be -1. This is read-only; while setting it is not
  1808. * syntactically incorrect, it does nothing.
  1809. *
  1810. */ Example Use: !#!
  1811.    
  1812. /************************************************************************************************************/
  1813.  
  1814. int MovingBlockCombo;           ZASM Instruction:
  1815.                     PUSHBLOCKCOMBO
  1816.  
  1817. /**
  1818. * The combo used by moving block. If there is no block moving, the value
  1819. * is undefined.
  1820. *
  1821. */ Example Use: !#!
  1822.    
  1823. /************************************************************************************************************/
  1824.  
  1825. int MovingBlockCSet;            ZASM Instruction:
  1826.                     PUSHBLOCKCSET
  1827.  
  1828. /**
  1829. * The CSet used by moving block. If there is no block moving, the value
  1830. * is undefined.
  1831. *
  1832. */ Example Use: !#!
  1833.    
  1834. /************************************************************************************************************/
  1835.  
  1836. int UnderCombo;             ZASM Instruction:
  1837.                     UNDERCOMBO
  1838.  
  1839. /**
  1840. * The current screen's under combo.
  1841. * !#! Is setting this legal?
  1842. *
  1843. */ Example Use: !#!
  1844.    
  1845. /************************************************************************************************************/
  1846.    
  1847. int UnderCSet;              ZASM Instruction:
  1848.                     UNDERCSET
  1849.  
  1850. /**
  1851. * The current screen's under CSet.
  1852. * !#! Is setting this legal?
  1853. *
  1854. */ Example Use: !#!
  1855.    
  1856. /************************************************************************************************************/
  1857.    
  1858. bool State[];               ZASM Instruction:
  1859.                     SCREENSTATED
  1860.  
  1861. /**
  1862. * An array of miscellaneous status data associated with the current
  1863. * screen.
  1864. * Screen states involve such things as permanent screen secrets, the
  1865. * status of lock blocks and treasure chest combos, and whether items have
  1866. * been collected.
  1867. * These values are recorded in the save file when the player saves their
  1868. * game. Use the ST_ constants in std.zh as indices into this array.
  1869. *
  1870. */ Example Use: !#!
  1871.    
  1872. /************************************************************************************************************/
  1873.  
  1874. int Door[];             ZASM Instruction:
  1875.                     SCRDOORD
  1876.                     SCRDOOR
  1877.  
  1878. /**
  1879. * The door type for each of the four doors on a screen. Doors are counted
  1880. * using the first four DIR_ constants in std.zh. Use the D_ constants in
  1881. * std.zh to compare these values.
  1882. *
  1883. */ Example Use: !#!
  1884.    
  1885. /************************************************************************************************************/
  1886.    
  1887. int RoomType;               ZASM Instruction:
  1888.                     ROOMTYPE
  1889.  
  1890. /**
  1891. * The type of room this screen is (Special Item, Bomb Upgrade, etc)
  1892. * This is currently read-only.
  1893. * Use the RT_* constants in std.zh
  1894. *
  1895. */ Example Use: !#!
  1896.    
  1897. /************************************************************************************************************/
  1898.    
  1899. int RoomData;               ZASM Instruction:
  1900.                     ROOMDATA
  1901.  
  1902. /**
  1903. * This is the data associated with the room type above. What it means depends
  1904. * on the room type. For Special Item, it will be the item ID, for a Shop, it
  1905. * will be the Shop Number, etc.
  1906. * Basically, this is what's in the "Catch-all" menu item underneath Room Type.
  1907. * If the room type has no data (eg, Ganon's room), this will be undefined.
  1908. *
  1909. */ Example Use: !#!
  1910.    
  1911. /************************************************************************************************************/
  1912.    
  1913. void TriggerSecrets();          ZASM Instruction:
  1914.                     SECRETS ? !#!
  1915.  
  1916. /**
  1917. * Triggers screen secrets temporarily. Set Screen->State[ST_SECRET]
  1918. * to true beforehand or afterward if you would like them to remain
  1919. * permanent.
  1920. *
  1921. */ Example Use: Screen->TriggerSecrets();
  1922.  
  1923.    
  1924. /************************************************************************************************************/
  1925.    
  1926. void WavyIn();          ZASM Instruction:
  1927.                 WAVYIN
  1928.                
  1929. /**
  1930. * Replicates the warping screen wave effect (inbound) from a tile warp.
  1931. *
  1932. */ Example Use: !#!
  1933.  
  1934. /************************************************************************************************************/
  1935.  
  1936. void WavyOut();         ZASM Instruction:
  1937.                 WAVYOUT
  1938.                
  1939. /**
  1940. * Replicates the warping screen wave effect (outbound) from a tile warp.
  1941. *
  1942. */ Example Use: !#!
  1943.  
  1944. /************************************************************************************************************/
  1945.  
  1946. void ZapIn();           ZASM Instruction:
  1947.                 ZAPIN
  1948.                
  1949. /**
  1950. * Replicates the warping screen zap effect (inbound) from a tile warp.
  1951. *
  1952. */ Example Use: !#!
  1953.  
  1954. /************************************************************************************************************/
  1955.  
  1956. void ZapOut();          ZASM Instruction:
  1957.                 ZAPOUT
  1958.                
  1959. /**
  1960. * Replicates the warping screen zap effect (outbound) from a tile warp.
  1961. *
  1962. */ Example Use: !#!
  1963.  
  1964. /************************************************************************************************************/
  1965.  
  1966. void OpeningWipe();     ZASM Instruction:
  1967.                 OPENWIPE
  1968.                
  1969. /**
  1970. * Replicates the opening wipe screen effect (using the quest rule for its type) from a tile warp.
  1971. *
  1972. */ Example Use: !#!
  1973.  
  1974. /************************************************************************************************************/
  1975.  
  1976. bool Lit;               ZASM Instruction:
  1977.                     LIT
  1978.  
  1979. /**
  1980. * Whether or not the screen is lit. Setting this variable will change the
  1981. * lighting setting of the screen until you change screens.
  1982. *
  1983. */ Example Use: !#!
  1984.  
  1985.    
  1986. /************************************************************************************************************/
  1987.  
  1988. int Wavy;               ZASM Instruction:
  1989.                     WAVY
  1990.  
  1991. /**
  1992. * The time, in frames, that the 'wave' screen effect will be in effect.
  1993. * This value is decremented once per frame. As the value of Wavy approaches 0,
  1994. * the intensity of the waves decreases.
  1995. *
  1996. */ Example Use: !#!
  1997.  
  1998. /************************************************************************************************************/
  1999.  
  2000. int Quake;              ZASM Instruction:
  2001.                     QUAKE
  2002.  
  2003. /**
  2004. * The time, in frames, that the screen will shake. This value is decremented
  2005. * once per frame. As the value of Quake approaches 0, the intensity of the
  2006. * screen shaking decreases.
  2007. *
  2008. */ Example Use: !#!
  2009.  
  2010. /************************************************************************************************************/
  2011.  
  2012. void SetSideWarp(int warp, int screen, int dmap, int type);     ZASM Instruction:
  2013.                                     SETSIDEWARP
  2014.  
  2015. /**
  2016. * Sets the current screen's side warp 'warp' to the destination screen,
  2017. * DMap and type. If any of the parameters screen, dmap or type are equal
  2018. * to -1, they will remain unchanged. If warp is not between 0 and 3, the
  2019. * function does nothing.
  2020.  
  2021. * Directions match DIR_* in std_constants.zh
  2022. * Use constants SIDEWARP_* in std_constants.zh
  2023. *
  2024. */ Example Use: !#!
  2025.  
  2026. /************************************************************************************************************/
  2027.    
  2028. void SetTileWarp(int warp, int screen, int dmap, int type);     ZASM Instruction:
  2029.                                     SETTILEWARP
  2030.  
  2031. /**
  2032. * Sets the current screen's tile warp 'warp' to the destination screen,
  2033. * DMap and type. If any of the parameters screen, dmap or type are equal
  2034. * to -1, they will remain unchanged. If warp is not between 0 and 3, the
  2035. * function does nothing
  2036. *
  2037. * Warp-Tiles A, B, C, and D are 0, 1, 2, and 3 respectively.
  2038. * Use constants TILEWARP_* in std_constants.zh
  2039. *
  2040. */ Example Use: !#!
  2041.  
  2042. /************************************************************************************************************/
  2043.  
  2044. int GetSideWarpDMap(int warp);          ZASM Instruction:
  2045.                         GETSIDEWARPDMAP
  2046.  
  2047. /**
  2048. * Returns the destination DMap of the given side warp on the current screen.
  2049. * Returns -1 if warp is not between 0 and 3.
  2050. *
  2051. * Side-Warp Directions match DIR_* in std_constants.zh
  2052. * Use constants SIDEWARP_* in std_constants.zh
  2053. *
  2054. */ Example Use: !#!
  2055.  
  2056. /************************************************************************************************************/
  2057.  
  2058. int GetSideWarpScreen(int warp);        ZASM Instruction:
  2059.                         GETSIDEWARPSCR
  2060.  
  2061. /**
  2062. * Returns the destination screen of the given side warp on the current
  2063. * screen. Returns -1 if warp is not between 0 and 3.
  2064. *
  2065. * Directions match DIR_* in std_constants.zh
  2066. * Use constants SIDEWARP_* in std_constants.zh
  2067. *
  2068. */ Example Use: !#!
  2069.  
  2070. /************************************************************************************************************/
  2071.  
  2072. int GetSideWarpType(int warp);          ZASM Instruction:
  2073.                         GETSIDEWARPTYPE
  2074.  
  2075. /**
  2076. * Returns the warp type of the given side warp on the current screen.
  2077. * Returns -1 if warp is not between 0 and 3.
  2078. *
  2079. * Directions match DIR_* in std_constants.zh
  2080. * Use constants SIDEWARP_* in std_constants.zh
  2081. *
  2082. */ Example Use: !#!
  2083.  
  2084. /************************************************************************************************************/
  2085.  
  2086. int GetTileWarpDMap(int warp);          ZASM Instruction:
  2087.                         GETTILEWARPDMAP
  2088.  
  2089. /**
  2090. * Returns the destination DMap of the given tile warp on the current screen.
  2091. * Returns -1 if warp is not between 0 and 3.
  2092. *
  2093. * Warp-Tiles A, B, C, and D are 0, 1, 2, and 3 respectively.
  2094. * Use constants TILEWARP_* in std_constants.zh
  2095. *
  2096. */ Example Use: !#!
  2097.  
  2098. /************************************************************************************************************/
  2099.  
  2100. int GetTileWarpScreen(int warp);        ZASM Instruction:
  2101.                         GETTILEWARPSCR
  2102.  
  2103. /**
  2104. * Returns the destination screen of the given tile warp on the current
  2105. * screen. Returns -1 if warp is not between 0 and 3.
  2106. *
  2107. * Warp-Tiles A, B, C, and D are 0, 1, 2, and 3 respectively.
  2108. * Use constants TILEWARP_* in std_constants.zh
  2109. *
  2110. */ Example Use: !#!
  2111.  
  2112. /************************************************************************************************************/
  2113.  
  2114. int GetTileWarpType(int warp);          ZASM Instruction:
  2115.                         GETTILEWARPTYPE
  2116.  
  2117. /**
  2118. * Returns the warp type of the given tile warp on the current screen.
  2119. * Returns -1 if warp is not between 0 and 3.
  2120. *
  2121. * Warp-Tiles A, B, C, and D are 0, 1, 2, and 3 respectively.
  2122. * Use constants TILEWARP_* in std_constants.zh
  2123. *
  2124. */ Example Use: !#!
  2125.  
  2126. /************************************************************************************************************/
  2127.  
  2128. int LayerMap(int n);            ZASM Instruction:
  2129.                     LAYERMAP
  2130.  
  2131. /**
  2132. * Returns the map of the screen currently being used as the nth layer.
  2133. * Values of n less than 1 or greater than 6, or layers that are not set up,
  2134. * returns -1.
  2135. *
  2136. */ Example Use: !#!
  2137.  
  2138. /************************************************************************************************************/
  2139.  
  2140. int LayerScreen(int n);         ZASM Instruction:
  2141.                     LAYERSCREEN
  2142.  
  2143. /**
  2144. * Returns the number of the screen currently being used as the nth layer.
  2145. * Values of n less than 1 or greater than 6, or layers that are not set up,
  2146. * returns -1.
  2147. *
  2148. */ Example Use: !#!
  2149.  
  2150. /************************************************************************************************************/
  2151.  
  2152. int NumItems();             ZASM Instruction:
  2153.                     ITEMCOUNT
  2154.  
  2155. /**
  2156. * Returns the number of items currently present on the screen. Screen
  2157. * items, shop items, and items dropped by enemies are counted; Link's
  2158. * weapons, such as lit bombs, or enemy weapons are not counted.
  2159. * Note that this value is only correct up until the next call to
  2160. * Waitframe().
  2161. *
  2162. */ Example Use: !#!
  2163.  
  2164. /************************************************************************************************************/
  2165.  
  2166. item LoadItem(int num);         ZASM Instruction:
  2167.                     LOADITEMR
  2168.                     LOADITEMV
  2169.  
  2170. /**
  2171. * Returns a pointer to the numth item on the current screen. The return
  2172. * value is undefined unless 1 <= num <= NumItems().
  2173. *
  2174. * Attempting to return an invalid item pointer will print an error to allegro.log.
  2175. *
  2176. */ Example Use: !#!
  2177.  
  2178. /************************************************************************************************************/
  2179.  
  2180. item CreateItem(int id);        ZASM Instruction:
  2181.                     CREATEITEMV
  2182.                     CREATEITEMR
  2183.  
  2184. /**
  2185. * Returns a pointer to the numth FFC on the current screen. The return
  2186. * value is undefined unless 1 <= num <= ffcs, where ffcs is the number
  2187. * of FFCs active on the screen.
  2188. *
  2189. */ Example Use: !#!
  2190.  
  2191. /************************************************************************************************************/
  2192.  
  2193. ffc LoadFFC(int num);           ZASM Instruction:
  2194.                     GETFFCSCRIPT
  2195.  
  2196. /**
  2197. * Returns a pointer to the numth FFC on the current screen. The return
  2198. * value is undefined unless 1 <= num <= ffcs, where ffcs is the number
  2199. * of FFCs active on the screen.
  2200. *
  2201. */ Example Use: !#!
  2202.  
  2203. /************************************************************************************************************/
  2204.  
  2205. int NumNPCs();              ZASM Instruction:
  2206.                     NPCCOUNT
  2207.  
  2208. /**
  2209. * Returns the number of NPCs (enemies and guys) on the screen.
  2210. * Note that this value is only correct up until the next call to
  2211. * Waitframe().
  2212. *
  2213. */ Example Use: !#!
  2214.  
  2215. /************************************************************************************************************/
  2216.  
  2217. npc LoadNPC(int num);           ZASM Instruction:
  2218.                     LOADNPCR
  2219.                     LOADNPCV
  2220.  
  2221. /**
  2222. * Returns a pointer to the numth NPC on the current screen. The return
  2223. * value is undefined unless 1 <= num <= NumNPCs().
  2224. *
  2225. */ Example Use: !#!
  2226.  
  2227. /************************************************************************************************************/
  2228.    
  2229. npc CreateNPC(int id);          ZASM Instruction:
  2230.                     CREATENPCR
  2231.                     CREATENPCV
  2232.  
  2233. /**
  2234. * Creates an npc of the given type at (0,0). Use the NPC_ constants in
  2235. * std.zh to pass into this method. The return value is a pointer to the
  2236. * new NPC.
  2237. * The maximum number of NPCs on any given screen is 255. ZC will report an
  2238. * error to allegro.log if you try to create NPCs after reaching that maximum.
  2239. *
  2240. */ Example Use: !#!
  2241.  
  2242. /************************************************************************************************************/
  2243.    
  2244. int NumLWeapons();          ZASM Instruction:
  2245.                     LWPNCOUNT
  2246.  
  2247. /**
  2248. * Returns the number of Link weapon projectiles currently present on the screen.
  2249. * This includes things like Link's arrows, bombs, magic, etc. Note that this
  2250. * value is only correct up until the next call of Waitframe().
  2251. *
  2252. */ Example Use: !#!
  2253.  
  2254. /************************************************************************************************************/
  2255.    
  2256. lweapon LoadLWeapon(int num);       ZASM Instruction:
  2257.                     LOADLWEAPONR
  2258.                     LOADLWEAPONV
  2259.  
  2260. /**
  2261. * Returns a pointer to the num-th lweapon on the current screen. The return
  2262. * value is undefined unless 1 <= num <= NumLWeapons().
  2263. *
  2264. */ Example Use: !#!
  2265.  
  2266. /************************************************************************************************************/
  2267.    
  2268. lweapon CreateLWeapon(int type);    ZASM Instruction:
  2269.                     CREATELWEAPONR
  2270.                     CREATELWEAPONV
  2271.  
  2272. /**
  2273. * Creates an lweapon of the given type at (0,0). Use the LW_ constants in
  2274. * std.zh to pass into this method. The return value is a pointer to the
  2275. * new lweapon.
  2276. * The maximum number of lweapons on any given screen is 255. ZC will NOT report an
  2277. * error to allegro.log if you try to create lweapons after reaching that maximum.
  2278. * The maximum instances for lweapons, and eweapons are independent.
  2279. * This cap is of *all* lweapons, of any type. Mixing types will not increase this cap.
  2280. *
  2281. */ Example Use: !#!
  2282.  
  2283. /************************************************************************************************************/
  2284.    
  2285. int NumEWeapons();          ZASM Instruction:
  2286.                     EWPNCOUNT
  2287.  
  2288. /**
  2289. * Returns the number of Enemy weapon projectiles currently present on the screen.
  2290. * This includes things like Enemy arrows, bombs, magic, etc. Note that this
  2291. * value is only correct up until the next call of Waitframe().
  2292. *
  2293. */ Example Use: !#!
  2294.  
  2295. /************************************************************************************************************/
  2296.    
  2297. eweapon LoadEWeapon(int num);       ZASM Instruction:
  2298.                     LOADEWEAPONR
  2299.                     LOADEWEAPONV
  2300.  
  2301. /**
  2302. * Returns a pointer to the numth eweapon on the current screen. The return
  2303. * value is undefined unless 1 <= num <= NumEWeapons().
  2304. *
  2305. */ Example Use: !#!
  2306.  
  2307. /************************************************************************************************************/
  2308.    
  2309. eweapon CreateEWeapon(int type);    ZASM Instruction:
  2310.                     CREATEEWEAPONR
  2311.                     CREATEEWEAPONV
  2312.  
  2313. /**
  2314. * Creates an eweapon of the given type at (0,0). Use the EW_ constants in
  2315. * std.zh to pass into this method. The return value is a pointer to the
  2316. * new lweapon.
  2317. * The maximum number of eweapons on any given screen is 255. ZC will NOT report an
  2318. * error to allegro.log if you try to create eweapons after reaching that maximum.
  2319. * The maximum instances for eweapons, and lweapons are independent.
  2320. * This cap is of *all* eweapons, of any type. Mixing types will not increase this cap.
  2321. *
  2322. */ Example Use: !#!
  2323.  
  2324. /************************************************************************************************************/
  2325.  
  2326. bool isSolid(int x, int y);     ZASM Instruction:
  2327.                     ISSOLID
  2328.  
  2329. /**
  2330. * Returns true if the screen position (x, y) is solid - that is, if it
  2331. * is within the solid portion of a combo on layers 0, 1 or 2. If either
  2332. * x or y exceed the screen's bounds, then it will return false.
  2333. * It will also return false if the only applicable solid combo is a solid
  2334. * water combo that has recently been 'dried' by the whistle.
  2335. *
  2336. */ Example Use: !#!
  2337.  
  2338. /************************************************************************************************************/
  2339.  
  2340. void ClearSprites(int spritelist);  ZASM Instruction:
  2341.                     CLEARSPRITESR
  2342.                     CLEARSPRITESV
  2343.  
  2344. /**
  2345. * Clears all of a certain kind of sprite from the screen. Use the SL_
  2346. * constants in std.zh to pass into this method.
  2347. *
  2348. */ Example Use: !#!
  2349.  
  2350. /************************************************************************************************************/
  2351.  
  2352. void Message(int string);
  2353.    
  2354.                     ZASM Instruction:
  2355.                     MSGSTRR
  2356.                     MSGSTRV
  2357. /**
  2358. * Prints the message string with given ID onto the screen.
  2359. * If string is 0, the currently displayed message is removed.
  2360. * This method's behavior is undefined if string is less than 0
  2361. * or greater than the total number of messages in the quest.
  2362. */ Example Use: !#!
  2363.  
  2364. /************************************************************************************************************/
  2365.  
  2366.                 //===============================//
  2367.                 //    SCRIPT DRAWING COMMANDS    //
  2368.                 //===============================//
  2369.                
  2370.         /* These commands use the Allegro 4 drawing primitives to render drawn
  2371.             effects directly to the screen. You may draw to the screen immediately
  2372.             which is considered RT_SCREEN (see: Render Targets), or you may change
  2373.             to another render target (1 through 5) and issue your drawing commands,
  2374.             then render that back to the screen.
  2375.            
  2376.             All render targets have eight valid layers, 0 through 7.
  2377.             Drawing colour 0 to a layer of a bitmap render target erases a section of that,
  2378.             creating a transparent area on that layer. Any transparent area that extends
  2379.             through all layers will be drawn as transparent when rendered back to the screen
  2380.             if 'bool mask' is set true.
  2381.            
  2382.             Drawing colour 0 directly to a screen layer is undefined.
  2383.            
  2384.             Please note: For all draw primitives, if the quest rule 'Subscreen Appears
  2385.             Above Sprites' is set,passing the layer argument as 7 will allow drawing
  2386.             on top of the subscreen.
  2387.            
  2388.             Tha maximum number of script drawing instructions per frame is 1000.
  2389.    
  2390.    
  2391.    
  2392. void Rectangle(     int layer, int x, int y, int x2, int y2,
  2393.             int color, float scale,
  2394.             int rx, int ry, int rangle,
  2395.             bool fill, int opacity      );
  2396.                    
  2397.                     ZASM Instruction:
  2398.                     RECTR
  2399.                     RECT
  2400.  
  2401. /**
  2402. * Draws a rectangle on the specified layer of the current screen, using args to set its properties:
  2403. *
  2404. * METRICS
  2405. * (x,y) as the top-left corner and (x2,y2) as the bottom-right corner.
  2406. *
  2407. * COLOUR
  2408. *
  2409. * SCALE AND ROTATION
  2410. *
  2411. * FILL AND OPACITY
  2412. *
  2413. * Then scales the rectangle uniformly about its center by the given
  2414. * factor.
  2415. * Lastly, a rotation, centered about the point (rx, ry), is performed
  2416. * counterclockwise using an angle of rangle degrees.
  2417. * A filled rectangle is drawn if fill is true; otherwise, this method
  2418. * draws a wireframe.
  2419. * The rectangle is drawn using the specified index into the entire
  2420. * 256-element palette: for instance, passing in a color of 17 would
  2421. * use color 1 of cset 1.
  2422. * Opacity controls how transparent the rectangle will be.
  2423. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2424. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2425. * as translucent (OP_TRANS, or 64).
  2426. *
  2427. */ Example Use: !#!
  2428.  
  2429. /************************************************************************************************************/
  2430.  
  2431. void Circle(    int layer, int x, int y, int radius,
  2432.         int color, float scale,
  2433.         int rx, int ry, int rangle,
  2434.         bool fill, int opacity  );
  2435.    
  2436.                    
  2437.                     ZASM Instruction:
  2438.                     CIRCLE
  2439.                     CIRCLER
  2440.  
  2441. /**
  2442. * Draws a circle on the specified layer of the current screen with
  2443. * center (x,y) and radius scale*radius.
  2444. * Then performs a rotation counterclockwise, centered about the point
  2445. * (rx, ry), using an angle of rangle degrees.
  2446. * A filled circle is drawn if fill is true; otherwise, this method
  2447. * draws a wireframe.
  2448. * The circle is drawn using the specified index into the entire
  2449. * 256-element palette: for instance, passing in a color of 17 would
  2450. * use color 1 of cset 1.
  2451. * Opacity controls how transparent the circle will be.
  2452. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2453. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2454. * as translucent (OP_TRANS, or 64).
  2455. *
  2456. */ Example Use: !#!
  2457.  
  2458. /************************************************************************************************************/
  2459.  
  2460. void Arc(   int layer, int x, int y, int radius, int startangle, int endangle,
  2461.         int color, float scale,
  2462.         int rx, int ry, int rangle,
  2463.         bool closed, bool fill, int opacity );
  2464.                    
  2465.                     ZASM Instruction:
  2466.                     ARC
  2467.                     ARCR
  2468.  
  2469. /**
  2470. * Draws an arc of a circle on the specified layer of the current
  2471. * screen. The circle in question has center (x,y) and radius
  2472. * scale*radius.
  2473. * The arc beings at startangle degrees counterclockwise from standard
  2474. * position, and ends at endangle degress counterclockwise from standard
  2475. * position. The behavior of this function is undefined unless
  2476. * 0 <= endangle-startangle < 360.
  2477. * The arc is then rotated about the point (rx, ry) using an angle of
  2478. * rangle radians.
  2479. * If closed is true, a line is drawn from the center of the circle to
  2480. * each endpoint of the arc, forming a sector of the circle. If fill
  2481. * is also true, a filled sector is drawn instead.
  2482. * The arc or sector is drawn using the specified index into the entire
  2483. * 256-element palette: for instance, passing in a color of 17 would
  2484. * use color 1 of cset 1.
  2485. * Opacity controls how transparent the arc will be.
  2486. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2487. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2488. * as translucent (OP_TRANS, or 64).
  2489. *
  2490. */ Example Use: !#!
  2491.  
  2492. /************************************************************************************************************/
  2493.  
  2494. void Ellipse(   int layer, int x, int y, int xradius, int yradius,
  2495.         int color, float scale,
  2496.         int rx, int ry, int rangle,
  2497.         bool fill, int opacity);
  2498.    
  2499.    
  2500.                    
  2501.                     ZASM Instruction:
  2502.                     ELLIPSE2
  2503.                     ELLIPSER
  2504.  
  2505. /**
  2506. * Draws an ellipse on the specified layer of the current screen with
  2507. * center (x,y), x-axis radius xradius, and y-axis radius yradius.
  2508. * Then performs a rotation counterclockwise, centered about the point
  2509. * (rx, ry), using an angle of rangle degrees.
  2510. * A filled ellipse is drawn if fill is true; otherwise, this method
  2511. * draws a wireframe.
  2512. * The ellipse is drawn using the specified index into the entire
  2513. * 256-element palette: for instance, passing in a color of 17 would
  2514. * use color 1 of cset 1.
  2515. * Opacity controls how transparent the ellipse will be.
  2516. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2517. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2518. * as translucent (OP_TRANS, or 64).
  2519. *
  2520. */ Example Use: !#!
  2521.  
  2522. /************************************************************************************************************/
  2523.  
  2524. void Spline(    int layer, int x1, int y1, int x2, int y2, int x3, int y3,int x4, int y4,
  2525.         int color, int opacity);
  2526.    
  2527.                     ZASM Instruction:
  2528.                     SPLINER
  2529.                     SPLINE
  2530.  
  2531. /**
  2532. * Draws a cardinal spline on the specified layer of the current screen
  2533. * between (x1,y1) and (x4,y4)
  2534. * The spline is drawn using the specified index into the entire
  2535. * 256-element palette: for instance, passing in a color of 17 would
  2536. * use color 1 of cset 1.
  2537. * Opacity controls how transparent the ellipse will be.
  2538. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2539. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2540. * as translucent (OP_TRANS, or 64).
  2541. *
  2542. */ Example Use: !#!
  2543.  
  2544. /************************************************************************************************************/
  2545.  
  2546. void Line(  int layer, int x, int y, int x2, int y2,
  2547.         int color, float scale,
  2548.         int rx, int ry, int rangle,
  2549.         int opacity );
  2550.    
  2551.                     ZASM Instruction:
  2552.                     LINE
  2553.                     LINER
  2554. /**
  2555. * Draws a line on the specified layer of the current screen between
  2556. * (x,y) and (x2,y2).
  2557. * Then scales the line uniformly by a factor of scale about the line's
  2558. * midpoint.
  2559. * Finally, performs a rotation counterclockwise, centered about the
  2560. * point (rx, ry), using an angle of rangle degrees.
  2561. * The line is drawn using the specified index into the entire
  2562. * 256-element palette: for instance, passing in a color of 17 would
  2563. * use color 1 of cset 1.
  2564. * Opacity controls how transparent the line will be.
  2565. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2566. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2567. * as translucent (OP_TRANS, or 64).
  2568. *
  2569. */ Example Use: !#!
  2570.  
  2571. /************************************************************************************************************/
  2572.  
  2573. void PutPixel   (int layer, int x, int y,
  2574.         int color,
  2575.         int rx, int ry, int rangle,
  2576.         int opacity);
  2577.    
  2578.                     ZASM Instruction:
  2579.                     PUTPIXEL
  2580.                     PUTPIXELR
  2581. /**
  2582. * Draws a raw pixel on the specified layer of the current screen
  2583. * at (x,y).
  2584. * Then performs a rotation counterclockwise, centered about the point
  2585. * (rx, ry), using an angle of rangle degrees.
  2586. * The point is drawn using the specified index into the entire
  2587. * 256-element palette: for instance, passing in a color of 17 would
  2588. * use color 1 of cset 1.
  2589. * Opacity controls how transparent the point will be.
  2590. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2591. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2592. * as translucent (OP_TRANS, or 64).
  2593. *
  2594. */ Example Use: !#!
  2595.  
  2596. /************************************************************************************************************/
  2597.  
  2598. void DrawTile   (int layer, int x, int y,
  2599.         int tile, int blockw, int blockh,
  2600.         int cset, int xscale, int yscale,
  2601.         int rx, int ry, int rangle,
  2602.         int flip,
  2603.         bool transparency, int opacity);
  2604.    
  2605.                     ZASM Instruction:
  2606.                     DRAWTILE
  2607.                     DRAWTILER
  2608. /**
  2609. * Draws a block of tiles on the specified layer of the current screen,
  2610. * starting at (x,y), using the specified cset.
  2611. * Starting with the specified tile, this method copies a block of size
  2612. * blockh x blockw from the tile sheet to the screen. This method's
  2613. * behavior is undefined unless 1 <= blockh, blockw <= 20.
  2614. * Scale specifies the actual size in pixels! So scale 1 would mean it is
  2615. * only one pixel in size. To use the default sizes of block w,h you must
  2616. * set xscale and yscale to -1. These values are not independant of one another,
  2617. * so you cannot set xscale and leave yscale at -1.
  2618. * rx, ry : these work now, just like the other primitives.
  2619. * rangle performs a rotation clockwise using an angle of rangle degrees.
  2620. * Flip specifies how the tiles should be flipped when drawn:
  2621. * 0: No flip
  2622. * 1: Horizontal flip
  2623. * 2: Vertical flip
  2624. * 3: Both (180 degree rotation)
  2625. * If transparency is true, the tiles' transparent regions will be
  2626. * respected.
  2627. * Opacity controls how transparent the solid portions of the tiles will
  2628. * be.
  2629. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2630. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2631. * as translucent (OP_TRANS, or 64).
  2632. */ Example Use: !#!
  2633.  
  2634. /************************************************************************************************************/
  2635.  
  2636. void FastTile   (int layer, int x, int y,
  2637.         int tile, int cset,
  2638.         int opacity );
  2639.    
  2640.                     ZASM Instruction:
  2641.                     FASTTILER
  2642. /**
  2643. * Optimized and simpler version of DrawTile()
  2644. * Draws a single tile on the current screen much in the same way as DrawTile().
  2645. * See DrawTile() for an explanation on what these arguments do.
  2646. */ Example Use: !#!
  2647.  
  2648. /************************************************************************************************************/
  2649.  
  2650. void DrawCombo  (int layer, int x, int y,
  2651.         int combo, int w, int h,
  2652.         int cset, int xscale, int yscale,
  2653.         int rx, int ry, int rangle,
  2654.         int frame, int flip,
  2655.         bool transparency, int opacity);
  2656.    
  2657.                     ZASM Instruction:
  2658.                     DRAWCOMBO
  2659.                     DRAWCOMBOR
  2660. /**
  2661. * Draws a combo on the specified layer of the current screen,
  2662. * starting at (x,y), using the specified cset.
  2663. * Starting with the specified tile referenced by the combo,
  2664. * this method copies a block of size
  2665. * blockh x blockw from the tile sheet to the screen. This method's
  2666. * behavior is undefined unless 1 <= blockh, blockw <= 20.
  2667. * Scale specifies the actual size in pixels! So scale 1 would mean it is
  2668. * only one pixel in size. To use the default sizes of block w,h you must
  2669. * set xscale and yscale to -1. These values are not independant of one another,
  2670. * so you cannot set xscale and leave yscale at -1.
  2671. * rx, ry : works now :
  2672. * rangle performs a rotation clockwise using an angle of rangle degrees.
  2673. * Flip specifies how the tiles should be flipped when drawn:
  2674. * 0: No flip
  2675. * 1: Horizontal flip
  2676. * 2: Vertical flip
  2677. * 3: Both (180 degree rotation)
  2678. * If transparency is true, the tiles' transparent regions will be
  2679. * respected.
  2680. * Opacity controls how transparent the solid portions of the tiles will
  2681. * be.
  2682. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2683. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2684. * as translucent (OP_TRANS, or 64).
  2685. */ Example Use: !#!
  2686.  
  2687. /************************************************************************************************************/
  2688.  
  2689. void FastCombo  (int layer, int x, int y,
  2690.         int combo, int cset,
  2691.         int opacity );
  2692.    
  2693.                     ZASM Instruction:
  2694.                     FASTCOMBOR
  2695. /**
  2696. * Optimized and simpler version of DrawCombo()
  2697. * Draws a single combo on the current screen much in the same way as DrawCombo().
  2698. * See DrawCombo() for an explanation on what these arguments do.
  2699. */ Example Use: !#!
  2700.  
  2701. /************************************************************************************************************/
  2702.  
  2703. void DrawCharacter  (int layer, int x, int y,
  2704.             int font, int color, int background_color,
  2705.             int width, int height, int glyph,
  2706.             int opacity );
  2707.    
  2708.                     ZASM Instruction:
  2709.                     DRAWCHARR
  2710. /**
  2711. * Draws a single ASCII character 'glyph' on the specified layer of the current screen,
  2712. * using the specified font index (see std.zh for FONT_* list to pass to this method),
  2713. * starting at (x,y), using the specified color as the foreground color
  2714. * and background_color as the background color. * NOTE * Use -1 for a transparent background.
  2715. * The arguments width and height may be used to draw the glyph
  2716. * of any arbitrary size begining at 1 pixel up to 512 pixels large. (more than four times the size of the screen)
  2717. * Passing 0 or negative values to this will use the default fonts w and h.
  2718. * Opacity controls how transparent the is.
  2719. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2720. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2721. * as translucent (OP_TRANS, or 64).
  2722. */ Example Use: !#!
  2723.  
  2724. /************************************************************************************************************/
  2725.  
  2726. void DrawInteger    (int layer, int x, int y,
  2727.             int font, int color, int background_color,
  2728.             int width, int height, int number, int number_decimal_places,
  2729.             int opacity);
  2730.    
  2731.    
  2732.                     ZASM Instruction:
  2733.                     DRAWINTR
  2734. /**
  2735. * Draws a zscript 'int' or 'float' on the specified layer of the current screen,
  2736. * using the specified font index (see std.zh for FONT_* list to pass to this method),
  2737. * starting at (x,y), using the specified color as the foreground color
  2738. * and background_color as the background color. * NOTE * Use -1 for a transparent background.
  2739. * The arguments width and height may be used to draw the number
  2740. * of any arbitrary size begining at 1 pixel up to 512 pixels large.
  2741. * Passing 0 or negative values to this will use the default fonts w and h.
  2742. * The number can be rendered as type 'int' or 'float' by setting the argument
  2743. * "number_decimal_places", which is only valid if set to 0 or <= 4.
  2744. * Opacity controls how transparent the is.
  2745. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2746. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2747. * as translucent (OP_TRANS, or 64).
  2748. */ Example Use: !#!
  2749.  
  2750. /************************************************************************************************************/
  2751.  
  2752. void DrawString(    int layer, int x, int y,
  2753.             int font, int color, int background_color, int format,
  2754.             int ptr[],
  2755.             int opacity );
  2756.    
  2757.                     ZASM Instruction:
  2758.                     DRAWSTRINGR
  2759. /**
  2760. * Prints a NULL terminated string up to 256 characters from an int array
  2761. * containing ASCII data (*ptr) on the specified layer of the current screen,
  2762. * using the specified font index (see std.zh for FONT_* list to pass to this method),
  2763. * using the specified color as the foreground color
  2764. * and background_color as the background color. * NOTE * Use -1 for a transparent background.
  2765. * The array pointer should be passed as the argument for '*ptr', ie.
  2766. * int string[] = "Example String"; Screen->DrawString(l,x,y,f,c,b_c,fo,o,string);
  2767. * int format tells the engine how to format the string. (see std.zh for TF_* list to pass to this method)
  2768. * Opacity controls how transparent the message is.
  2769. * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  2770. * for an opaque (100%) image. Other values are **ignored**, and will be treated
  2771. * as translucent (OP_TRANS, or 64).
  2772. */ Example Use: !#!
  2773.  
  2774. /************************************************************************************************************/
  2775.  
  2776.  
  2777.  
  2778.     /////////////////////////
  2779.     // (Psuedo) 3D drawing //
  2780.     /////////////////////////
  2781.    
  2782.     //! When allocating a texture, the size (h,w) must be between 1 and 16, in powers of two.
  2783.     //! Thus, legal sizes are 1, 2, 4, 8, and 16.
  2784.     //! This applies to *all* the pseudo-3d and 3-D drawing functions.
  2785.    
  2786.     void Quad   ( int layer,
  2787.             int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4,
  2788.             int w, int h, int cset, int flip, int texture, int render_mode);
  2789.    
  2790.                     ZASM Instruction:
  2791.                     QUADR
  2792.    
  2793.     /**
  2794.     * Draws a quad on the specified layer with the corners x1,y1 through x4,y4.
  2795.     * Corners are drawn in a counterclockwise order starting from x1,y1. ( So
  2796.     * if you draw a "square" for example starting from the bottom-right corner
  2797.     * instead of the usual top-left, the the image will be textured onto the
  2798.     * quad so it appears upside-down. -yes, these are rotatable. )
  2799.     *
  2800.     * From there a single or block of tiles, combos **or a bitmap** is then texture mapped
  2801.     * onto the quad using the arguments w, h, cset, flip, and render_mode.
  2802.     * A positive vale in texture will draw the image from the tilesheet pages,
  2803.     * whereas a negative value will be drawn from the combo page. 0 will draw combo number 0.
  2804.     * Both w and h are undefined unless 1 <= blockh, blockw <= 16, and it is a power of
  2805.     * two. ie: 1, 2 are acceptable, but 2, 15 are not.
  2806.     *
  2807.     * To specify a bitmap as a texture, sum 65520 with the bitmap ID, or use the constant TEX_BITMAP + Bitmap
  2808.     * Example: Screen->Quad(6, 0, 0, 40, 25, 18, 50, 60, 110, 0, 0, 0, 0, TEX_BITMAP+RT_BITMAP0, PT_TEXTURE);
  2809.     *
  2810.     *
  2811.     * Flip specifies how the tiles/combos should be flipped when drawn:
  2812.     * 0: No flip
  2813.     * 1: Horizontal flip
  2814.     * 2: Vertical flip
  2815.     * 3: Both (180 degree rotation)
  2816.     *   (!)  See std.zh for a list of all available render_mode arguments.
  2817.     */ Example Use: !#!
  2818.    
  2819.     /************************************************************************************************************/
  2820.  
  2821.     void Triangle   ( int layer,
  2822.             int x1, int y1, int x2, int y2, int x3, int y3,
  2823.             int w, int h, int cset, int flip, int texture, int render_mode);
  2824.                    
  2825.                     ZASM Instruction:
  2826.                     TRIANGLER
  2827.    
  2828.     /**
  2829.     * Draws a triangle on the specified layer with the corners x1,y1 through x4,y4.
  2830.     * Corners are drawn in a counterclockwise order starting from x1,y1.
  2831.     * From there a single or block of tiles or combos is then texture mapped
  2832.     * onto the triangle using the arguments w, h, cset, flip, and render_mode.
  2833.     *
  2834.     * A positive value in texture will draw the image from the tilesheet pages,
  2835.     * whereas a negative value will be drawn from the combo page. 0 will draw combo number 0.
  2836.     * Both w and h are undefined unless 1 <= blockh, blockw <= 16, and it is a power of
  2837.     * two. ie: 1, 2 are acceptable, but 2, 15 are not.
  2838.     *
  2839.     * Flip specifies how the tiles/combos should be flipped when drawn:
  2840.     * 0: No flip
  2841.     * 1: Horizontal flip
  2842.     * 2: Vertical flip
  2843.     * 3: Both (180 degree rotation)
  2844.     *   (!) See std.zh for a list of all available render_mode arguments.
  2845.     */ Example Use: !#!
  2846.    
  2847.     /************************************************************************************************************/
  2848.  
  2849.     void Triangle3D ( int layer,
  2850.             int pos[9], int uv[6], int csets[3], int size[2],
  2851.             int flip, int tile, int polytype );
  2852.                    
  2853.                     ZASM Instruction:
  2854.                     TRIANGLE3DR
  2855.     /**
  2856.     * Draws a 3d triangle on the specified layer with the corners x1,y1 through x4,y4.
  2857.     * Corners are drawn in a counterclockwise order starting from x1,y1.
  2858.     * From there a single or block of tiles or combos is then texture mapped
  2859.     * onto the triangle using the arguments w, h, cset, flip, and render_mode.
  2860.     *
  2861.     * A positive value in texture will draw the image from the tilesheet pages,
  2862.     * whereas a negative value will be drawn from the combo page. 0 will draw combo number 0.
  2863.     * Both w and h are undefined unless 1 <= blockh, blockw <= 16, and it is a power of
  2864.     * two. ie: 1, 2 are acceptable, but 2, 15 are not.
  2865.     *
  2866.     * Arguments take the form of array pointers: Thus, you must declare arrays with the values that you wish to use
  2867.     * and pass their pointers to each of the following:
  2868.     *
  2869.     * [9]pos - x, y, z positions of the 3 corners.
  2870.     * [6]uv - x, y texture coordinates of the given texture.
  2871.     * [3]csets - of the corners to interpolate between.
  2872.     * [2]size - w, h, of the texture.
  2873.     *   w, and h must be in values of 1, 2, 4, 8, or 16.
  2874.     *
  2875.     *
  2876.     * Flip specifies how the tiles/combos should be flipped when drawn:
  2877.     * 0: No flip
  2878.     * 1: Horizontal flip
  2879.     * 2: Vertical flip
  2880.     * 3: Both (180 degree rotation)
  2881.     *   (!) See std.zh for a list of all available render_mode arguments.
  2882.     */ Example Use: !#!
  2883.    
  2884.     /************************************************************************************************************/
  2885.  
  2886.     void Quad3D ( int layer,
  2887.             int pos[], int uv[], int cset[], int size[],
  2888.             int flip, int texture, int render_mode );
  2889.            
  2890.                     ZASM Instruction:
  2891.                     QUAD3DR
  2892.    
  2893.     /**
  2894.     * Draws a Quad on the specified layer similar to Quad.
  2895.     * Arguments take the form of array pointers: Thus, you must declare arrays with the values that you wish to use
  2896.     * and pass their pointers to each of the following:
  2897.     *
  2898.     * [12]pos - x, y, z positions of the 4 corners.
  2899.     * [8]uv - x, y texture coordinates of the given texture.
  2900.     * [4]csets - of the corners to interpolate between.
  2901.     * [2]size - w, h, of the texture.
  2902.     *   w, and h must be in values of 1, 2, 4, 8, or 16.
  2903.     *   (!) See std.zh for a list of all available render_mode arguments.
  2904.     */ Example Use: !#!
  2905.    
  2906.     /************************************************************************************************************/
  2907.    
  2908.     void SetRenderTarget( int bitmap_id );
  2909.                    
  2910.                     ZASM Instruction:
  2911.                     SETRENDERTARGET
  2912.  
  2913.     /**
  2914.     * Sets the target bitmap for all succesive drawing commands.
  2915.     * These can be directly to the screen or any one of the available off-screen bitmaps,
  2916.     * which are generally categorized as -1(screen) or 0-bitmapNumber(off-screen).
  2917.     *
  2918.     *   (!) See std.zh for a complete list of valid render targets (RT_*).
  2919.     */ Example Use: !#!
  2920.    
  2921.     /************************************************************************************************************/
  2922.    
  2923.     void DrawBitmap ( int layer,
  2924.             int bitmap_id,
  2925.             int source_x, int source_y, int source_w, int source_h,
  2926.             int dest_x, int dest_y, int dest_w, int dest_h,
  2927.             float rotation, bool mask);
  2928.  
  2929.                     ZASM Instruction:
  2930.                     BITMAPR
  2931.    
  2932.     /**
  2933.     * Draws a source rect from off-screen Bitmap with id of bitmap_id onto
  2934.     * an area of the screen described by dest rect at the given layer.
  2935.     *
  2936.     *   (!) Note* Script drawing functions are enqueued and executed in a frame-by-frame basis
  2937.     *   based on the order of which layer they need to be drawn to. Drawing to or from
  2938.     *   seperate render tagets or bitmaps is no exception! So keep in mind in order to
  2939.     *   eliminate unwanted drawing orders or bugs.
  2940.     */ Example Use:    
  2941.             Screen->DrawBitmap( 6, myBitmapId, 0, 0, 16, 16, 79, 57, 32, 32, 0, true );
  2942.                 This would draw a 16x16 area starting at the upper-left corner of source bitmap to
  2943.                 layer 6 of the current screen at coordinates 79,57 with a width and height of
  2944.    
  2945.    
  2946.    
  2947.     // Screen/Layer Drawing
  2948.     */
  2949.    
  2950.     /************************************************************************************************************/
  2951.  
  2952.     void DrawBitmapEx   ( int layer,
  2953.             int bitmap_id,
  2954.             int source_x, int source_y, int source_w, int source_h,
  2955.             int dest_x, int dest_y, int dest_w, int dest_h,
  2956.             float rotation, int cx, int cy, int mode, int lit, bool mask);
  2957.            
  2958.             ZASM: BITMAPEXR
  2959.            
  2960.     /**
  2961.     *
  2962.     * As DrawBitmap(), except that it can do more things.
  2963.     *
  2964.     * The 'mode' parameter sets up drawing modes. AT PRESENT this supports normal opaque drawing as DrawBitmap()
  2965.     * AND it supports TRANSLUCENT MODE, which will allow drawing translucent bitmaps.
  2966.     * The translucent mode does not yet support rotation, and some other modes are temporarily suspended, pending
  2967.     * full implementation.
  2968.     *
  2969.     * See std_constants.zh, under BITDX_* (or possibly we'll change this to BMPDX_* later?) for a list of modes,
  2970.     * and more information
  2971.     *
  2972.     * Draws a source rect from off-screen Bitmap with id of bitmap_id onto
  2973.     * an area of the screen described by dest rect at the given layer.
  2974.     *
  2975.     *   (!) Note* Script drawing functions are enqueued and executed in a frame-by-frame basis
  2976.     *   based on the order of which layer they need to be drawn to. Drawing to or from
  2977.     *   seperate render tagets or bitmaps is no exception! So keep in mind in order to
  2978.     *   eliminate unwanted drawing orders or bugs.
  2979.     *
  2980.     * Set 'mode' to a value of '1' to draw a translucent bitmap.
  2981.     *
  2982.     * Note: Rotation does not work with translucent bitmaps at this time.
  2983.     *
  2984.     * cx, cy: Used for pivot
  2985.     * lit: used for lit colour in light table (may not work).
  2986.     *
  2987.     */ Example Use:    
  2988.             Screen->DrawBitmapEx( 6, myBitmapId, 0, 0, 16, 16, 79, 57, 32, 32, 0, 1, true );
  2989.                 This would draw a translucent 16x16 area starting at the upper-left corner of source
  2990.                 bitmap to layer 6 of the current screen at coordinates 79,57 with a width and height of
  2991.                
  2992.    
  2993.    
  2994.    
  2995.     // Screen/Layer Drawing
  2996.     */
  2997.    
  2998.     /************************************************************************************************************/
  2999.  
  3000.     void DrawLayer  (int layer,
  3001.             int source_map, int source_screen, int source_layer,
  3002.             int x, int y, float rotation, int opacity);
  3003.            
  3004.                     ZASM Instruction:
  3005.                     DRAWLAYERR
  3006.    
  3007.     /**
  3008.     * Draws an entire Layer from source_screen on source_map on the specified layer of the current screen at (x,y).
  3009.     * If rotation is not zero, it(the entire layer) will rotate about its center.
  3010.     *
  3011.     * Opacity controls how transparent the solid portions of the tiles will
  3012.     * You may use OP_TRANS (64) for a translucent (50%) image, or OP_OPAQUE (128)
  3013.     * for an opaque (100%) image. Other values are **ignored**, and will be treated
  3014.     * as translucent (OP_TRANS, or 64).
  3015.     *
  3016.     * Also see ScreenToLayer() in std.zh
  3017.     */ Example Use:    
  3018.    
  3019.     /************************************************************************************************************/
  3020.  
  3021.     void DrawScreen (int layer,
  3022.             int map, int source_screen,
  3023.             int x, int y, float rotation);
  3024.            
  3025.                     ZASM Instruction:
  3026.                     DRAWSCREENR
  3027.    
  3028.     /**
  3029.     * Draws an entire screen from screen on map on the specified layer of the current screen at (x,y).
  3030.     * If rotation is not zero, it(the entire screen) will rotate about its center.
  3031.     *
  3032.     */ Example Use:    
  3033.    
  3034. /************************************************************************************************************/
  3035. /************************************************************************************************************/
  3036.  
  3037.  
  3038.  
  3039. //===================================
  3040. //--- FFC Functions and Variables ---
  3041. //===================================
  3042.  
  3043.                                             class ffc
  3044.  
  3045. /*
  3046. *   The following functions, and arrays are part of the ffc class.
  3047. *
  3048. *   Ordinarily, these are set when writing an ffc script, using the pointer
  3049. *       this->
  3050. *   Example: this->Data = 10;   Sets the Data variable for the present ffc
  3051. *                   to a value of '10'.
  3052. *
  3053. *   The 'this->' pointer is used in ffcs, and item scripts only. It references ffc
  3054. *   variables and arrays in an ffc script; and itemdata variables in an item script.
  3055. *
  3056. *   Changing ffc variables without 'this->':
  3057. *
  3058. *   You may change a variable, or array value of the ffc class by loading the ffc into a custom pointer
  3059. *   using Screen->LoadFFC(int number) as follows:
  3060. *  
  3061. *   ffc f; //Declare a general ffc pointer.
  3062. *       //You must use the ffc token to declare the pointer, but you may use any
  3063. *       //name that you desire for it. 'f' here, is merely a short-name example.
  3064. *
  3065. *   f = Screen->LoadFFC(10); //Loads the data of ffc ID 10 for the present screen into the 'f' pointer.
  3066. *
  3067. *   f->Data = 15; //Sets the 'Data' variable of the ffc to a value of '15'.
  3068. *
  3069. *   f->X = 120; //Sets  the X-position of the ffc assigned to pointer 'f' to a value of '120'.
  3070. */
  3071.  
  3072.  
  3073. Set Working FFC ID:         ZASM Instruction
  3074.                 REFFFC
  3075.                
  3076. /************************************************************************************************************/
  3077.  
  3078.  
  3079. int Data;           ZASM Instruction:
  3080.                 DATA<d3>
  3081.                
  3082. /**
  3083. * The number of the combo associated with this FFC.
  3084. */ Example Use:
  3085.  
  3086.     f->Data = 10;
  3087.     Sets the ffc to Combo 10.
  3088.    
  3089. /************************************************************************************************************/
  3090.  
  3091. int Script;         ZASM Instruction:
  3092.                 FFSCRIPT<d3>
  3093.                
  3094. /**
  3095. * The number of the script assigned to the FFC. This will be automatically
  3096. * set to 0 when the FFC's script halts. A script cannot change the script of
  3097. * the FFC running it; in other words, f->Script is read-only when f==this.
  3098. * When an FFC's script is changed, its arguments, Misc[], and registers will
  3099. * all be set to 0, and it will start running from the beginning. Set
  3100. * ffc->InitD[] after setting the script before the script starts running
  3101. * to pass arguments to it.
  3102. *
  3103. */ Example Use:
  3104.  
  3105.     f->Script = 10;
  3106.     Sets the ffc to Combo 10.
  3107.    
  3108. /************************************************************************************************************/
  3109.    
  3110. int CSet;           ZASM Instruction:
  3111.                 FCSET<d3>
  3112.                
  3113. /**
  3114. * The cset of the FFC.
  3115. *
  3116. */ Example Use:
  3117.  
  3118.     f->CSet = 2;
  3119.     Sets the ffc to CSet 2.
  3120.    
  3121. /************************************************************************************************************/
  3122.  
  3123. int Delay;          ZASM Instruction:
  3124.                 DELAY<d3>
  3125.                
  3126. /**
  3127. * The FFC's animation delay, in frames.
  3128. *
  3129. */ Example Use:
  3130.  
  3131.     f->Delay = 120;
  3132.     120 frames will pass before the ffc animates.
  3133.  
  3134. /************************************************************************************************************/
  3135.    
  3136. float X;            ZASM Instruction:
  3137.                 FX<d3>
  3138.                
  3139. /**
  3140. * The FFC's X position on the screen.
  3141. *
  3142. * Values outside the screen boundaries *are* legal.
  3143. *
  3144. */ Example Use:
  3145.  
  3146.     f->X = 43;
  3147.     Sets the ffc at X-position 43; 43 pixels to the right of the leftmost screen edge.
  3148.        
  3149. /************************************************************************************************************/
  3150.  
  3151. float Y;            ZASM Instruction:
  3152.                 FY<d3>
  3153.                
  3154. /**
  3155. * The FFC's Y position on the screen.
  3156. *
  3157. * Values outside the screen boundaries *are* legal.
  3158. * The Y value 0 is automatically offset to account for the passive subscreen.
  3159. * To place an ffc in the area of the passive subscreen, a negative value must be passed to Y.
  3160. *
  3161. */ Example Use:
  3162.  
  3163.     f->X = 90;
  3164.     Sets the ffc at Y-position to 90; i.e. 90 pixels below the passive subscreen.
  3165.  
  3166. /************************************************************************************************************/
  3167.  
  3168. float Vx;           ZASM Instruction:
  3169.                 XD<d3>
  3170.                
  3171. /**
  3172. * The FFC's velocity's X-component.
  3173. *
  3174. *
  3175. */ Example Use:
  3176.  
  3177.     f->Vx = 20;
  3178.     The ffc will move by 20 pixels per second on the X avis.
  3179.        
  3180. /************************************************************************************************************/
  3181.  
  3182. float Vy;           ZASM Instruction:
  3183.                 YD<d3>
  3184.                
  3185. /**
  3186. * The FFC's velocity's Y-component.
  3187. *
  3188. *
  3189. */ Example Use:
  3190.  
  3191.     f->Vy = 20;
  3192.     The ffc will move by 20 pixels per second on the Y avis.
  3193.    
  3194. /************************************************************************************************************/
  3195.    
  3196. float Ax;           ZASM Instruction:
  3197.                 XD2<d3>
  3198.                
  3199. /**
  3200. * The FFC's acceleration's X-component.
  3201. *
  3202. *
  3203. */ Example Use:
  3204.  
  3205.     f->Vx = 1.03;
  3206.     Every frame, the velocity X-component will increase by 1.03.
  3207.        
  3208. /************************************************************************************************************/
  3209.  
  3210. float Ay;           ZASM Instruction:
  3211.                 YD2<d3>
  3212.                
  3213. /**
  3214. * The FFC's acceleration's Y-component.
  3215. *
  3216. *
  3217. */ Example Use:
  3218.  
  3219.     f->Vx = 0.2903;
  3220.     Every frame, the velocity Y-component will increase by 0.2903.  
  3221.    
  3222. /************************************************************************************************************/
  3223.    
  3224. bool Flags[];           ZASM Instruction:
  3225.                 FLAG<d3>
  3226.                 FFFLAGSD
  3227.                
  3228.                
  3229. /**
  3230. * The FFC's set of flags. Use the FFCF_ constants in std.zh as the
  3231. * index to access a particular flag.
  3232. *
  3233. */ Example Use: !#!
  3234.  
  3235. /************************************************************************************************************/
  3236.  
  3237. int TileWidth;          ZASM Instruction:
  3238.                 FFTWIDTH<d3>
  3239.                 WIDTH<>
  3240.                
  3241. /**
  3242. * The number of tile columns composing the FFC.
  3243. * The maximum value is '4'.
  3244. *
  3245. */ Example Use: !#!
  3246.  
  3247. /************************************************************************************************************/
  3248.  
  3249. int TileHeight;         ZASM Instruction:
  3250.                 FFTHEIGHT<d3>
  3251.                 HEIGHT<>
  3252.                
  3253. /**
  3254. * The number of tile rows composing the FFC.
  3255. * The maximum value is '4'.
  3256. *
  3257. */ Example Use: !#!
  3258.  
  3259. /************************************************************************************************************/
  3260.  
  3261. int EffectWidth;        ZASM Instruction:
  3262.                 FFCWIDTH<d3>
  3263.                
  3264. /**
  3265. * The width (in pixels) of the area of effect of the combo associated with the FFC.
  3266. * The maximum value is '64'.
  3267. *
  3268. */ Example Use: !#!
  3269.  
  3270. /************************************************************************************************************/
  3271.  
  3272. int EffectHeight;       ZASM Instruction:
  3273.                 FFCHEIGHT<d3>
  3274.                
  3275. /**
  3276. * The width (in pixels) of the area of effect of the combo associated with the FFC.
  3277. * The maximum value is '64'.
  3278. *
  3279. */ Example Use: !#!
  3280.  
  3281. /************************************************************************************************************/
  3282.  
  3283. int Link;           ZASM Instruction:
  3284.                 FFLINK<d3>
  3285.                 LINK<>
  3286.                
  3287. /**
  3288. * The number of the FFC linked to by this FFC.
  3289. *
  3290. */ Example Use: !#!
  3291.  
  3292. /************************************************************************************************************/
  3293.  
  3294. float InitD[8];         ZASM Instruction:
  3295.                 FFINITD<>
  3296.                 FFINITDD<>?
  3297.                 D<>
  3298.                
  3299. /**
  3300. * The original values of the FFC's 8 D input values as they are stored in
  3301. * the .qst file, regardless of whether they have been modified by ZScript.
  3302. *
  3303. */ Example Use: !#!
  3304.  
  3305. /************************************************************************************************************/
  3306.  
  3307. float Misc[16];         ZASM Instruction:
  3308.                 FFMISC
  3309.                 FFMISCD
  3310.                
  3311. /**
  3312. * An array of 16 miscellaneous variables for you to use as you please.
  3313. * These variables are not saved with the ffc.
  3314. *
  3315. */ Example Use: !#!
  3316.  
  3317. /************************************************************************************************************/
  3318.  
  3319. Address Argument        ZASM Instruction
  3320.                 A<>
  3321.  
  3322. /************************************************************************************************************/
  3323. /************************************************************************************************************/
  3324.  
  3325.  
  3326.  
  3327.  
  3328.  
  3329. //====================================
  3330. //--- Link Functions and Variables ---
  3331. //====================================
  3332.  
  3333.                                             namespace Link
  3334.  
  3335.  
  3336. int X;              ZASM Instruction:
  3337.                 LINKX
  3338.                
  3339. /**
  3340. * Link's X position on the screen, in pixels. Float values passed to this will be truncated to ints.
  3341. *
  3342. */ Example Use: !#!
  3343.  
  3344. /************************************************************************************************************/
  3345.  
  3346. int Y;              ZASM Instruction:
  3347.                 LINKY
  3348.                
  3349. /**
  3350. * Link's Y position on the screen, in pixels. Float values passed to this will be truncated to ints.
  3351. *
  3352. */ Example Use: !#!
  3353.  
  3354. /************************************************************************************************************/
  3355.  
  3356. int Z;              ZASM Instruction:
  3357.                 LINKZ
  3358.                
  3359. /**
  3360. * Link's Z position on the screen, in pixels. Float values passed to this will be truncated to ints.
  3361. *
  3362. */ Example Use: !#!
  3363.  
  3364. /************************************************************************************************************/
  3365.  
  3366. bool Invisible;         ZASM Instruction:
  3367.                 LINKINVIS
  3368.                
  3369. /**
  3370. * Whether Link is currently being draw to the screen. Set true to remove him from view.
  3371. *
  3372. */ Example Use: !#!
  3373.  
  3374. /************************************************************************************************************/
  3375.  
  3376. bool CollDetection;     ZASM Instruction:
  3377.                 LINKINVINC
  3378.                
  3379. /**
  3380. * If true, Link's collision detection with npcs and eweapons is currently turned off.
  3381. * This variable works on a different system to clocks and the level 4 cheat, so it will not
  3382. * necessarily return true if they are set.
  3383. *
  3384. */ Example Use: !#!
  3385.  
  3386. /************************************************************************************************************/
  3387.  
  3388. int Jump;           ZASM Instruction:
  3389.                 LINKJUMP
  3390.                
  3391. /**
  3392. * Link's upward velocity, in pixels. If negative, Link will fall.
  3393. * The downward acceleration of Gravity (in Init Data) modifies this value every frame.
  3394. *
  3395. * This value is intended to be in pixels, but appears to be in tiles. ?!
  3396. *
  3397. */ Example Use: !#!
  3398.  
  3399. /************************************************************************************************************/
  3400.  
  3401. int SwordJinx;          ZASM Instruction:
  3402.                 LINKSWORDJINX
  3403.                
  3404. /**
  3405. * The time, in frames, until Link regains use of his sword. -1 signifies
  3406. * a permanent loss of the sword caused by a Red Bubble.
  3407. *
  3408. */ Example Use: !#!
  3409.  
  3410. /************************************************************************************************************/
  3411.  
  3412. int ItemJinx;           ZASM Instruction:
  3413.                 LINKITEMJINX
  3414.                
  3415. /**
  3416. * The time, in frames, until Link regains use of his items. -1 signifies
  3417. * a permanent loss of his items. caused by a Red Bubble.
  3418. *
  3419. */ Example Use: !#!
  3420.  
  3421. /************************************************************************************************************/
  3422.  
  3423. int Drunk;          ZASM Instruction:
  3424.                 LINKDRUNK
  3425.                
  3426. /**
  3427. * The time, in frames, that Link will be 'drunk'. If positive, the player's
  3428. * controls are randomly interfered with, causing Link to move erratically.
  3429. * This value is decremented once per frame. As the value of Drunk approaches 0,
  3430. * the intensity of the effect decreases.
  3431. *
  3432. */ Example Use: !#!
  3433.  
  3434. /************************************************************************************************************/
  3435.  
  3436. int Dir;            ZASM Instruction:
  3437.                 LINKDIR
  3438.                
  3439. /**
  3440. * The direction Link is facing. Use the DIR_ constants in std.zh to set
  3441. * or compare this variable. Note: even though Link can move diagonally if the
  3442. * quest allows it, his sprite doesn't ever use any of the diagonal directions,
  3443. * which are intended for enemies only.
  3444. *
  3445. * Reading this value occurs after Waitdraw().
  3446. *
  3447. */ Example Use: !#!
  3448.  
  3449. /************************************************************************************************************/
  3450.  
  3451. int HitDir;         ZASM Instruction:
  3452.                 LINKHITDIR
  3453.                
  3454. /**
  3455. * The direction Link should bounce in when he is hit. This is mostly useful for
  3456. * simulating getting hit by setting Link->Action to LA_GOTHURTLAND.
  3457. *
  3458. * This value does nothing if Link->Action does not equal LA_GOTHURTLAND or LA_GOTHURTWATER.
  3459. * Forcing this value to -1 prevent Link from being knocked back when injured, or when touching any enemy.
  3460. *
  3461. */ Example Use: !#!
  3462.  
  3463. /************************************************************************************************************/
  3464.  
  3465. int WarpEffect;         ZASM Instruction:
  3466.                 WARPEFFECT
  3467.                
  3468. /**
  3469. * Sets a warp effect type prior to doing Screen->Warp
  3470. * These replicate the in-build effects for tile warps.
  3471. * see 'std_constants.zh' under WARPFX_* for a list of effects.
  3472. *
  3473. */ Example Use: !#!
  3474.  
  3475. /************************************************************************************************************/
  3476.  
  3477. int WarpSound;          ZASM Instruction:
  3478.                 LINKWARPSOUND
  3479.                
  3480. /**
  3481. * Setting this to a value other than '0' will play that sound when Link warps.
  3482. *
  3483. */ Example Use: !#!
  3484.  
  3485. /************************************************************************************************************/
  3486.  
  3487. bool SideWarpSounds;        ZASM Instruction:
  3488.                 PLAYWARPSOUND
  3489.                
  3490. /**
  3491. * By default, even if you set a warp sound, it will not play in sidewarps.
  3492. * If you enable this setting, the sound will play in side warps.
  3493. * At present, this does not disable playing the sound otherwise. Set Link->WarpSound = 0 to do that.
  3494. *
  3495. */ Example Use: !#!
  3496.  
  3497. /************************************************************************************************************/
  3498.  
  3499. bool PitWarpSounds;     ZASM Instruction:
  3500.                 PLAYPITWARPSFX
  3501.                
  3502. /**
  3503. * By default, even if you set a warp sound, it will not play in pit warps.
  3504. * If you enable this setting, the sound will play in a pit warp, one time.
  3505. * This value resets after the pit warp, so it is mandatory to re-set it each time tat you desire a pit warp
  3506. *   to play a sound. Do this before Waitdraw().
  3507. *
  3508. */ Example Use: !#!
  3509.  
  3510. /************************************************************************************************************/
  3511.  
  3512. int UseWarpReturn;      ZASM Instruction:
  3513.                 LINKRETSQUARE
  3514.                
  3515. /**
  3516. * Setting this to a value between 0 and 3 will change the target return square for Link->Warp
  3517. * Valid values are: 0 (A), 1 (B), 2 (C), and 3 (D). Other values will be clamed within this range.
  3518. *
  3519. */ Example Use: !#!
  3520.  
  3521. /************************************************************************************************************/
  3522.  
  3523. int UsingItem;          ZASM Instruction:
  3524.                 LINKUSINITEM
  3525.                
  3526. /**
  3527. * Returns the ID of an item used when Link uses an item.
  3528. * Returns -1 if Link is not using an item this frame.
  3529. * Does not work at present.
  3530. *
  3531. */ Example Use: !#!
  3532.  
  3533. /************************************************************************************************************/
  3534.  
  3535. int UsingItemA;         ZASM Instruction:
  3536.                 LINKUSINITEMA
  3537.                
  3538. /**
  3539. * Returns the ID of an item used when Link uses an item on button A.
  3540. * Returns -1 if Link is not using an item this frame.
  3541. * Does not work at present.
  3542. *
  3543. */ Example Use: !#!
  3544.  
  3545. /************************************************************************************************************/
  3546.  
  3547. int UsingItemB;         ZASM Instruction:
  3548.                 LINKUSINITEMB
  3549.                
  3550. /**
  3551. * Returns the ID of an item used when Link uses an item on button B.
  3552. * Returns -1 if Link is not using an item this frame.
  3553. * Does not work at present.
  3554. *
  3555. */ Example Use: !#!
  3556.  
  3557. /************************************************************************************************************/
  3558.  
  3559. bool Diagonal;          ZASM Instruction:
  3560.                 LINKDIAG
  3561.                
  3562. /**
  3563. * This corresponds to whether 'Diagonal Movement' is enabled, or not.
  3564. * This will initially return true, or false, based on the setting in Quest->Graphics->Sprites->Link.
  3565. * You may enable, or disable diagonal movement by writing to this value.
  3566. *
  3567. */ Example Use: !#!
  3568.  
  3569. /************************************************************************************************************/
  3570.  
  3571. bool BigHitbox;         ZASM Instruction:
  3572.                 LINKBIGHITBOX
  3573.                
  3574. /**
  3575. * This corresponds to whether 'Big Hitbox' is enabled, or not.
  3576. * This will initially return true, or false, based on the setting in Quest->Graphics->Sprites->Link.
  3577. * You may enable, or disable big hitbox, by writing to this value.
  3578. *
  3579. */ Example Use: !#!
  3580.  
  3581. /************************************************************************************************************/
  3582.  
  3583. int HP;             ZASM Instruction:
  3584.                 LINKHP
  3585.                
  3586. /**
  3587. * Link's current hitpoints, in 16ths of a heart.
  3588. *
  3589. */ Example Use: !#!
  3590.  
  3591. /************************************************************************************************************/
  3592.  
  3593. int MP;             ZASM Instruction:
  3594.                 LINKMP
  3595.                
  3596. /**
  3597. * Link's current amount of magic, in 32nds of a magic block.
  3598. *
  3599. */ Example Use: !#!
  3600.  
  3601. /************************************************************************************************************/
  3602.  
  3603. int MaxHP;              ZASM Instruction:
  3604.                     LINKMAXHP
  3605.                
  3606. /**
  3607. * Link's maximum hitpoints, in 16ths of a heart.
  3608. *
  3609. */ Example Use: !#!
  3610.  
  3611. /************************************************************************************************************/
  3612.  
  3613. int MaxMP;              ZASM Instruction:
  3614.                     LINKMAXMP
  3615.                
  3616. /**
  3617. * Link's maximum amount of magic, in 32nds of a magic block.
  3618. *
  3619. */ Example Use: !#!
  3620.  
  3621. /************************************************************************************************************/
  3622.  
  3623. int Action;             ZASM Instruction:
  3624.                     LINKACTION<>
  3625.                
  3626. /**
  3627. * Link's current action. Use the LA_ constants in std.zh to set or
  3628. * compare this value.
  3629. * This value is read-write, but writing some actions are undefined in this
  3630. * version of ZC. The following are known to work if you write to them:
  3631. *
  3632. * LA_NONE
  3633. * LA_WALKING
  3634. * LA_ATTACKING
  3635. * LA_FROZEN //Verify
  3636. * LA_HOLD1LAND
  3637. * LA_HOLD2LAND
  3638. * LA_GOTHURTLAND
  3639. * LA_SWIMMING
  3640. * LA_GOTHURTWATER
  3641. * LA_HOLD1WATER
  3642. * LA_HOLD2WATER
  3643. * LA_CASTING
  3644. * LA_DROWNING  
  3645. * LA_CHARGING  //Resets chargeclock?
  3646. * LA_SPINNING  //Resets spinclock?
  3647. * LA_DIVING    //Verify
  3648. *
  3649. */ Example Use: !#!
  3650.  
  3651. /************************************************************************************************************/
  3652.  
  3653. int HeldItem;               ZASM Instruction:
  3654.                     LINKHELD<>
  3655.                
  3656. /**
  3657. * Link's current action. Use the LA_ constants in std.zh to set or
  3658. * The item that Link is currently holding up; reading or setting this
  3659. * field is undefined if Link's action is not current a hold action.
  3660. * Use the I_ constants in std.zh to specify the item, or -1 to show
  3661. * no item. Setting HeldItem to values other than -1 or a valid item
  3662. * ID is undefined.
  3663. *
  3664. */ Example Use: !#!
  3665.  
  3666. /************************************************************************************************************/
  3667.  
  3668. int LadderX;                ZASM Instruction:
  3669.                     LINKLADDERX
  3670.                
  3671. /**
  3672. * The X position of Link's stepladder, or 0 if no ladder is onscreen.
  3673. * This is read-only; while setting it is not syntactically incorrect, it does nothing.
  3674. *
  3675. */ Example Use: !#!
  3676.  
  3677. /************************************************************************************************************/
  3678.  
  3679. int LadderY;                ZASM Instruction:
  3680.                     LINKLADDERY
  3681.                
  3682. /**
  3683. * The Y position of Link's stepladder, or 0 if no ladder is onscreen.
  3684. * This is read-only; while setting it is not syntactically incorrect, it does nothing.
  3685. *
  3686. */ Example Use: !#!
  3687.  
  3688. /************************************************************************************************************/
  3689.  
  3690.  
  3691.  
  3692.     *** Input Functions ***
  3693.     * The following Input* boolean values return true if the player is pressing
  3694.     * the corresponding button, analog stick, or key. Writing to this variable simulates
  3695.     * the press or release of that referenced button, analog stick, or key.
  3696.     */
  3697.    
  3698.     bool InputStart;        ZASM: INPUTSTART
  3699.    
  3700.     bool InputMap;          ZASM: INPUTMAP
  3701.    
  3702.     bool InputUp;           ZASM: INPUTUP
  3703.    
  3704.     bool InputDown;         ZASM: INPUTDOWN
  3705.    
  3706.     bool InputLeft;         ZASM: INPUTLEFT
  3707.    
  3708.     bool InputRight;        ZASM: INPUTRIGHT
  3709.    
  3710.     bool InputA;            ZASM: INPUTA
  3711.    
  3712.     bool InputB;            ZASM: INPUTB
  3713.    
  3714.     bool InputL;            ZASM: INPUTL
  3715.    
  3716.     bool InputR;            ZASM: INPUTR
  3717.    
  3718.     bool InputEx1           ZASM: INPUTEX1
  3719.    
  3720.     bool InputEx2           ZASM: INPUTEX2
  3721.    
  3722.     bool InputEx3           ZASM: INPUTEX3
  3723.    
  3724.     bool InputEx4           ZASM: INPUTEX4
  3725.    
  3726.     bool InputAxisUp;       ZASM: INPUTAXISUP
  3727.    
  3728.     bool InputAxisDown;     ZASM: INPUTAXISDOWN
  3729.        
  3730.     bool InputAxisLeft;     ZASM: INPUTAXISLEFT
  3731.    
  3732.     bool InputAxisRight;        ZASM: INPUTAXISRIGHT
  3733.    
  3734.    
  3735.     *** Press Functions ***
  3736.     /**
  3737.     * The following Press* boolean values return true if the player activated
  3738.     * the corresponding button, analog stick, or key this frame. Writing to this
  3739.     * variable simulates the press or release of that referenced button, analog stick,
  3740.     * or keys input press state.
  3741.     */
  3742.  
  3743.  
  3744.     bool PressStart;        ZASM: INPUTPRESSSTART
  3745.    
  3746.     bool PressMap;          ZASM: INPUTPRESSMAP
  3747.    
  3748.     bool PressUp;           ZASM: INPUTPRESSUP
  3749.    
  3750.     bool PressDown;         ZASM: INPUTPRESSDOWN
  3751.    
  3752.     bool PressLeft;         ZASM: INPUTPRESSLEFT
  3753.    
  3754.     bool PressRight;        ZASM: INPUTPRESSRIGHT
  3755.    
  3756.     bool PressA;            ZASM: INPUTPRESSA
  3757.    
  3758.     bool PressB;            ZASM: INPUTPRESSB
  3759.    
  3760.     bool PressL;            ZASM: INPUTPRESSL
  3761.    
  3762.     bool PressR;            ZASM: INPUTPRESSR
  3763.    
  3764.     bool PressEx1           ZASM: INPUTPRESSEX1
  3765.    
  3766.     bool PressEx2           ZASM: INPUTPRESSEX2
  3767.    
  3768.     bool PressEx3           ZASM: INPUTPRESSEX3
  3769.    
  3770.     bool PressEx4           ZASM: INPUTPRESSEX4
  3771.    
  3772.     bool PressAxisUp;       ZASM: PRESSAXISUP
  3773.    
  3774.     bool PressAxisDown;     ZASM: PRESSAXISDOWN
  3775.    
  3776.     bool PressAxisLeft;     ZASM: PRESSAXISLEFT
  3777.    
  3778.     bool PressAxisRight;        ZASM: PRESSAXISRIGHT
  3779.  
  3780. /************************************************************************************************************/
  3781.  
  3782. int InputMouseX;            ZASM Instruction:
  3783.                     INPUTMOUSEX
  3784.                
  3785. /**
  3786. * The mouse's in-game X position. This value is undefined if
  3787. * the mouse pointer is outside the Zelda Classic window.
  3788. *
  3789. */ Example Use: !#!
  3790.  
  3791. /************************************************************************************************************/
  3792.  
  3793. int InputMouseY;            ZASM Instruction:
  3794.                     INPUTMOUSEY
  3795.                
  3796. /**
  3797. * The mouse's in-game Y position. This value is undefined if
  3798. * the mouse pointer is outside the Zelda Classic window.
  3799. *
  3800. */ Example Use: !#!
  3801.  
  3802. /************************************************************************************************************/
  3803.  
  3804. int InputMouseB;            ZASM Instruction:
  3805.                     INPUTMOUSEB
  3806.                
  3807. /**
  3808. * Whether the left or right mouse buttons are pressed, as two flags OR'd (|) together;
  3809. * use the MB_ constants or the Input'X'Click functions in std.zh to check the button states.
  3810. * InputMouseB is read only; while setting it is not syntactically incorrect, it does nothing
  3811. * If you are not comfortable with binary, you can use the InputMouse'x' functions in std.zh
  3812. *
  3813. */ Example Use: !#!
  3814.  
  3815. /************************************************************************************************************/
  3816.  
  3817. int InputMouseZ;            ZASM Instruction:
  3818.                     INPUTMOUSEB
  3819.                
  3820. /**
  3821. * The current state of the mouse's scroll wheel, negative for scrolling down and positive for scrolling up.
  3822. *
  3823. */ Example Use: !#!
  3824.  
  3825. /************************************************************************************************************/
  3826.  
  3827. bool Item[256];             ZASM Instruction:
  3828.                     LINKITEMD
  3829.                
  3830. /**
  3831. * True if Link's inventory contains the item whose ID is the index of
  3832. * the array access. Use the I_ constants in std.zh as an index into this array.
  3833. *
  3834. */ Example Use: !#!
  3835.  
  3836. /************************************************************************************************************/
  3837.  
  3838. int Equipment;              ZASM Instruction:
  3839.                     LINKEQUIP
  3840.                
  3841. /**
  3842. * Contains the item IDs of what is currently equiped to Link's A and B buttons.
  3843. * The first 8 bits contain the A button item, and the second 8 bits contain the B button item.
  3844. * If you are not comfortable with performing binary operations,
  3845. * you can use the functions GetEquipmentA() or GetEquipmentB() in std.zh.
  3846. *
  3847. */ Example Use: !#!
  3848.  
  3849. /************************************************************************************************************/
  3850.  
  3851. int ItemA;              ZASM Instruction:
  3852.                     LINKITEMA
  3853.                
  3854. /**
  3855. * Contains the item IDs of what is currently equiped to Link's A button.
  3856. * Writing to this variable will set an item to the A-button.
  3857. * This will occur even if the item is not in inventory, and not on the subscreen.
  3858. * This will ignore if you have B+A or B-only subscreens, and force-set the item.
  3859. * The intent of this is to allow scriters to easily create scripted subscreens.
  3860. *
  3861. */ Example Use: !#!
  3862.  
  3863. /************************************************************************************************************/
  3864.  
  3865. int ItemB;              ZASM Instruction:
  3866.                     LINKITEMB
  3867.                
  3868. /**
  3869. * Contains the item IDs of what is currently equiped to Link's B button.
  3870. * Writing to this variable will set an item to the A-button.
  3871. * This will occur even if the item is not in inventory, and not on the subscreen.
  3872. * The intent of this is to allow scriters to easily create scripted subscreens.
  3873. *
  3874. */ Example Use: !#!
  3875.  
  3876. /************************************************************************************************************/
  3877. //! Untested
  3878. int SetItemSlot(int itm_id, bool a_button, bool force);            
  3879.                     ZASM Instruction:
  3880.                     LINKITEMB
  3881.                
  3882. /**
  3883. * This allows you to set Link's button items without binary operations, and to decide whether to
  3884. * obey quest rules, or inventory.
  3885. *
  3886. * When using this, 'itm_id' is the ID number of the item.
  3887. * Set 'a_button' true to set this item to the A-button, false to set it to the B-button.
  3888. * Set' force' true to set the item even if Link does not have it, or if the Quest Rules disallow it.
  3889. *   Otherwise, set 'force' false, and the item will only be set if Link has it. Furthermore
  3890. *   it will only set to slot A if either it is a sword, or the B+A quest rule is enabled.
  3891. *
  3892. */ Example Use: !#!
  3893.  
  3894. /************************************************************************************************************/
  3895.  
  3896. int Tile;               ZASM Instruction:
  3897.                     LINKTILE
  3898.                
  3899. /**
  3900. * The current tile associated with Link. The effect of writing to this variable is undefined.
  3901. * Because Link's tile is not determined until he is drawn, this will actually represent
  3902. * Link's tile in the previous frame.
  3903. *
  3904. */ Example Use: !#!
  3905.    
  3906. /************************************************************************************************************/
  3907.  
  3908. int Flip;               ZASM Instruction:
  3909.                     LINKFLIP
  3910.                
  3911. /**
  3912. * The flip value of current tile associated with Link.
  3913. * The effect of writing to this variable is undefined (will do nothing).
  3914. * Because Link's tile is not determined until he is drawn, this will actually represent
  3915. * Link's tile flip in the previous frame.
  3916. *
  3917. */ Example Use: !#!
  3918.    
  3919.  
  3920. /************************************************************************************************************/
  3921.  
  3922. int Eaten;              ZASM Instruction:
  3923.                     LINKEATEN
  3924.                
  3925. /**
  3926. * This stores a counter for how long Link has been inside a LikeLike, or similar enemy.
  3927. * It returns 0 if Link is not eaten, otherwise it returns the duration of him being eaten.
  3928. *
  3929. */ Example Use: !#!
  3930.  
  3931. /************************************************************************************************************/
  3932.  
  3933. //Implemented, but does nothing. The opcodes are unfinished.  
  3934. void SetTile(int sprite, int tile, int dir, int flip)          
  3935.                     ZASM Instruction:
  3936.                     LINKSETTILE
  3937.  
  3938. /**
  3939. * Sets the tile for Link's various actions.
  3940. * 'sprite' is the action for the tile. See Quest->Graphics->Sprites->Link for a visual reference.
  3941. * 'tile is the base tile for the sequence. It uses the animation style set in the sprites editor.
  3942. * 'dir' is the direction for the tile.
  3943. * 'flip' is the flip attribute for the tile.
  3944. * See 'std_constants' entries under LSPR_* for a list of the various attributes for 'sprite'.
  3945. */
  3946.  
  3947. /************************************************************************************************************/
  3948. //!Implemented, but the opcodes are unfinished, so it does not yet work as intended.
  3949. int GetLinkExtend(int sprite, int dir);    
  3950.                     ZASM Instruction:
  3951.                     LINKGETEXTEND
  3952.  
  3953. /**
  3954. * Gets the extend value for one of Link's various actions.
  3955. * This is equivalent to the Extend value set in Quest->Graphics->Sprites->Link when selecting a tile.  
  3956. * See 'std_constants' entries under LSPR_* for a list of the various attributes for 'sprite'.
  3957. */
  3958.  
  3959. /************************************************************************************************************/
  3960. //!Implemented, but the opcodes are unfinished, so it does not yet work as intended.
  3961. void SetLinkExtend(int sprite, int dir, int extend);       
  3962.                     ZASM Instruction:
  3963.                     LINKSETEXTEND
  3964.  
  3965. /**
  3966. * Sets the extend value for one of Link's various actions.
  3967. * This is equivalent to the Extend value set in Quest->Graphics->Sprites->Link when selecting a tile.  
  3968. * See 'std_constants' entries under LSPR_* for a list of the various attributes for 'sprite'.
  3969. */
  3970.  
  3971. /************************************************************************************************************/
  3972. //!Not implemented.
  3973. int GetTile(int sprite, int dir, int flip)         
  3974.                     ZASM Instruction:
  3975.                     LINKGETTILE
  3976.  
  3977. /**
  3978. * Returns the tile for one of Link's various actions.
  3979. * 'sprite' is the action for the tile. See Quest->Graphics->Sprites->Link for a visual reference.
  3980. * 'dir' is the direction for the tile.
  3981. * 'flip' is the flip attribute for the tile.
  3982. * See 'std_constants' entries under LSPR_* for a list of the various attributes for 'sprite'.
  3983. */
  3984.  
  3985. /************************************************************************************************************/
  3986.  
  3987. int Extend;             ZASM Instruction:
  3988.                     LINKEXTEND
  3989.  
  3990. /**
  3991. * Sets the extend value for all of Link's various actions.
  3992. * This is equivalent to the Extend value set in Quest->Graphics->Sprites->Link when selecting
  3993. * a tile, click on his sprites for any given action, and press the 'x' key.
  3994. * The options are 16x16, 16x32, and 32x32; which correspond to Extend values of ( 0, 1, and 2 )
  3995. * respectively.
  3996. *
  3997. * If used to check, this will return the value of the LSPR_NORMAL entry.
  3998. */
  3999.  
  4000. /************************************************************************************************************/
  4001.  
  4002. int HitHeight;              ZASM Instruction:
  4003.                     LINKHYSZ
  4004.                    
  4005. /**
  4006. * link's Hitbox height in pixels.
  4007. * This is not usable, as Link->Extend cannot be set.
  4008. * While setting it is not syntactically incorrect, it does nothing.
  4009. * You can read a value that you assign to this (e.g. for custom collision functions).
  4010. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4011. *
  4012. */ Example Use: !#!
  4013.  
  4014. /************************************************************************************************************/
  4015.                    
  4016. int HitWidth;               ZASM Instruction:
  4017.                     LINKHXSZ
  4018.  
  4019. /**
  4020. * link's Hitbox width in pixels.
  4021. * This is not usable, as Link->Extend cannot be set.
  4022. * While setting it is not syntactically incorrect, it does nothing.
  4023. * You can read a value that you assign to this  (e.g. for custom collision functions).
  4024. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4025. *
  4026. */ Example Use: !#!
  4027.  
  4028. /************************************************************************************************************/
  4029.  
  4030. int TileWidth;              ZASM Instruction:
  4031.                     LINKTYSZ
  4032. /**
  4033. * Link's width, in tiles.
  4034. * This is not usable, as Link->Extend cannot be set.
  4035. * While setting it is not syntactically incorrect, it does nothing.
  4036. * You can read a value that you assign to this (e.g. for custom/proxy sprite drawing).
  4037. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4038. *
  4039. */ Example Use: !#!                
  4040.  
  4041. /************************************************************************************************************/
  4042.  
  4043. int TileHeight;             ZASM Instruction:
  4044.                     LINKTXSZ
  4045.  
  4046. /**
  4047. * Link's height, in tiles.
  4048. * This is not usable, as Link->Extend cannot be set.
  4049. * While setting it is not syntactically incorrect, it does nothing.
  4050. * You can read a value that you assign to this (e.g. for custom/proxy sprite drawing).
  4051. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4052. *
  4053. */ Example Use: !#!
  4054.  
  4055. /************************************************************************************************************/
  4056.  
  4057. int HitZHeight;             ZASM Instruction:
  4058.                     LINKHZSZ
  4059.                
  4060. /**
  4061. * The Z-axis height of Link's hitbox, or collision rectangle.
  4062. * The lower it is, the lower a flying or jumping enemy must fly in order to hit Link.
  4063. * To jump over a sprite, you must be higher than its Z + HitZHeight.
  4064. * The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.
  4065. * Writing to this is ignored unless Extend is set to values >=3.
  4066. * This is not usable, as Link->Extend cannot be set.
  4067. * While setting it is not syntactically incorrect, it does nothing.
  4068. * You can read a value that you assign to this (e.g. for custom collision functions).
  4069. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4070. *
  4071. */ Example Use: !#!
  4072.    
  4073. /************************************************************************************************************/
  4074.  
  4075. int HitXOffset;             ZASM Instruction:
  4076.                     LINKHXOFS
  4077.                
  4078. /**
  4079. * The X offset of Link's hitbox, or collision rectangle.
  4080. * Setting it to positive or negative values will move Link's hitbox left or right.
  4081. * Writing to this is ignored unless Extend is set to values >=3.
  4082. * This is not usable, as Link->Extend cannot be set.
  4083. * While setting it is not syntactically incorrect, it does nothing.
  4084. * You can read a value that you assign to this (e.g. for custom collision functions).
  4085. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4086. *
  4087. */ Example Use: !#!
  4088.    
  4089. /************************************************************************************************************/
  4090.  
  4091. int HitYOffset;             ZASM Instruction:
  4092.                     LINKHYOFS
  4093.                
  4094. /**
  4095. * The Y offset of Link's hitbox, or collision rectangle.
  4096. * Setting it to positive or negative values will move Link's hitbox up or down.
  4097. * Writing to this is ignored unless Extend is set to values >=3.
  4098. * This is not usable, as Link->Extend cannot be set.
  4099. * While setting it is not syntactically incorrect, it does nothing.
  4100. * You can read a value that you assign to this (e.g. for custom collision functions).
  4101. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4102. *
  4103. */ Example Use: !#!
  4104.    
  4105. /************************************************************************************************************/
  4106.  
  4107. int DrawXOffset;            ZASM Instruction:
  4108.                     LINKXOFS
  4109.                
  4110. /**
  4111. * The X offset of Link's sprite.
  4112. * Setting it to positive or negative values will move the sprite's tiles left or right relative to its position.
  4113. * Writing to this is ignored unless Extend is set to values >=3.
  4114. * This is not usable, as Link->Extend cannot be set.
  4115. * While setting it is not syntactically incorrect, it does nothing.
  4116. * You can read a value that you assign to this.
  4117. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4118. *
  4119. */ Example Use: !#!
  4120.    
  4121. /************************************************************************************************************/
  4122.  
  4123. int DrawYOffset;            ZASM Instruction:
  4124.                     LINKYOFS
  4125.                
  4126. /**
  4127. * The Y offset of Link's sprite.
  4128. * Setting it to positive or negative values will move the sprite's tiles up or down relative to its position.
  4129. * Writing to this is ignored unless Extend is set to values >=3.
  4130. * This is not usable, as Link->Extend cannot be set.
  4131. * While setting it is not syntactically incorrect, it does nothing.
  4132. * You can read a value that you assign to this.
  4133. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4134. *
  4135. */ Example Use: !#!
  4136.    
  4137. /************************************************************************************************************/
  4138.  
  4139. int DrawZOffset;            ZASM Instruction:
  4140.                     LINKZOFS
  4141.                
  4142. /**
  4143. * The Z offset of Link's sprite.
  4144. * Writing to this is ignored unless Extend is set to values >=3.
  4145. * The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.
  4146. * This is not usable, as Link->Extend cannot be set.
  4147. * While setting it is not syntactically incorrect, it does nothing.
  4148. * You can read a value that you assign to this.
  4149. * This value is not preserved through sessions: Loading a saved game will reset it to the default.
  4150. *
  4151. */ Example Use: !#!
  4152.    
  4153. /************************************************************************************************************/
  4154.  
  4155. float Misc[32];             ZASM Instruction:
  4156.                     LINKMISC
  4157.                     LINKMISCD
  4158.                
  4159. /**
  4160. * An array of 32 miscellaneous variables for you to use as you please.
  4161. * These variables are not saved with Link.
  4162. *
  4163. */ Example Use: !#!
  4164.    
  4165. /************************************************************************************************************/
  4166.  
  4167. void Warp(int DMap, int screen);    ZASM Instruction:
  4168.                     WARP
  4169.                     WARPR
  4170.                
  4171. /**
  4172. * Warps link to the given screen in the given DMap, just like if he'd
  4173. * triggered an 'Insta-Warp'-type warp.
  4174. *
  4175. */ Example Use: !#!
  4176.    
  4177. /************************************************************************************************************/
  4178.  
  4179. void PitWarp(int DMap, int screen); ZASM Instruction:
  4180.                     PITWARP
  4181.                     PITWARPR
  4182.                
  4183. /**
  4184. * This is identical to Warp, but Link's X and Y positions are preserved
  4185. * when he enters the destination screen, rather than being set to the
  4186. * Warp Return square.
  4187. *
  4188. */ Example Use: !#!
  4189.    
  4190. /************************************************************************************************************/
  4191.  
  4192. SelectAWeapon(int dir);         ZASM Instruction:
  4193.                     !#!
  4194.                
  4195. /**
  4196. * Sets the A button item to the next one in the given direction based on
  4197. * the indices set in the subscreen. This will skip over items if A and B
  4198. * would be set to the same item.
  4199. * If the quest rule "Can Select A-Button Weapon On Subscreen" is disabled,
  4200. * this function does nothing.
  4201. *
  4202. */ Example Use: !#!
  4203.    
  4204. /************************************************************************************************************/
  4205.  
  4206. SelectBWeapon(int dir);         ZASM Instruction:
  4207.                     !#!
  4208.                
  4209. /**
  4210. * Sets the B button item to the next one in the given direction based on
  4211. * the indices set in the subscreen. This will skip over items if A and B
  4212. * would be set to the same item.
  4213. *
  4214. */ Example Use: !#!
  4215.    
  4216.  
  4217. /************************************************************************************************************/
  4218. /************************************************************************************************************/
  4219.  
  4220.  
  4221. //===================================
  4222. //--- NPC Functions and Variables ---
  4223. //===================================
  4224.  
  4225.                                             class npc
  4226.  
  4227.    
  4228.     bool isValid();         ZASM Instruction:
  4229.                     ISVALIDNPC
  4230.     /**
  4231.     * Returns whether or not this NPC pointer is still valid. A pointer
  4232.     * becomes invalid if the enemy dies or Link leaves the screen.
  4233.     * Trying to access any variable of an invalid NPC pointer prints
  4234.     * an error to allegro.log and does nothing.
  4235.     */
  4236.  
  4237. /************************************************************************************************************/
  4238.  
  4239.     void GetName(int buffer[]); ZASM Instruction:
  4240.                     NPCNAME
  4241.     /**
  4242.     * Loads the npc's name into 'buffer'. To load an NPC from an ID rather than a pointer,
  4243.     * use 'GetNPCName' from std.zh
  4244.     */
  4245.  
  4246. /************************************************************************************************************/
  4247.  
  4248.     int ID;             ZASM Instruction:
  4249.                     NPCID
  4250.     /**
  4251.     * The NPC's enemy ID number.
  4252.     * npc->ID is read-only; while setting it is not syntactically incorrect, it does nothing.
  4253.     */
  4254.  
  4255. /************************************************************************************************************/
  4256.  
  4257.     int Type;           ZASM Instruction:
  4258.                     NPCTYPE
  4259.     /**
  4260.     * The NPC's Type. Use the NPCT_ constants in std.zh to compare this value.
  4261.     * npc->Type is read-only; while setting it is not syntactically incorrect, it does nothing.
  4262.     */
  4263.  
  4264. /************************************************************************************************************/
  4265.  
  4266.     int X;              ZASM Instruction:
  4267.                     NPCX
  4268.     /**
  4269.     * The NPC's current X coordinate, in pixels. Float values passed to this will be cast to int.
  4270.     */
  4271.  
  4272. /************************************************************************************************************/
  4273.  
  4274.     int Y;              ZASM Instruction:
  4275.                     NPCY
  4276.     /**
  4277.     * The NPC's current Y coordinate, in pixels. Float values passed to this will be cast to int.
  4278.     */
  4279.  
  4280. /************************************************************************************************************/
  4281.  
  4282.     int Z;              ZASM Instruction:
  4283.                     NPCZ
  4284.     /**
  4285.     * The NPC's current Z coordinate, in pixels. Float values passed to this will be cast to int.
  4286.     */
  4287.    
  4288. /************************************************************************************************************/
  4289.  
  4290.     int Jump;           ZASM Instruction:
  4291.                     NPCJUMP
  4292.     /**
  4293.     * The NPC's upward velocity, in pixels. If negative, the NPC will fall.
  4294.     * The downward acceleration of Gravity (in Init Data) modifies this value every frame.
  4295.     */
  4296.  
  4297. /************************************************************************************************************/
  4298.  
  4299.     int Dir;            ZASM Instruction:
  4300.                     NPCDIR
  4301.     /**
  4302.     * The direction the NPC is facing. Use the DIR_ constants in std.zh to
  4303.     * set and compare this value.
  4304.     */
  4305.  
  4306. /************************************************************************************************************/
  4307.  
  4308.     int Rate;           ZASM Instruction:
  4309.                     NPCRATE
  4310.     /**
  4311.     * The rate at which the NPC changes direction. For a point of reference,
  4312.     * the "Octorok (Magic)" enemy has a rate of 16. The effect of writing to
  4313.     * this field is currently undefined.
  4314.     */
  4315.  
  4316. /************************************************************************************************************/
  4317.  
  4318.     int Haltrate;           ZASM Instruction:
  4319.                     NPCHALTRATE
  4320.     /**
  4321.     * The extent to which the NPC stands still while moving around the
  4322.     * screen. As a point of reference, the Zols and Gels have haltrate of
  4323.     * 16. The effect of writing to this field is currently undefined.
  4324.     */
  4325.  
  4326. /************************************************************************************************************/
  4327.  
  4328.     int Homing;         ZASM Instruction:
  4329.                     NPCHOMING
  4330.     /**
  4331.     * How likely the NPC is to move towards Link.
  4332.     * The effect of writing to this field is currently undefined.
  4333.     */
  4334.  
  4335. /************************************************************************************************************/
  4336.  
  4337.     int Hunger;         ZASM Instruction:
  4338.                     NPRCHUNGE
  4339.     /**
  4340.     * How likely the NPC is to move towards bait.
  4341.     * The effect of writing to this field is currently undefined.
  4342.     */
  4343.  
  4344. /************************************************************************************************************/
  4345.  
  4346.     int Step;           ZASM Instruction:
  4347.                     NPCSTEP
  4348.     /**
  4349.     * The NPC's movement speed. A Step of 100 usually means that
  4350.     * the enemy moves at approximately one pixel per animation frame.
  4351.     * As a point of reference, the "Octorok (Magic)" enemy has
  4352.     * a step of 200. The effect of writing to this field is
  4353.     * currently undefined.
  4354.     */
  4355.  
  4356. /************************************************************************************************************/
  4357.  
  4358.     bool CollDetection;     ZASM Instruction:
  4359.                     NPCCOLLDET
  4360.     /**
  4361.     * Whether the NPC will use the system's code to work out collisions with Link
  4362.     * Initialised as 'true'.
  4363.     */
  4364.  
  4365. /************************************************************************************************************/
  4366.  
  4367.     int ASpeed;         ZASM Instruction:
  4368.                     NPCFRAMERATE
  4369.     /**
  4370.     * The the NPC's animation frame rate, in screen frames. The effect of
  4371.     * writing to this field is currently undefined.
  4372.     */
  4373.  
  4374. /************************************************************************************************************/
  4375.  
  4376.     int DrawStyle;          ZASM Instruction:
  4377.                     NPCDRAWTYPE
  4378.     /**
  4379.     * The way the NPC is animated. Use the DS_ constants in std.zh to set or
  4380.     * compare this value. The effect of writing to this field is currently undefined.
  4381.     */
  4382.  
  4383. /************************************************************************************************************/
  4384.  
  4385.     int HP;             ZASM Instruction:
  4386.                     NPCHP
  4387.     /**
  4388.     * The NPC's current hitpoints. A weapon with a Power of 1 removes 2
  4389.     * hitpoints.
  4390.     */
  4391.  
  4392. /************************************************************************************************************/
  4393.  
  4394.     int Damage;         ZASM Instruction:
  4395.                     NPCDP
  4396.     /**
  4397.     * The amount of damage dealt to an unprotected Link when he touches this NPC, in
  4398.     * quarter-hearts.
  4399.     */
  4400.  
  4401. /************************************************************************************************************/
  4402.  
  4403.     int WeaponDamage;       ZASM Instruction:
  4404.                     NPCWDP
  4405.     /**
  4406.     * The amount of damage dealt to an unprotected Link by this NPC's weapon, in
  4407.     * quarter-hearts.
  4408.     */
  4409.  
  4410. /************************************************************************************************************/
  4411.  
  4412.     int Stun;           ZASM Instruction:
  4413.                     NPCSTUN
  4414.     /**
  4415.     * The time, in frames, that the NPC will be stunned. Some types of enemies cannot be stunned.
  4416.     */
  4417.  
  4418. /************************************************************************************************************/
  4419.  
  4420.     int OriginalTile;       ZASM Instruction:
  4421.                     NPCOTILE
  4422.     /**
  4423.     * The number of the starting tile used by this NPC.
  4424.     */
  4425.  
  4426. /************************************************************************************************************/
  4427.  
  4428.     int Tile;           ZASM Instruction:
  4429.                     NPCTILE
  4430.     /**
  4431.     * The current tile associated with this NPC. The effect of writing to this variable is undefined.
  4432.     */
  4433.  
  4434. /************************************************************************************************************/
  4435.  
  4436.     int Weapon;         ZASM Instruction:
  4437.                     NPCWEAPON
  4438.     /**
  4439.     * The weapon used by this enemy. Use the WPN_ constants (NOT the EW_ constants)
  4440.     * in std.zh to set or compare this value.
  4441.     */
  4442.  
  4443. /************************************************************************************************************/
  4444.  
  4445.     int ItemSet;            ZASM Instruction:
  4446.                     NPCITEMSET
  4447.     /**
  4448.     * The items that the NPC might drop when killed. Use the IS_ constants
  4449.     * in std.zh to set or compare this value.
  4450.     */
  4451.  
  4452. /************************************************************************************************************/
  4453.  
  4454.     int CSet;           ZASM Instruction:
  4455.                     NPCCSET
  4456.     /**
  4457.     * The CSet used by this NPC.
  4458.     */
  4459.  
  4460. /************************************************************************************************************/
  4461.  
  4462.     int BossPal;            ZASM Instruction:
  4463.                     NPCBOSSPAL
  4464.     /**
  4465.     * The boss pallete used by this NPC; this pallete is only used if CSet
  4466.     * is 14 (the reserved boss cset). Use the BPAL_ constants in std.zh to
  4467.     * set or compare this value.
  4468.     */
  4469.  
  4470. /************************************************************************************************************/
  4471.  
  4472.     int SFX;            ZASM Instruction:
  4473.                     NPCBGSFX
  4474.     /**
  4475.     * The sound effects emitted by the enemy. Use the SFX_ constants in
  4476.     * std.zh to set or compare this value.
  4477.     */
  4478.  
  4479. /************************************************************************************************************/
  4480.  
  4481.     int Extend;         ZASM Instruction:
  4482.                     NPCEXTEND
  4483.     /**
  4484.     * Whether to extend the sprite of the enemy.
  4485.     */
  4486.  
  4487. /************************************************************************************************************/
  4488.  
  4489.     int TileWidth;          ZASM Instruction:
  4490.                     NPCTXSZ
  4491.     /**
  4492.     * The number of tile columns composing the sprite.
  4493.     * Writing to this is ignored unless Extend is set to values >=3.
  4494.     */
  4495.  
  4496. /************************************************************************************************************/
  4497.  
  4498.     int TileHeight;         ZASM Instruction:
  4499.                     NPCTYSZ
  4500.     /**
  4501.     * The number of tile rows composing the sprite.
  4502.     * Writing to this is ignored unless Extend is set to values >=3.
  4503.     */
  4504.    
  4505. /************************************************************************************************************/
  4506.  
  4507.     int HitWidth;           ZASM Instruction:
  4508.                     NPCHXSZ
  4509.     /**
  4510.     * The width of the sprite's hitbox, or collision rectangle.
  4511.     */
  4512.  
  4513. /************************************************************************************************************/
  4514.  
  4515.     int HitHeight;          ZASM Instruction:
  4516.                     NPCHYSZ
  4517.     /**
  4518.     * The height of the sprite's hitbox, or collision rectangle.
  4519.     */
  4520.    
  4521. /************************************************************************************************************/
  4522.  
  4523.     int HitZHeight;         ZASM Instruction:
  4524.                     NPCHZSZ
  4525.     /**
  4526.     * The Z-axis height of the sprite's hitbox, or collision rectangle.
  4527.     * The greater it is, the higher Link must jump or fly over the sprite to avoid taking damage.
  4528.     * To jump over a sprite, you must be higher than its Z + HitZHeight.
  4529.     * The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.
  4530.     */
  4531.  
  4532. /************************************************************************************************************/
  4533.  
  4534.     int HitXOffset;         ZASM Instruction:
  4535.                     NPCHXOFS
  4536.     /**
  4537.     * The X offset of the sprite's hitbox, or collision rectangle.
  4538.     * Setting it to positive or negative values will move the sprite's hitbox left or right.
  4539.     */
  4540.  
  4541. /************************************************************************************************************/
  4542.  
  4543.     int HitYOffset;         ZASM Instruction:
  4544.                     NPCHYOFS
  4545.     /**
  4546.     * The Y offset of the sprite's hitbox, or collision rectangle.
  4547.     * Setting it to positive or negative values will move the sprite's hitbox up or down.
  4548.     */
  4549.  
  4550. /************************************************************************************************************/
  4551.  
  4552.     int DrawXOffset;        ZASM Instruction:
  4553.                     NPCXOFS
  4554.     /**
  4555.     * The X offset of the sprite.
  4556.     * Setting it to positive or negative values will move the sprite's tiles left or right relative to its position.
  4557.     */
  4558.  
  4559. /************************************************************************************************************/
  4560.  
  4561.     int DrawYOffset;        ZASM Instruction:
  4562.                     NPCYOFS
  4563.     /**
  4564.     * The Y offset of the sprite. In non-sideview screens, this is usually -2.
  4565.     * Setting it to positive or negative values will move the sprite's tiles up or down relative to its position.
  4566.     */
  4567.  
  4568. /************************************************************************************************************/
  4569.  
  4570.     int DrawZOffset;        ZASM Instruction:
  4571.                     NPCZOFS
  4572.     /**
  4573.     * The Z offset of the sprite. This is ignored unless Extend is set to values >=3.
  4574.     * The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.  
  4575.     */
  4576.  
  4577. /************************************************************************************************************/
  4578.  
  4579.     int Defense[];          ZASM Instruction:
  4580.                     NPCDEFENSED
  4581.     /**
  4582.     * The npc's Defense values, as an array of 18 integers. Use the NPCD_ and NPCDT_ constants
  4583.     * in std.zh to set or compare these values.
  4584.     */
  4585.  
  4586. /************************************************************************************************************/
  4587.  
  4588.     int ScriptDefense[];        ZASM Instruction:
  4589.                     NPCSCRDEFENSED
  4590.     /**
  4591.     * The npc's Script Weapon Defense values, as an array of 10 integers. Use the NPCSD_ and NPCDT_ constants
  4592.     * in std.zh to set or compare these values.
  4593.     */
  4594.  
  4595. /************************************************************************************************************/
  4596.  
  4597.     int Attributes[];       ZASM Instruction:
  4598.                     NPCDD
  4599.     /**
  4600.     * The npc's Miscellaneous Attributes, as an array of ten integers.
  4601.     * They are read-only; while setting them is not syntactically incorrect, it does nothing.
  4602.     */
  4603.  
  4604. /************************************************************************************************************/
  4605.  
  4606.     int MiscFlags;          ZASM Instruction:
  4607.                     NPCMFLAGS
  4608.     /**
  4609.     * The npc's Misc. Flags as 14 bits ORed together, starting with 'Damaged by Power 0 Weapons',
  4610.     * and working down the flags in the order they are shown in the Enemy Editor.
  4611.     * npc->MiscFlags is read-only; while setting it is not syntactically incorrect, it does nothing.
  4612.     * If you are not comfortable with binary operations, you can use 'GetNPCMiscFlag' from std.zh
  4613.     */
  4614.  
  4615. /************************************************************************************************************/
  4616.  
  4617.     float Misc[32];         ZASM Instruction:
  4618.                     NPCMISCD
  4619.     /**
  4620.     * An array of 32 miscellaneous variables for you to use as you please.
  4621.     */
  4622.    
  4623. /************************************************************************************************************/
  4624.  
  4625.     void BreakShield();     ZASM Instruction:
  4626.                     BREAKSHIELD
  4627.     /**
  4628.     * Breaks the enemy's shield if it has one. This works even if the flag
  4629.     * "Hammer Can Break Shield" is not checked.
  4630.     */
  4631.  
  4632.  
  4633. /************************************************************************************************************/
  4634. /************************************************************************************************************/
  4635.  
  4636.  
  4637.  
  4638.  
  4639. //======================================
  4640. //--- Weapon Functions and Variables ---
  4641. //======================================
  4642.  
  4643.                                         class weapon
  4644.  
  4645.  
  4646.     //! ZScript supports two different weapon classes:
  4647.     //! The lweapon class is used for Link's weapons (that damage enemies, and trigger objects)
  4648.     //! while the eweapon class is used for enemy weapons, that can damage Link.
  4649.     //!
  4650.     //! Both the lweapon, and the eweapon class have all of the following atributes:
  4651.    
  4652.     bool isValid();         ZASM Instruction:
  4653.                     ISVALIDLWPN
  4654.                     ISVALIDEWPN
  4655.    
  4656.     /**
  4657.     * Returns whether this weapon pointer is still valid. A weapon pointer
  4658.     * becomes invalid when the weapon fades away or disappears
  4659.     * or Link leaves the screen. Accessing any variables using an
  4660.     * invalid weapon pointer prints an error message to allegro.log and
  4661.     * does nothing.
  4662.     */ Example Use: !#!
  4663.    
  4664. /************************************************************************************************************/
  4665.  
  4666.     void UseSprite(int id);     ZASM Instruction:
  4667.                     LWPNUSESPRITER, LWPNUSESPRITEV
  4668.                     EWPNUSESPRITER, EWPNUSESPRITEV
  4669.  
  4670.     /**
  4671.     * Reads a 'Weapons/Misc' sprite entry in your quest file, and assigns
  4672.     * the OriginalTile, Tile, OriginalCSet, CSet, FlashCSet, NumFrames,
  4673.     * Frame, ASpeed, Flip and Flash variables of this weapon based on
  4674.     * this entry's data. Passing negative values, and values greater than
  4675.     * 255, will do nothing.
  4676.     */ Example Use: !#!
  4677.    
  4678. /************************************************************************************************************/
  4679.  
  4680.     bool Behind;            ZASM Instruction:
  4681.                     LWPNBEHIND
  4682.                     EWPNBEHIND
  4683.    
  4684.     /**
  4685.     * Ensures that the weapon's graphic is drawn behind Link and enemies.
  4686.     */ Example Use: !#!
  4687.    
  4688. /************************************************************************************************************/
  4689.  
  4690.     int ID;             ZASM Instruction:
  4691.                     LWPNID
  4692.                     EWPNID
  4693.    
  4694.     /**
  4695.     * The weapon's ID number. Use the LW_ or EW_ constants to compare
  4696.     * this value. The effect of writing to this field is currently undefined.
  4697.     */ Example Use: !#!
  4698.    
  4699. /************************************************************************************************************/
  4700.  
  4701.     int X;              ZASM Instruction:
  4702.                     LWPNX
  4703.                     EWPNX
  4704.    
  4705.     /**
  4706.     * The weapon's X position on the screen, in pixels. Float values passed
  4707.     * to this will be cast to int.
  4708.     */ Example Use: !#!
  4709.    
  4710. /************************************************************************************************************/
  4711.  
  4712.     int Y;              ZASM Instruction:
  4713.                     LWPNY
  4714.                     EWPNY
  4715.    
  4716.     /**
  4717.     * The weapon's Y position on the screen, in pixels. Float values passed
  4718.     * to this will be cast to int.
  4719.     */ Example Use: !#!
  4720.    
  4721. /************************************************************************************************************/
  4722.  
  4723.     int Z;              ZASM Instruction:
  4724.                     LWPNZ
  4725.                     EWPNZ
  4726.    
  4727.     /**
  4728.     * The weapon's Z position on the screen, in pixels. Float values passed
  4729.     * to this will be cast to int.
  4730.     */ Example Use: !#!
  4731.    
  4732. /************************************************************************************************************/
  4733.  
  4734.     int Jump;           ZASM Instruction:
  4735.                     LWPNJUMP
  4736.                     EWPNJUMP
  4737.    
  4738.     /**
  4739.     * The weapon's falling speed on the screen. Bombs, Bait and
  4740.     * Fire obey gravity.
  4741.     */ Example Use: !#!
  4742.    
  4743. /************************************************************************************************************/
  4744.  
  4745.     int DrawStyle;          ZASM Instruction:
  4746.                     LWPNDRAWTYPE
  4747.                     EWPNDRAWTYPE
  4748.  
  4749.     /**
  4750.     * An integer representing how the weapon is to be drawn. Use one of the
  4751.     * DS_ constants in std.zh to set or compare this value.
  4752.     */ Example Use: !#!
  4753.    
  4754. /************************************************************************************************************/ 
  4755.    
  4756.     int Dir;            ZASM Instruction:
  4757.                     LWPNDIR
  4758.                     eWPNDIR
  4759.    
  4760.     /**
  4761.     * The direction that the weapon is facing. Used by certain weapon types
  4762.     * to determine movement, shield deflection and such.
  4763.     */ Example Use: !#!
  4764.    
  4765. /************************************************************************************************************/
  4766.  
  4767.     int OriginalTile;       ZASM Instruction:
  4768.                     LWPNOTILE
  4769.                     EWPNOTILE
  4770.    
  4771.     /**
  4772.     * The starting tile of the weapon's animation.
  4773.     */ Example Use: !#!
  4774.    
  4775. /************************************************************************************************************/
  4776.  
  4777.     int Tile;           ZASM Instruction:
  4778.                     LWPNTILE
  4779.                     EWPNTILE
  4780.    
  4781.     /**
  4782.     * The current tile associated with this weapon.
  4783.     */ Example Use: !#!
  4784.    
  4785. /************************************************************************************************************/
  4786.  
  4787.     int OriginalCSet;       ZASM Instruction:
  4788.                     LWPNOCSET
  4789.                     EWPNOCSET
  4790.    
  4791.     /**
  4792.     * The starting CSet of the weapon's animation.
  4793.     */ Example Use: !#!
  4794.    
  4795. /************************************************************************************************************/
  4796.  
  4797.     int CSet;           ZASM Instruction:
  4798.                     LWPNCSET
  4799.                     EWPNCSET
  4800.    
  4801.     /**
  4802.     * This weapon's current CSet.
  4803.     */ Example Use: !#!
  4804.    
  4805. /************************************************************************************************************/
  4806.  
  4807.     int FlashCSet;          ZASM Instruction:
  4808.                     LWPNFLASHCSET
  4809.                     EWPNFLASHCSET
  4810.    
  4811.     /**
  4812.     * The CSet used during this weapon's flash frames, if this weapon flashes.
  4813.     */ Example Use: !#!
  4814.    
  4815. /************************************************************************************************************/
  4816.  
  4817.     int NumFrames;          ZASM Instruction:
  4818.                     LWPNFRAMES
  4819.                     EWPNFRAMES
  4820.    
  4821.     /**
  4822.     * The number of frames in this weapon's animation.
  4823.     */ Example Use: !#!
  4824.    
  4825. /************************************************************************************************************/
  4826.  
  4827.     int Frame;          ZASM Instruction:
  4828.                     LWPNFRAME
  4829.                     EWPNFRAME
  4830.    
  4831.     /**
  4832.     * The weapon's current animation frame.
  4833.     */ Example Use: !#!
  4834.    
  4835. /************************************************************************************************************/
  4836.  
  4837.     int ASpeed;         ZASM Instruction:
  4838.                     LWPNASPEED
  4839.                     EWPNASPEED
  4840.    
  4841.     /**
  4842.     * The speed at which this weapon animates, in screen frames.
  4843.     */ Example Use: !#!
  4844.    
  4845. /************************************************************************************************************/
  4846.  
  4847.     int Damage;         ZASM Instruction:
  4848.                     LWPNPOWER
  4849.                     EWPNPOWER
  4850.    
  4851.     /**
  4852.     * The amount of damage that this weapon causes to Link/an enemy upon contact.
  4853.     */ Example Use: !#!
  4854.    
  4855. /************************************************************************************************************/
  4856.  
  4857.     int Step;           ZASM Instruction:
  4858.                     LWPNSTEP
  4859.                     EWPNSTEP
  4860.    
  4861.     /**
  4862.     * Usually associated with the weapon's velocity. A Step of 100
  4863.     * typically means that the weapon moves at approximately one pixel
  4864.     * per animation frame.
  4865.     */ Example Use: !#!
  4866.    
  4867. /************************************************************************************************************/
  4868.  
  4869.     int Angle;          ZASM Instruction:
  4870.                     LWPNANGLE
  4871.                     EWPNANGLE
  4872.    
  4873.     /**
  4874.     * The weapon's current angle in clockwise radians; used by certain weapon
  4875.     * types with angular movement. 0 = right, PI/2 = down, etc. Note: if you
  4876.     * want Link's shield to interact with the weapon correctly, you must set
  4877.     * its Dir to a direction that approximates this angle.
  4878.     */ Example Use: !#!
  4879.    
  4880. /************************************************************************************************************/
  4881.  
  4882.     bool Angular;           ZASM Instruction:
  4883.                     LWPNANGULAR
  4884.                     EWPNANGULAR
  4885.    
  4886.     /**
  4887.     * Specifies whether a weapon has angular movement.
  4888.     */ Example Use: !#!
  4889.    
  4890. /************************************************************************************************************/
  4891.  
  4892.     bool CollDetection;     ZASM Instruction:
  4893.                     LWPNCOLLDET
  4894.                     EWPNCOLLDET
  4895.    
  4896.     /**
  4897.     * Whether the weapon will use the system's code to work out collisions with
  4898.     * Link and/or enemies (depending on weapon type). Initialised as 'true'.
  4899.     */ Example Use: !#!
  4900.    
  4901. /************************************************************************************************************/
  4902.  
  4903.     int DeadState;          ZASM Instruction:
  4904.                     LWPNDEAD
  4905.                     EWPNDEAD
  4906.    
  4907.     /**
  4908.     * The current state of the weapon. Important to keep track of. A value of
  4909.     * -1 indicates that it is active, and moves according to the weapon's
  4910.     * Dir, Step, Angular, and Angle values. Use -1 if you want the engine to
  4911.     * handle movement and collision. Use any value below -1 if you want a
  4912.     * dummy weapon that you can control on your own.
  4913.     *
  4914.     * Given a deadstate value of -10, a weapon will turn of its collision
  4915.     * detection and movement. If it has a positive value, it will
  4916.     * decrement once per frame until it equals 0, whereupon the weapon is
  4917.     * removed. If you want to remove the weapon, write one of the WDS_
  4918.     * constants in std.zh (appropriate for the weapon) to this variable.
  4919.     *
  4920.     * Weapons with the type *_SPARKLE have a DeadState equal to the number
  4921.     * of frames in their sprite animation, when created.
  4922.     */ Example Use: !#!
  4923.    
  4924. /************************************************************************************************************/
  4925.  
  4926.     bool Flash;         ZASM Instruction:
  4927.                     LWPNFLASH
  4928.                     EWPNFLASH
  4929.    
  4930.     /**
  4931.     * Whether or not the weapon flashes. A flashing weapon alternates between
  4932.     * its CSet and its FlashCSet.
  4933.     */ Example Use: !#!
  4934.    
  4935. /************************************************************************************************************/
  4936.  
  4937.     int Flip;           ZASM Instruction:
  4938.                     LWPNFLIP
  4939.                     EWPNFLIP
  4940.    
  4941.     /**
  4942.     * Whether and how the weapon's tiles should be flipped.
  4943.     * 0: No flip
  4944.     * 1: Horizontal flip
  4945.     * 2: Vertical flip
  4946.     * 3: Both (180 degree rotation)
  4947.     */ Example Use: !#!
  4948.    
  4949. /************************************************************************************************************/
  4950.  
  4951.     int Extend;         ZASM Instruction:
  4952.                     LWPNEXTEND
  4953.                     EWPNEXTEND
  4954.    
  4955.     /**
  4956.     * Whether to extend the sprite of the weapon.
  4957.     */ Example Use: !#!
  4958.    
  4959. /************************************************************************************************************/
  4960.  
  4961.     int TileWidth;          ZASM Instruction:
  4962.                     LWPNTXSZ
  4963.                     EWPNTXSZ
  4964.    
  4965.     /**
  4966.     * The number of tile columns composing the sprite.
  4967.     * Writing to this is ignored unless Extend is set to values >=3.
  4968.     */ Example Use: !#!
  4969.    
  4970. /************************************************************************************************************/
  4971.  
  4972.     int TileHeight;         ZASM Instruction:
  4973.                     LWPNTYSZ
  4974.                     EWPNTYSZ
  4975.    
  4976.     /**
  4977.     * The number of tile rows composing the sprite.
  4978.     * Writing to this is ignored unless Extend is set to values >=3.
  4979.     */ Example Use: !#!
  4980.    
  4981. /************************************************************************************************************/
  4982.  
  4983.     int HitWidth;           ZASM Instruction:
  4984.                     LWPNHXSZ
  4985.                     EWPNHXSZ
  4986.    
  4987.     /**
  4988.     * The width of the sprite's hitbox, or collision rectangle.
  4989.     */ Example Use: !#!
  4990.    
  4991. /************************************************************************************************************/
  4992.  
  4993.     int HitHeight;          ZASM Instruction:
  4994.                     LWPNHYSZ
  4995.                     WEPNHYSZ
  4996.    
  4997.     /**
  4998.     * The height of the sprite's hitbox, or collision rectangle.
  4999.     */ Example Use: !#!
  5000.    
  5001. /************************************************************************************************************/
  5002.  
  5003.     int HitZHeight;         ZASM Instruction:
  5004.                     LWPNHZSZ
  5005.                     EWPNHZSZ
  5006.    
  5007.     /**
  5008.     * The Z-axis height of the sprite's hitbox, or collision rectangle.
  5009.     * The greater it is, the higher Link must jump or fly over the sprite
  5010.     * To jump over a sprite, you must be higher than its Z + HitZHeight.
  5011.     * The values of DrawZOffset and HitZHight are linked. Setting one, also sets the other.
  5012.     * to avoid taking damage.
  5013.     */ Example Use: !#!
  5014.    
  5015. /************************************************************************************************************/
  5016.  
  5017.     int HitXOffset;         ZASM Instruction:
  5018.                     LWPNHXOFS
  5019.                     EWPNHXOFS
  5020.    
  5021.     /**
  5022.     * The X offset of the sprite's hitbox, or collision rectangle.
  5023.     * Setting it to positive or negative values will move the sprite's
  5024.     * hitbox left or right.
  5025.     */ Example Use: !#!
  5026.    
  5027. /************************************************************************************************************/
  5028.  
  5029.     int HitYOffset;         ZASM Instruction:
  5030.                     LWPNHYOFS
  5031.                     EWPNHYOFS
  5032.    
  5033.     /**
  5034.     * The Y offset of the sprite's hitbox, or collision rectangle.
  5035.     * Setting it to positive or negative values will move the sprite's
  5036.     * hitbox up or down.
  5037.     */ Example Use: !#!
  5038.    
  5039. /************************************************************************************************************/
  5040.  
  5041.     int DrawXOffset;        ZASM Instruction:
  5042.                     LWPNXOFS
  5043.                     EWPNXOFS
  5044.    
  5045.     /**
  5046.     * The X offset of the sprite.
  5047.     * Setting it to positive or negative values will move the sprite's
  5048.     * tiles left or right relative to its position.
  5049.     */ Example Use: !#!
  5050.    
  5051. /************************************************************************************************************/
  5052.  
  5053.     int DrawYOffset;        ZASM Instruction:
  5054.                     LWPNYOFS
  5055.                     EWPNYOFS
  5056.    
  5057.     /**
  5058.     * The Y offset of the sprite.
  5059.     * Setting it to positive or negative values will move the sprite's
  5060.     * tiles up or down relative to its position.
  5061.     */ Example Use: !#!
  5062.    
  5063. /************************************************************************************************************/
  5064.  
  5065.     int DrawZOffset;        ZASM Instruction:
  5066.                     LWPNZOFS
  5067.                     EWPNZOFS
  5068.    
  5069.     /**
  5070.     * The Z offset of the sprite.
  5071.     * The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.
  5072.     */ Example Use: !#!
  5073.    
  5074. /************************************************************************************************************/
  5075.  
  5076.     float Misc[32];         ZASM Instruction:
  5077.                     LWPNMISCD
  5078.                     EWPNMISCD
  5079.    
  5080.     /**
  5081.     * An array of 32 miscellaneous variables for you to use as you please.
  5082.     */ Example Use: !#!
  5083.    
  5084.  
  5085. /************************************************************************************************************/
  5086. /************************************************************************************************************/
  5087.  
  5088. //====================================
  5089. //--- Item Functions and Variables ---
  5090. //====================================
  5091.  
  5092.                                         class item
  5093.  
  5094.  
  5095.     bool isValid();         ZASM Instruction:
  5096.                     ISVALIDITEM
  5097.    
  5098.     /**
  5099.     * Returns whether this item pointer is still valid. An item pointer
  5100.     * becomes invalid when Link picks up the item, the item fades away,
  5101.     * or Link leaves the screen. Accessing any variables using an
  5102.     * invalid item pointer prints an error message to allegro.log and
  5103.     * does nothing.
  5104.     *
  5105.     */ Example Use: !#!
  5106.    
  5107. /************************************************************************************************************/
  5108.  
  5109.     int X;              ZASM Instruction:
  5110.                     ITEMX
  5111.    
  5112.     /**
  5113.     * The item's X position on the screen, in pixels. Float values passed to this will be cast to int.
  5114.     *
  5115.     */ Example Use: !#!
  5116.    
  5117. /************************************************************************************************************/
  5118.    
  5119.     int Y;              ZASM Instruction:
  5120.                     ITEMY
  5121.     /**
  5122.     * The item's Y position on the screen, in pixels. Float values passed to this will be cast to int.
  5123.     *
  5124.     */ Example Use: !#!
  5125.    
  5126. /************************************************************************************************************/
  5127.    
  5128.     int Jump            ZASM Instruction:
  5129.                     ITEMJUMP
  5130.                    
  5131.     /**
  5132.     * The item's upward velocity, in pixels. If negative, the item will fall.
  5133.     * The downward acceleration of Gravity (in Init Data) modifies this value every frame.
  5134.     *
  5135.     */ Example Use: !#!
  5136.    
  5137. /************************************************************************************************************/
  5138.  
  5139.     int DrawStyle;          ZASM Instruction:
  5140.                     ITEMDRAWTYPE
  5141.     /**
  5142.     * An integer representing how the item is to be drawn. Use one of the
  5143.     * DS_ constants in std.zh to set or compare this value.
  5144.     *
  5145.     */ Example Use: !#!
  5146.    
  5147. /************************************************************************************************************/
  5148.  
  5149.     int ID;             ZASM Instruction:
  5150.                     ITEMID
  5151.     /**
  5152.     * This item's ID number. Use the I_ constants to compare this value. The effect of writing to this field is currently undefined.
  5153.     *
  5154.     */ Example Use: !#!
  5155.    
  5156. /************************************************************************************************************/
  5157.  
  5158.     int OriginalTile;       ZASM Instruction:
  5159.                     ITEMOTILE
  5160.     /**
  5161.     * The starting tile of the item's animation.
  5162.     *
  5163.     */ Example Use: !#!
  5164.    
  5165. /************************************************************************************************************/
  5166.  
  5167.     int Tile;           ZASM Instruction:
  5168.                     ITEMTILE
  5169.     /**
  5170.     * The current tile associated with this item.
  5171.     *
  5172.     */ Example Use: !#!
  5173.    
  5174. /************************************************************************************************************/
  5175.  
  5176.     int CSet;           ZASM Instruction:
  5177.                     ITEMCSET
  5178.     /**
  5179.     * This item's CSet.
  5180.     *
  5181.     */ Example Use: !#!
  5182.  
  5183. /************************************************************************************************************/
  5184.  
  5185.     int FlashCSet;          ZASM Instruction:
  5186.                     ITEMFLASHCSET
  5187.     /**
  5188.     * The CSet used during this item's flash frames, if this item flashes.
  5189.     *
  5190.     */ Example Use: !#!
  5191.    
  5192. /************************************************************************************************************/
  5193.  
  5194.     int NumFrames;          ZASM Instruction:
  5195.                     ITEMFRAMES
  5196.     /**
  5197.     * The number of frames in this item's animation.
  5198.     *
  5199.     */ Example Use: !#!
  5200.    
  5201. /************************************************************************************************************/
  5202.  
  5203.     int Frame;          ZASM Instruction:
  5204.                     ITEMFRAME
  5205.     /**
  5206.     * The tile that is this item's current animation frame.
  5207.     *
  5208.     */ Example Use: !#!
  5209.    
  5210. /************************************************************************************************************/
  5211.  
  5212.     int ASpeed;         ZASM Instruction:
  5213.                     ITEMASPEED
  5214.     /**
  5215.     * The speed at which this item animates, in screen frames.
  5216.     *
  5217.     */ Example Use: !#!
  5218.    
  5219. /************************************************************************************************************/
  5220.  
  5221.     int Delay;          ZASM Instruction:
  5222.                     ITEMDELAY
  5223.     /**
  5224.     * The amount of time the animation is suspended after the last frame,
  5225.     * before the animation restarts, in item frames. That is, the total
  5226.     * number of screen frames of extra wait is Delay*ASpeed.
  5227.     *
  5228.     */ Example Use: !#!
  5229.    
  5230. /************************************************************************************************************/
  5231.  
  5232.     bool Flash;         ZASM Instruction:
  5233.                     ITEMFLASH
  5234.     /**
  5235.     * Whether or not the item flashes. A flashing item alternates between
  5236.     * its CSet and its FlashCSet.
  5237.     *
  5238.     */ Example Use: !#!
  5239.    
  5240. /************************************************************************************************************/
  5241.  
  5242.     int Flip;           ZASM Instruction:
  5243.                     ITEMFLIP
  5244.  
  5245.     /**
  5246.     * Whether and how the item's tiles should be flipped.
  5247.     * 0: No flip
  5248.     * 1: Horizontal flip
  5249.     * 2: Vertical flip
  5250.     * 3: Both (180 degree rotation)
  5251.     *
  5252.     */ Example Use: !#!
  5253.    
  5254. /************************************************************************************************************/
  5255.  
  5256.     int Pickup;         ZASM Instruction:
  5257.                     ITEMPICKUP
  5258.     /**
  5259.     * The pickup flags of the item, which determine what happens when Link
  5260.     * picks up the item. Its value consists of flags OR'd (|) together; use
  5261.     * the IP_ constants in std.zh to set or compare these values.
  5262.     * A special note about IP_ENEMYCARRIED: if the Quest Rule "Hide Enemy-
  5263.     * Carried Items" is set, then an item carried by an enemy will have its
  5264.     * X and Y values set to -128 while the enemy is carrying it. If this
  5265.     * flag is removed from such an item, then it will be moved to the enemy's
  5266.     * on-screen location.
  5267.     * If you are not comfortable with performing binary operations, use the ItemPickup functions from std.zh.
  5268.     *
  5269.     */ Example Use: !#!
  5270.    
  5271. /************************************************************************************************************/
  5272.  
  5273.     int Extend;         ZASM Instruction:
  5274.                     ITEMEXTEND
  5275.     /**
  5276.     * Whether to extend the sprite of the item.
  5277.     *
  5278.     */ Example Use: !#!
  5279.    
  5280. /************************************************************************************************************/
  5281.  
  5282.     int TileWidth;          ZASM Instruction:
  5283.                     !
  5284.     /**
  5285.     * The number of tile columns composing the sprite.
  5286.     * Writing to this is ignored unless Extend is set to values >=3.
  5287.     *
  5288.     */ Example Use: !#!
  5289.    
  5290. /************************************************************************************************************/
  5291.  
  5292.     int TileHeight;         ZASM Instruction:
  5293.                     !
  5294.     /**
  5295.     * The number of tile rows composing the sprite.
  5296.     * Writing to this is ignored unless Extend is set to values >=3.
  5297.     *
  5298.     */ Example Use: !#!
  5299.    
  5300. /************************************************************************************************************/
  5301.  
  5302.     int HitWidth;           ZASM Instruction:
  5303.                     ITEMHSXZ
  5304.     /**
  5305.     * The width of the sprite's hitbox, or collision rectangle.
  5306.     *
  5307.     */ Example Use: !#!
  5308.    
  5309. /************************************************************************************************************/
  5310.  
  5311.     int HitHeight;          ZASM Instruction:
  5312.                     ITEMHYSZ
  5313.     /**
  5314.     * The height of the sprite's hitbox, or collision rectangle.
  5315.     *
  5316.     */ Example Use: !#!
  5317.    
  5318. /************************************************************************************************************/
  5319.  
  5320.     int HitZHeight;         ZASM Instruction:
  5321.                     ITEMHXSZ
  5322.     /**
  5323.     * The Z-axis height of the sprite's hitbox, or collision rectangle.
  5324.     * The greater it is, the higher Link must jump or fly over the sprite to avoid picking up the item.
  5325.     * To jump over a sprite, you must be higher than its Z + HitZHeight.
  5326.     *
  5327.     */ Example Use: !#!
  5328.    
  5329. /************************************************************************************************************/
  5330.  
  5331.     int HitXOffset;         ZASM Instruction:
  5332.                     ITEMHXOFS
  5333.     /**
  5334.     * The X offset of the sprite's hitbox, or collision rectangle.
  5335.     * Setting it to positive or negative values will move the sprite's hitbox left or right.
  5336.     *
  5337.     */ Example Use: !#!
  5338.    
  5339. /************************************************************************************************************/
  5340.  
  5341.     int HitYOffset;         ZASM Instruction:
  5342.                     ITEMHYOFS
  5343.     /**
  5344.     * The Y offset of the sprite's hitbox, or collision rectangle.
  5345.     * Setting it to positive or negative values will move the sprite's hitbox up or down.
  5346.     *
  5347.     */ Example Use: !#!
  5348.    
  5349. /************************************************************************************************************/
  5350.  
  5351.     int DrawXOffset;        ZASM Instruction:
  5352.                     ITEMXOFS
  5353.     /**
  5354.     * The X offset of the sprite.
  5355.     * Setting it to positive or negative values will move the sprite's tiles left or right relative to its position.
  5356.     *
  5357.     */ Example Use: !#!
  5358.    
  5359. /************************************************************************************************************/
  5360.  
  5361.     int DrawYOffset;        ZASM Instruction:
  5362.                     ITEMYOFS
  5363.     /**
  5364.     * The Y offset of the sprite.
  5365.     * Setting it to positive or negative values will move the sprite's tiles up or down relative to its position.
  5366.     *
  5367.     */ Example Use: !#!
  5368.    
  5369. /************************************************************************************************************/
  5370.  
  5371.     int DrawZOffset;        ZASM Instruction:
  5372.                     ITEMZOFS
  5373.     /**
  5374.     * The Z offset of the sprite.
  5375.     * The values of DrawZOffset and HitZHeight are linked. Setting one, also sets the other.
  5376.     *
  5377.     */ Example Use: !#!
  5378.    
  5379. /************************************************************************************************************/
  5380.  
  5381.     float Misc[32];         ZASM Instruction:
  5382.                     ITEMMISCD
  5383.     /**
  5384.     * An array of 32 miscellaneous variables for you to use as you please.
  5385.     * Note that lweapons and eweapons possess exactly the same attributes,
  5386.     * although their designation affects how they are treated by the engine.
  5387.     * The values here correspond to both the lweapon and eweapon type.
  5388.     *
  5389.     */ Example Use: !#!
  5390.  
  5391.    
  5392. /************************************************************************************************************/ 
  5393. /************************************************************************************************************/
  5394.  
  5395.  
  5396. //=========================================
  5397. //--- Itemdata Functions and Variables ---
  5398. //=========================================
  5399.  
  5400.     //! You may reference itemdata variables via item scripts, using the 'this' pointer.
  5401.  
  5402.                                         class itemdata
  5403.     int ID;         ZASM Instruction:
  5404.                     IDATAID
  5405.     /**
  5406.     * Returns the item number of the item in question.
  5407.     * Can be called with this->ID in item scripts.
  5408.     */ Example Use: !#!
  5409.  
  5410. /************************************************************************************************************/
  5411.  
  5412.     int Modifier;           ZASM Instruction:
  5413.                     IDATALTM
  5414.     /**
  5415.     * The Link Tile Modifier
  5416.     *
  5417.     */ Example Use: !#!
  5418.  
  5419. /************************************************************************************************************/
  5420.  
  5421.     int Tile;           ZASM Instruction:
  5422.                     IDATATILE
  5423.     /**
  5424.     * The tile used by the item.
  5425.     *  
  5426.     */ Example Use: !#!
  5427.  
  5428. /************************************************************************************************************/
  5429.  
  5430.     int CSet;           ZASM Instruction:
  5431.                     IDATAID
  5432.     /**
  5433.     * The CSet of the tile used by the item.
  5434.     *  
  5435.     */ Example Use: !#!
  5436.  
  5437. /************************************************************************************************************/
  5438.  
  5439.     int Flash;          ZASM Instruction:
  5440.                     IDATAFLASH
  5441.     /**
  5442.     * The Flash value for the CSet
  5443.     *  
  5444.     */ Example Use: !#!
  5445.  
  5446. /************************************************************************************************************/
  5447.  
  5448.     int AFrames;            ZASM Instruction:
  5449.                     IDATAFRAMES
  5450.     /**
  5451.     * The number of animation frames in the item's tile animation.
  5452.     *  
  5453.     */ Example Use: !#!
  5454.  
  5455. /************************************************************************************************************/
  5456.  
  5457.     int ASpeed;         ZASM Instruction:
  5458.                     IDATAASPEED
  5459.     /**
  5460.     * The speed of the item's animation.
  5461.     *  
  5462.     */ Example Use: !#!
  5463.  
  5464. /************************************************************************************************************/
  5465.  
  5466.     int Delay;          ZASM Instruction:
  5467.                     IDATADELAY
  5468.     /**
  5469.     * The Delay value, before the animation begins.
  5470.     *  
  5471.     */ Example Use: !#!
  5472.  
  5473. /************************************************************************************************************/
  5474.  
  5475.     int Script;         ZASM Instruction:
  5476.                     IDATAID
  5477.     /**
  5478.     * The Action Script for the item.
  5479.     *  
  5480.     */ Example Use: !#!
  5481.  
  5482. /************************************************************************************************************/
  5483.  
  5484.     int PScript;            ZASM Instruction:
  5485.                     IDATAID
  5486.     /**
  5487.     * The Pickup Script for the item.
  5488.     *  
  5489.     */ Example Use: !#!
  5490.  
  5491. /************************************************************************************************************/
  5492.  
  5493.     int MagicCost;          ZASM Instruction:
  5494.                     IDATAID
  5495.     /**
  5496.     * The item's maic (or rupees, if this is set) cost.
  5497.     *  
  5498.     */ Example Use: !#!
  5499.  
  5500. /************************************************************************************************************/
  5501.  
  5502.     int MinHearts;          ZASM Instruction:
  5503.                     IDATAID
  5504.     /**
  5505.     * The minimum number of hearts required to pick up the item.
  5506.     *  
  5507.     */ Example Use: !#!
  5508.  
  5509. /************************************************************************************************************/
  5510.  
  5511. bool Combine;               ZASM Instruction:
  5512.                     IDATACOMBINE
  5513.     /**
  5514.     * Corresponds to 'Upgrade when collected twice'.
  5515.     *  
  5516.     */ Example Use: !#!
  5517.  
  5518. /************************************************************************************************************/
  5519.  
  5520. bool Downgrade;             ZASM Instruction:
  5521.                     IDATADOWNGRADE
  5522.     /**
  5523.     * Corresponds to the 'Remove When Used' option on the Action tab of the item editor.
  5524.     *  
  5525.     */ Example Use: !#!
  5526.  
  5527. /************************************************************************************************************/
  5528.  
  5529. bool KeepOld;               ZASM Instruction:
  5530.                     IDATAKEEPOLD
  5531.     /**
  5532.     * Corresponds to 'Keep lower level items on the Pickup tab of the item editor.
  5533.     * NOTE: Not to be confused with 'Keep', which corresponds to the 'Equipment Item' box.
  5534.     *  
  5535.     */ Example Use: !#!
  5536.  
  5537. /************************************************************************************************************/
  5538.  
  5539. bool RupeeCost;             ZASM Instruction:
  5540.                     IDATARUPEECOST
  5541.     /**
  5542.     * Corresponds to the 'Use Rupees Instead of Magic' option on the item editor 'Action' tab.
  5543.     *  
  5544.     */ Example Use: !#!
  5545.  
  5546. /************************************************************************************************************/
  5547.  
  5548. bool Edible;                ZASM Instruction:
  5549.                     IDATAEDIBLE
  5550.     /**
  5551.     * Corresponds to the 'Can be Eaten by Enemies' box on the Pickup tab of the item editor.
  5552.     *  
  5553.     */ Example Use: !#!
  5554.  
  5555. /************************************************************************************************************/
  5556.  
  5557. bool GainLower;             ZASM Instruction:
  5558.                     IDATAGAINLOWER
  5559.     /**
  5560.     * Corresponds to the 'Gain All Lower Level Items' box on the Pickup tab of the item editor.
  5561.     *  
  5562.     */ Example Use: !#!
  5563.  
  5564. /************************************************************************************************************/
  5565.  
  5566. bool Flag1;             ZASM Instruction:
  5567.                     IDATAFLAG1
  5568.     /**
  5569.     * Multipurpose Flag 1
  5570.     *
  5571.     * The properties of this flag change based on the item class (family).
  5572.     * This corresponds to the box directly below 'Equiment Item'.
  5573.     * For swords, this is 'B.H. is Percent'.
  5574.     * Scripted item classes may make use of this as a general-purpose 'Script 1' flag.
  5575.     * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
  5576.     *  
  5577.     */ Example Use: !#!
  5578.  
  5579. /************************************************************************************************************/
  5580.  
  5581. bool Flag2;             ZASM Instruction:
  5582.                     IDATAFLAG2
  5583.     /**
  5584.     * Multipurpose Flag 2
  5585.     *
  5586.     * The properties of this flag change based on the item class (family).
  5587.     * This corresponds to the box directly below 'Flag 1, or two boxes down from 'Equiment Item'.
  5588.     * For swords, this is 'B.D. is Percent'.
  5589.     * Scripted item classes may make use of this as a general-purpose 'Script 2' flag.
  5590.     * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
  5591.     *  
  5592.     */ Example Use: !#!
  5593.  
  5594. /************************************************************************************************************/
  5595.  
  5596. bool Flag3;             ZASM Instruction:
  5597.                     IDATAFLAG3
  5598.     /**
  5599.     * Multipurpose Flag 3
  5600.     *
  5601.     * The properties of this flag change based on the item class (family).
  5602.     * This corresponds to the box directly right of 'Equiment Item'.
  5603.     * For swords, this is 'B.  Penetrates Enemies'.
  5604.     * Scripted item classes may make use of this as a general-purpose 'Script 3' flag.
  5605.     * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
  5606.     *  
  5607.     */ Example Use: !#!
  5608.  
  5609. /************************************************************************************************************/
  5610.  
  5611. bool Flag4;             ZASM Instruction:
  5612.                     IDATAFLAG4
  5613.     /**
  5614.     * Multipurpose Flag 4
  5615.     *
  5616.     * The properties of this flag change based on the item class (family).
  5617.     * This corresponds to the box directly right of 'Flag 2'.
  5618.     * For swords, this is 'Can Slash'.
  5619.     * Scripted item classes may make use of this as a general-purpose 'Script 4' flag.
  5620.     * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
  5621.     *  
  5622.     */ Example Use: !#!
  5623.  
  5624. /************************************************************************************************************/
  5625.  
  5626. bool Flag5;             ZASM Instruction:
  5627.                     IDATAFLAG5
  5628.     /**
  5629.     * Multipurpose Flag 5
  5630.     *
  5631.     * The properties of this flag change based on the item class (family).
  5632.     * This corresponds to the box directly below 'Flag 4'.
  5633.     * For swords, this is '<Unused>', and greyed out.
  5634.     * Scripted item classes may make use of this as a general-purpose 'Script 5' flag.
  5635.     * See 'zscript_itemdata.txt' for more information on what this flag does, based on the item class.
  5636.     *  
  5637.     */ Example Use: !#!
  5638.  
  5639. /************************************************************************************************************/
  5640.  
  5641. bool Unused;                ZASM Instruction:
  5642.                     IDATAFLAGUNUSED
  5643.     /**
  5644.     * ? - An extra script-only flag. It's a mystery to everyone.
  5645.     * Likely best left unused in the event that we need to reserve it.
  5646.     *  
  5647.     */ Example Use: !#!
  5648.  
  5649. /************************************************************************************************************/
  5650.  
  5651.     float InitD[];          ZASM Instruction:
  5652.                     IDATAINITDD
  5653.     /**
  5654.     * The original values of the item's 8 'D#' input values are they are stored in the
  5655.     * .qst file, regardles of whether they have been modified by ZScript.
  5656.     */ Example Use: !#!
  5657.    
  5658. /************************************************************************************************************/
  5659.    
  5660.     void GetName(int buffer[]); ZASM Instruction:
  5661.                     !
  5662.     /**
  5663.     * Loads the item this itemdata is attributed to's name into 'buffer'
  5664.     */ Example Use: !#!
  5665.  
  5666. /************************************************************************************************************/
  5667.  
  5668.     int Family;         ZASM Instruction:
  5669.                     IDATAFAMILY
  5670.     /**
  5671.     * The kind of item to which this class belongs (swords, boomerangs,
  5672.     * potions, etc.) Use the IC_ constants in std.zh to set or compare this
  5673.     * value.
  5674.     */ Example Use: !#!
  5675.  
  5676. /************************************************************************************************************/
  5677.  
  5678.     int Level;          ZASM Instruction:
  5679.                     IDATALEVEL
  5680.     /**
  5681.     * The level of this item. Higher-level items replace lower-level items
  5682.     * when they are picked up.
  5683.     */ Example Use: !#!
  5684.  
  5685. /************************************************************************************************************/
  5686.  
  5687.     int Power;          ZASM Instruction:
  5688.                     IDATAPOWER
  5689.     /**
  5690.     * The item's power, for most items this is amount of damage dealt but is
  5691.     * used for other values in some items (ie. Roc's Feather)
  5692.     */ Example Use: !#!
  5693.  
  5694. /************************************************************************************************************/
  5695.  
  5696.     int Amount;         ZASM Instruction:
  5697.                     IDATAAMOUNT
  5698.     /**
  5699.     * Corresponds to the "Increase Amount" entry in the Item Editor.
  5700.     * The value of this data member can have two meanings:
  5701.     * If Amount & 0x8000 is 1, the drain counter for this item is set
  5702.     * to Amount & 0x3FFF. The game then slowly fills the counter of this item
  5703.     * (see Counter below) out of the drain counter. Gaining rupees uses the
  5704.     * drain counter, for example.
  5705.     * is set to Amount when the item is picked up.
  5706.     * If Amount & 0x8000 is 0, the counter of this item is increased, if
  5707.     * Amount & 0x4000 is 1, or decreased, if Amount & 0x4000 is 0, by
  5708.     * Amount & 0x3FFF when the item is picked up.
  5709.     */ Example Use: !#!
  5710.  
  5711. /************************************************************************************************************/
  5712.  
  5713.     int Max;            ZASM Instruction:
  5714.                     IDATAMAX
  5715.     /**
  5716.     * Corresponds to the "Full Max" entry in the Item Editor.
  5717.     * In conjunction with MaxIncrement (see below) this value controls how
  5718.     * the maximum value of the counter of this item (see Counter below) is
  5719.     * modified when the item is picked up. If MaxIncrement is nonzero at that
  5720.     * time, the counter's new maximum value is at that time set to the
  5721.     * minimum of its current value plus MaxIncrement, Max.
  5722.     * If Max is less than the current maximum of the counter, Max is ignored
  5723.     * and that maximum is used instead.
  5724.     * Notice that as a special case, if Max = MaxIncrement, the counter's
  5725.     * maximum value will be forced equal to Max.
  5726.     */ Example Use: !#!
  5727.  
  5728. /************************************************************************************************************/
  5729.  
  5730.     int MaxIncrement;       ZASM Instruction:
  5731.                     IDATASETMAX
  5732.     /**
  5733.     * Corresponds to the "+Max" entry in the Item Editor.
  5734.     * In conjunction with Max (see above) this value controls how the
  5735.     * maximum value of the counter of this item (see Counter below) is
  5736.     * modified when the item is picked up. If MaxIncrement is nonzero at that
  5737.     * time, the counter's new maximum value is at that time set to the
  5738.     * minimum of its current value plus MaxIncrement, and Max.
  5739.     * If Max is less than the current maximum of the counter, Max is ignored
  5740.     * and that maximum is used instead.
  5741.     */ Example Use: !#!
  5742.  
  5743. /************************************************************************************************************/
  5744.  
  5745.     bool Keep;          ZASM Instruction:
  5746.                     IDATAKEEP
  5747.     /**
  5748.     * Corresponds to the "Equipment Item" checkbox in the Item Editor.
  5749.     * If true, Link will keep the item, and it will show up as an item or
  5750.     * equipment in the subscreen. If false, it may modify the current value
  5751.     * or maximum value of its counter (see Counter below), then disappear.
  5752.     * The White Sword and Raft, for instance, have Keep true, and keys and
  5753.     * rupees have Keep false.
  5754.     */ Example Use: !#!
  5755.  
  5756. /************************************************************************************************************/
  5757.  
  5758.     int Counter;            ZASM Instruction:
  5759.                     IDATACOUNTER
  5760.     /**
  5761.     * Corresponds to the "Counter Reference" entry in the Item Editor.
  5762.     * The game counter whose current and modified values might be modified
  5763.     * when the item is picked up (see Amount, Max, and MaxIncrement above.)
  5764.     * Use the CT_ constants in std.zh to set or compare this value.
  5765.     */ Example Use: !#!
  5766.    
  5767. /************************************************************************************************************/
  5768.    
  5769.     int UseSound;           ZASM Instruction:
  5770.                     IDATAUSESOUND
  5771.  
  5772.     /**
  5773.     * Corresponds to the "Sound" entry on the action tab in the Item Editor.
  5774.     */ Example Use: !#!
  5775.    
  5776.  
  5777. /************************************************************************************************************/
  5778.     int Misc1, Misc2, Misc3, Misc4, Misc5, Misc6, Misc7, Misc8, Misc9, Misc10;
  5779.                     ZASM Instructions:
  5780.                     IDATAMISC1, IDATAMISC2, IDATAMISC3, IDATAMISC4, IDATAMISC5
  5781.                     IDATAMISC6, IDATAMISC7, IDATAMISC8, IDATAMISC9, IDATAMISC10
  5782.     /**
  5783.     * These correspond to the pull-down options in the item editor 'Data' tab.
  5784.     *
  5785.     * Example: For a Sword Misc1 is 'Beam hearts', and Misc2 is 'Beam .
  5786.     *  
  5787.     */ Example Use: !#!
  5788.  
  5789. /************************************************************************************************************/
  5790.  
  5791.     int Attribute1, Attribute2, Attribute3, Attribute4, Attribute5, Attribute6,
  5792.         Attribute7, Attribute8, Attribute9, Attribute10;
  5793.                     ZASM Instructions:
  5794.                     IDATAWPN, IDATAWPN2, IDATAWPN3, IDATAWPN4, IDATAWPN5
  5795.                     IDATAWPN6, IDATAWPN7, IDATAWPN8, IDATAWPN9, IDATAWPN10
  5796.     /**
  5797.     * These correspond to the pull-down options in the item editor 'Action' tab.
  5798.     *
  5799.     * Example: For a Sword Attribute1 is 'Sprite', Attribute 2 is 'Slash sprite'
  5800.     * and Attribute 3 is 'Beam sprite'.
  5801.     *  
  5802.     */ Example Use: !#!
  5803.  
  5804. /************************************************************************************************************/
  5805. /************************************************************************************************************/
  5806.  
  5807.  
  5808. //////////////////////
  5809. /// Array Building ///
  5810. //////////////////////
  5811.  
  5812.  
  5813. //////////////////////////////////////
  5814. /// Poke, or Peek at Memory Values ///
  5815. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5816. /// The following functions are used by ZScript to build arrays, and move data between the registers  ///
  5817. /// that hold them, and generally interpret the values in registers for using arrays.                 ///
  5818. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5819. /// When an array is declared in ZScript, the following commands are used to create it,               ///
  5820. /// and store its values:                                                                             ///
  5821. ///                                                                                                   ///
  5822. /// Creating arrays (global):                                                                         ///
  5823. ///                                                                                                   ///
  5824. /// int arr[16];                                                                                      ///
  5825. /// int x;                                                                                            ///
  5826. ///                                                                                                   ///
  5827. /// ZASM Output:                                                                                      ///
  5828. /// ALLOCATEGMEMV d2,16 : allocates 16 indices to d2                                                  ///
  5829. /// SETR gd1,d2 : assigns the register d2 to global register gd1                                      ///
  5830. /// SETV gd2,0                                                                                        ///
  5831. ///                                                                                                   ///
  5832. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5833. /// When an array is accessed, and the value of an index read, these instructions:                    ///
  5834. ///                                                                                                   ///
  5835. /// int x;                                                                                            ///
  5836. /// int arr[16];                                                                                      ///
  5837. /// x = arr[2];                                                                                       ///
  5838. ///                                                                                                   ///
  5839. /// ZASM Output:                                                                                      ///
  5840. ///                                                                                                   ///
  5841. /// SETV d2,0 : Clear expression axcumulator #1                                                       ///
  5842. /// PUSHR d3 : Push expression accumulator #2                                                         ///
  5843. /// SETR d4,SP : Stack frame pointer to stack pointer.                                                ///
  5844. /// SETR d2,gd1 : Set the value of arr[] to the expression accumulator #1.                            ///
  5845. /// PUSHR d2 : Push the expression accumulaor #1                                                      ///
  5846. /// SETV d2,2 : Store the index we're reading in the expression accumulator #1                        ///
  5847. /// POP d0 : Pop the array index accumulator                                                          ///
  5848. /// SETR d1,d2 : Store the expression accumulator #1 into the secondary array index accumulator.      ///
  5849. /// SETR d2,GLOBALRAM : Read the array values into the expression accumulator #1                      ///
  5850. /// SETR gd2,d2 : Store the value of the inex into x.                                                 ///
  5851. /// SETV d3,0 : Clear the secondary expression accumulator.                                           ///
  5852. ///                                                                                                   ///
  5853. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5854. /// When the values in an array are modified, these instructions:                                     ///
  5855. ///                                                                                                   ///
  5856. /// arr[2] = 6;                                                                                       ///
  5857. ///                                                                                                   ///
  5858. /// ZASM Output:                                                                                      ///
  5859. ///                                                                                                   ///
  5860. /// SETV d2,0 : Clear expression accumulator #1                                                       ///
  5861. /// PUSHR d3 : Push expression accumulator #2                                                         ///
  5862. /// SETR d4,SP :  Stack frame pointer to stack pointer.                                               ///
  5863. /// SETV d2,6 : Set expression accumulator #1 to a value of 6                                         ///
  5864. /// SETR d0,gd1 : Prep the array index accumulator with the array stored in gd1                       ///
  5865. /// SETR d5,d2 : Sink the value in d2                                                                 ///
  5866. /// PUSHR d0 : Push the array index accumulator.                                                      ///
  5867. /// SETV d2,2 : Store the index to modify in The expression accumulator #1                            ///
  5868. /// POP d0 : Pop off the array index accumulator                                                      ///
  5869. /// SETR d1,d2 : Assign the value of the expression accumulator #1 to the                             ///
  5870. ///        : secondary array index accumulator.                                                   ///
  5871. /// SETR GLOBALRAM,d5 : Store the value.                                                              ///
  5872. /// SETV d3,0 : Clear the expression accumulaTor #2                                                   ///
  5873. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5874. /// Using these, it would be possible to generate your own array handling routines.                   ///
  5875. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5876. /// Global arrays are allocated in the REVERSE order of DECLARATION!                                  ///
  5877. /////////////////////////////////////////////////////////////////////////////////////////////////////////
  5878.  
  5879. // Peek at RAM value in a global address.
  5880.  
  5881. void GetGlobalRAM(int register)     ZASM Instruction:
  5882.                     GLOBALRAMD
  5883. Example Use:
  5884.     Game->GetGlobalRAM(10)
  5885.     Returns the value in gd10
  5886.  
  5887. /************************************************************************************************************/
  5888.  
  5889. // POKE value into Global address
  5890.  
  5891. void SetGlobalRAM(int register, int value)  ZASM Instruction:
  5892.                         GLOBALRAMD<><>
  5893. Example Use:
  5894.     Game->SetGlobalRAM(10,6)
  5895.     Sets gd10 to a value of '6'.
  5896.  
  5897. /************************************************************************************************************/
  5898.  
  5899. //Peek at register value of specific script address.
  5900. void GetScriptRAM(int register)         ZASM Instruction:
  5901.                         SCRIPTRAMD<>
  5902. Example Use:
  5903.     Game->GetScriptRAM(4)
  5904.     Returns the value of Script RAM register 4.
  5905.  
  5906. /************************************************************************************************************/
  5907.  
  5908. //POKE Vakue into Script RAM address
  5909. void SetScriptRAM(int register, int value)  ZASM Instruction:
  5910.                         SCRIPTRAMD<><>
  5911. Example Use:
  5912.     Game->SetScriptRAM(4,12)
  5913.     Sets script RAM register 4 to a value of '12'
  5914.  
  5915. /************************************************************************************************************/
  5916.  
  5917.  
  5918. ///////////////////////////////////////
  5919. /// Misc ZASM-Specific Instructions ///
  5920. ///////////////////////////////////////
  5921.  
  5922. GOTO<><>
  5923. GOTOTRUE<><>
  5924. GOTOFALSE<><>
  5925. GOTOLESS<><>
  5926. GOTOMORE<><>
  5927. POP<>
  5928. PUSHR<>
  5929. PUSHV<>
  5930. ENQUEUER<><>
  5931. ENQUEUEV<><>
  5932. DEQUEUE<>
  5933. GOTOR<>
  5934. LOADI<><>
  5935. STOREI<><>
  5936. LOOP<><>
  5937. MODR<><>
  5938. MODV<><>
  5939. CHECKTRIG
  5940. COMPOUNDR<>
  5941. COMPOUNDV<>
  5942. FLIPROTTILEVV<><>
  5943. FLIPROTTILERR<><>
  5944. FLIPROTTILERV<><>
  5945. FLIPROTTILEVR<><>
  5946.  
  5947. /* These may not be implemented.
  5948.     GETTILEPIXELV<>
  5949.     GETTILEPIXELR<>
  5950.     SETTILEPIXELV<>
  5951.     SETTILEPIXELC<>
  5952.    
  5953.     SHIFTTILEVV<><>
  5954.     SHIFTTILEVR<><>
  5955.     SHIFTTILERR<><>
  5956.     SHIFTTILERV<><>
  5957. */
  5958.  
  5959.  
  5960. /* Handles array data allocation.
  5961.     ALLOCATEMEMR<><>
  5962.     ALLOCATEMEMV<><>
  5963.     ALLOCATEMGEMR<><>
  5964.     ALLOCATEMGEMV<><>
  5965. */
  5966.  
  5967. /************************************************************************************************************/
  5968.  
  5969. ZASM Register Reservations
  5970.  
  5971. Name        Register        Use
  5972. SP
  5973.     stack pointer
  5974. D4
  5975.     stack frame pointer
  5976. D6
  5977.     stack frame offset accumulator
  5978. D2
  5979.     expression accumulator #1
  5980. D3
  5981.     expression accumulator #2
  5982. D0
  5983.     array index accumulator
  5984. D1
  5985.     secondary array index accumulator
  5986. D5
  5987.     pure SETR sink
  5988.    
  5989.    
  5990. //Unimplemented ZASM Instructions
  5991. GETTILEPIXEL
  5992. SETTILEPIXEL
  5993. FLIPROTATETILE
  5994. SHIFTTILE
  5995.  
  5996. //partially Implemented ZASM
  5997.  
  5998. OVERLAYTILE : Supports 8-bit mode tiles only. May support 4-bit only in CSet 0
  5999.  
  6000. ************************************
  6001. Misc ZASM
  6002.  
  6003. LOADI   LoadIndirect
  6004. STOREI  StoreIndirect
  6005.  
  6006.  
  6007. ////////////////////
  6008. /// Undocumented ///
  6009. ////////////////////
  6010.  
  6011. The following are unsupported, and unfinished ZScript functions.
  6012.  * While calling them is not while setting it is not syntactically incorrect, it does nothing.
  6013.  
  6014. void SetColorBuffer(    int amount, int offset,     ZASM Instruction:
  6015.             int stride, int *ptr )      SETCOLORB
  6016.  
  6017. Opcode: OSetColorBufferRegister()
  6018. Example Use:
  6019.  
  6020. /************************************************************************************************************/
  6021.  
  6022. void GetColorBuffer(    int amount, int offset,     ZASM Instruction:
  6023.             int stride, int *ptr )      GETCOLORB
  6024.            
  6025. Opcode: OGetColorBufferRegister();
  6026. Exaple Use:
  6027.  
  6028. /************************************************************************************************************/
  6029.  
  6030. void SetDepthBuffer(    int amount, int offset,     ZASM Instruction:
  6031.             int stride, int *ptr )      SETDEPTHB
  6032.            
  6033. Opcode: OSetDepthBufferRegister();
  6034. Example Use:
  6035.  
  6036. /************************************************************************************************************/
  6037.  
  6038. void GetDepthBuffer(    int amount, int offset,     ZASM Instruction:
  6039.             int stride, int *ptr )      GETDEPTHB
  6040.            
  6041. Opcode: OGetDepthBufferRegister();
  6042. Example use:
  6043.  
  6044. /************************************************************************************************************/
  6045.  
  6046. Undocumented / ZASM Exclusive
  6047.  
  6048. FLOODFILL
  6049.  
  6050. //////////////////////////////////////////////
  6051. /// System Limitations, Minimums, Maximums ///
  6052. //////////////////////////////////////////////
  6053.  
  6054.      Maximum numeric literal: 214747.9999
  6055.  
  6056. Ints, Floats, Arrays
  6057.  
  6058.     Maximum float: -214747.9999 to 214747.9999
  6059.     Maximum int -214747 to 214747
  6060.     Maximum array size (number of indices): 214747
  6061.  
  6062.     * This further includes arrays with a type of npc, leweapon, eweapon, item, and itemdata.
  6063.     Maximum value in an array index: Same as float, or int; based on type declaration.
  6064.     Maximum size of string index: 214747
  6065.     Maximum string length: 214747
  6066.     Maximum simultaneous arrays in operation: 4095
  6067.  
  6068. Counters, Tiles, Combos, Strings
  6069.  
  6070.     Maximum Tiles: 65519
  6071.     Maximum Combos: 65279
  6072.     Maximum Counter Value: 0 to 32767
  6073.     Maximum strings in string editor: ( 65519 )
  6074.  
  6075.     Largest tile ID (ZQ Editors): 32767 ?
  6076.  
  6077.     The largest value that can be referenced in the ZQ item, enemy, and other editors.
  6078.  
  6079.                 --> I seem to remember a problem calling high values.
  6080.        
  6081. Pointers and Objects
  6082.  
  6083.     Maximum number of item pointers (on-screen items) at any one time: 255
  6084.     Maximum number of lweapon pointers (on-screen lweapons) at any one time: 255
  6085.     Maximum number of eweapon pointers (on-screen eweapons) at any one time: 255
  6086.     Maximum number of npc pointers (on-screen NPCs) at any one time: 255
  6087.     Maximum number of ffc (on-screen FFCs) pointers at any one time: 32
  6088.     Array Pointers (maximum number of arrays in operation): 4095
  6089.  
  6090.     Maximum total (cumulative) number of 'object' pointers at any one time: 1020
  6091.         * 255 each, npc, lweapon, eweapon, item + 32 (ffcs)
  6092.  
  6093.     --> ZC separates pointers by class. All pointers are stored in vectors, with pointer IDs ranging from 1 to 255.
  6094.  
  6095.     Maximum Z Height of a Screen Object (npc, weapon, item) or Link: 32767. Values above this wrap to -32767, which is reset to 0 every frame.
  6096.  
  6097. Compiler
  6098.  
  6099.     Maximum constants (any scope): Unlimited. (Constants are converted to their true value at compilation, and are not preserved by name.)
  6100.     Maximum global variables: 255*
  6101.     Maximum global functions: 4,294,967,295 (2^32-1).
  6102.         Note that this is limited by the filesystem, as each function requires its ASCII size in bytes,
  6103.         and is stored in the quest file. Many filesystems have a file size limit, that restricts it.
  6104.         At the smallest function size, max functions would use ~40GB of space.
  6105.         It is further restricted by the maximum buffer size at between 18MB and 22MB.
  6106.  
  6107. Script Drawing
  6108.  
  6109.     Maximum number of drawing commands per frame: 1000
  6110.     Maximum distance (x,y) for drawing, including off-screen areas (and bitmaps): -214747.9999 to 214747.9999 (X and Y)
  6111.     Maximum Z Height for 3D Drawing: 214747.9999
  6112.  
  6113.         --> Negative Z Height is effectively '0'.
  6114.  
  6115. Stack Operation
  6116.  
  6117.     Maximum number of concurrent stacks: ?
  6118.         --> Essentially, the maximum number of concurrent scripts; except that item scripts share one stack.
  6119.  
  6120.     Maximum variables in operation at any given time: 255* (gd1-gd255)
  6121.     Maximum variables per script: 255*
  6122.     Maximum function calls per script ( 127* )
  6123.     *Note: 255 variables will compile, but fail to run. A safe maximum is closer to 245, to allow instructions and function calls on the stack
  6124.     *Note: Both variables, and function calls share registers (global variables are gd registers), and thus cumulatively count against their combined caps (within a register type). See: ZASM_Registers
  6125.                 --> How are these tabulated at compilation, and is there a strict ratio ( function call:variable ) ?
  6126.                 --> Script-scope variables use gd registers. Thus, you need to retain free registers for scripts to run.
  6127.  
  6128.     Maximum script buffer size: ~18MB, including code imported with the 'import' directive.
  6129.                 --> Maximum line count is also limited, but it is restricted by being a signed int.
  6130.                 --> Thus, max line-count is somewhere around 2,147,483,647 lines, however,
  6131.                     this is still restricted by the 18MB buffer size.  
  6132.  
  6133.     Maximum number of instructions: 2^32-1 * Max Scripts
  6134.     Maximum instructions per script: 4,294,967,295 (2^31 - 1)
  6135.     Maximum instructions per frame: Effectively unlimited, save by instructions per script.
  6136.  
  6137.     Maximum number of scripts ?
  6138.     Max ffc scripts at compilation ?
  6139.     Max Item scripts at compilation ?
  6140.     Max global scripts at compilation ?
  6141.                 --> I know this is unlikely to ever be reached.
  6142.  
  6143.     Maximum function calls per script: Limited by maximum instructions, and available gd registers.
  6144.     Maximum local functions per script: ? Effectively unlimited, and tied to maximum functions (see above).
  6145.  
  6146. Maximum Values (Binary, Hex) for Use as Flags
  6147.  
  6148.     The largest literal that you can use as a flag, binary, is: 110100011010111101
  6149.         ( dec. 214717, hex 0x346BD )
  6150.    
  6151.     The largest true binary value (all ones) is 11111111111111111
  6152.         ( dec. 131071, hex 0x1FFFF )
  6153.  
  6154.     While these are certainly possible, the largest absolutely useful value, that maximises all places in
  6155.     both binary, and hex, and thus is the true flag maximum is: 65535 (decimal).
  6156.     This becomes 1111111111111111b, or 0XFFFF, which means that you may use each place to its full potential,
  6157.     at all times.
  6158.  
  6159.     Thus, the maximum useful flags are a width of 16-bit, and are represented below.
  6160.    
  6161.         Max Flag
  6162.  
  6163.         Binary               Hexadecimal    Decimal
  6164.         1111111111111111b    0XFFFF         65535
  6165.  
  6166.  
  6167. //! A list of all known system limitations.
  6168.  
  6169. ################################
  6170. ## COMPILER ERROR DEFINITIONS ##
  6171. ################################
  6172. These errors are generated by the parser, during compilation.
  6173.  
  6174. Error codes are broken down by type:
  6175. P** Preprocessing errors.
  6176. S** Symbol table errors.
  6177. T** Type-checking errors.
  6178. G** Code Generation Errors
  6179. ** Array Errors ---We need to change these to A**
  6180.  
  6181. Errors of each class are given unique numerical identifiers, ranging from 00 to 41, such as P01, or G33.
  6182. The letter code will give you an indication of the type of error, and the full code will give you specific details.
  6183.  
  6184. In ZQuest v2.50.2 and later, the compiler will report name of the script that generated (where possible).
  6185. This applies only to errors caused by scripts, and not errors at a 'global' level, such as global functions.
  6186. Thus, if you are using 2.50.2, or later, an error without a script name is likely to be caused at global scope.
  6187.  
  6188. #####################
  6189. ## Specific Errors ##
  6190. ##  Preprocessing  ##
  6191. #####################
  6192.  
  6193. P00: Can't open or parse input file!
  6194.  
  6195. Your script file contains illegal characters, or is not plain ASCII Text.
  6196.  
  6197. Otherwise, it is possible that the compiler is unable to write to the disk, that the disk is out of space.
  6198.  
  6199. Last, your file may be bad, such as a file in the qrong encoding format (not ASCII text).
  6200.  
  6201. P01: Failure to parse imported file foo.
  6202.  
  6203. Generally means that you are trying to call a file via the import directive that does not exist; or that
  6204. you have a typo in the filename, or path.
  6205.  
  6206.  
  6207. P02: Recursion limit of x hit while preprocessing.
  6208.  
  6209. Caused by attempting to import a file recursively. For example:
  6210.  
  6211. If you declare: import "script.z" ... and ... the file 'script.z' has the line: ' import "script.z" ' inside it.
  6212.  
  6213. This error should no longer exist! Recursive imports should resolve as duplicate finction/variable/script declarations.
  6214.  
  6215. Error P03: You may only place import statements at file scope.
  6216.  
  6217. Import directives ( import "file.z" ) may only be declared at a global scope, not within
  6218. a function, statement, or script.
  6219.  
  6220. P35: There is already a constant with name 'foo' defined.
  6221. You attempted to define the same constant more than once.
  6222. The identifier (declared name) of all constants MUST be UNIQUE.
  6223.  
  6224.  
  6225. #####################
  6226. ## Specific Errors ##
  6227. ##  Symbol Table   ##
  6228. #####################
  6229.  
  6230. S04: Function 'foo' was already declared with that type signature.
  6231.  
  6232. You attempted to declare a function with the same parameters twice, int he same scope.
  6233. This can occur when using different types, if the compiler cannot resolve a difference between the signatures.
  6234.  
  6235. To fix this, remove one function,or change its signature (the arguments inside the parens) so that each is unique or;
  6236. If you declare a functiona t a global scope, and the same at a local scope, remove one of the two.
  6237.  
  6238. Note that return type is NOT enough to distinguish otherwise identical function declarations and that 'int' and 'float'
  6239. types are the same type internally, so int/float is identical insofar as the signature is concerned.
  6240.  
  6241. If two function type signatures are identical except that one has a parameter of type float where the other has the
  6242. same parameter of type int, you will have a conflict.
  6243.  
  6244. There are two additional subtle situations where you might get a conflict:
  6245.  
  6246. 1. A function declared at file scope might conflict with a function that's implicitly added to file scope
  6247. by the preprocessor because of an import statement.
  6248. 2. A function might conflict with one already reserved by the ZScript standard library (std.zh).
  6249.  
  6250. S05: Function parameter 'foo' cannot have void type.
  6251.  
  6252. You cannot set a parameter (argument of a function) as a void type. e.g.:
  6253. int foo(void var){ return var+1; }
  6254.  
  6255. This is illegal, and the param 'var' muct be changed to a legal type.
  6256.  
  6257. S06: Duplicate script with name 'foo' already exists.
  6258.  
  6259. Script names must be wholly unique. For example, if there's already an ffc script named 'my_script' you cannot
  6260. declare an item script with the name 'my_script'.
  6261.  
  6262. S07: Variable 'foo' can't have type void.
  6263.  
  6264. Variables at any scope may not have a void type. Only functions may have this type.
  6265.  
  6266. S08: There is already a variable with name 'foo' defined in this scope.
  6267.  
  6268. Variable identifiers must be unique at any given scope. Thus, this is illegal:
  6269.  
  6270. ffc script my_ffc(){
  6271.     void run(int x){
  6272.         int v = 1;
  6273.         int w = 10;
  6274.         int x = 0.5;
  6275.         int y = 13;
  6276.         int z = v+w+x+y;
  6277.         Trace(z);
  6278.     }
  6279. }
  6280.  
  6281. As the variable 'x' is declared in the params of the run() function, it cannot be declared inside the function with
  6282. the same identifier (name).
  6283.    
  6284.  
  6285. S09: Variable 'foo' is undeclared.
  6286.  
  6287. You attempted to reference a variable identifier (namme) that has not been declared.
  6288. Usually this is due to a typo:
  6289.  
  6290. int var;
  6291. if ( val > 0 ) Link->X += var;
  6292.  
  6293. Here, 'val' will return this error, as it was not declared.
  6294.  
  6295. A variable with the give name could not be found in the current or any enclosing scope. Keep in mind the following subtleties:
  6296. 1. To access a different script's global variables, or to access a global variable from within a function delcared at file scope,
  6297. you must use the dot operator: scriptname.varname.
  6298. 2. To access the data members of the ffc or item associated with a script, you must use the this pointer: this->varname.
  6299. 3. ZScript uses C++-style for loop scoping rules, so variables declared in the header part of the for loop cannot be
  6300. accessed outside the loop:
  6301.  
  6302. Code:
  6303.  
  6304. for(int i=0; i<5;i++);
  6305. i = 2; //NOT legal
  6306.  
  6307. S10: Function 'foo' is undeclared.
  6308.  
  6309. You attempted to call a function that was not declared. This is usually due to either a typo in your code, or failing
  6310. to import a mandatory header. Check that you are importing 'std.zh' as well, as failing to do this will result in a slew
  6311. of this error type.
  6312.  
  6313. S11: Script 'foo' must implement void run().
  6314.  
  6315. Every script must implement run() function call. The signature may be empty, or contain arguments.
  6316. Zelda Classic uses all the code inside the run() function when executing the script, so a script without
  6317. this function would do nothing, and will return an error.
  6318.  
  6319. S12: Script 'foo's' run() must have return type void.
  6320.  
  6321. Is this error even implemented? The run() function is automatic, and never declared by type, unless the user tries to declare
  6322. a separate run(params) function with a different type.
  6323.  
  6324. S26: Pointer types (ffc, etc) cannot be declared as global variables.
  6325.  
  6326. /* It is illegal to declare a global variable (that is, a variable in script scope) or any type other than int, float, and bool.
  6327. Why? Recall that global variables are permanent; they persist from frame to frame, screen to screen.
  6328. Pointer types, on the other hand, reference ffcs or items that are transitory; they become stale after a single WAITFRAME,
  6329. so it makes no sense to try to store them for the long term.
  6330. */
  6331.  
  6332. This explanation may no longer be true, as pointers may no longer be dereferenced by Waitframe(),
  6333. and global pointers may also be implemented in a future version.
  6334.  
  6335.  
  6336. S30: Script foo may have only one run method.
  6337.  
  6338. You may not call a run() function more than once per script.
  6339. Your run method may have any type signature, but because of this flexibility, the compiler cannot
  6340. determine which run script it the "real" entry point of the script if multiple run methods are declared.
  6341.  
  6342. S32: Script foo is of illegal type.
  6343.  
  6344. The only legal script tokens are: global, ffc, and item. You cannot declare other types (such as itemdata script).
  6345.  
  6346. S38: Script-scope global variable declaration syntax is deprecated; put declarations at file scope instead.
  6347. You cannot declare a global variable in a global script, outside the run function.
  6348.  
  6349. Example:
  6350.  
  6351. global script active{
  6352.     int x;
  6353.     void run(){
  6354.         x = 16;
  6355.     }
  6356. }
  6357.  
  6358. This is ILLEGAL. The declaration of variable 'x' must either be at a global scope, or at the scope of the
  6359. run function. Do this, instead:
  6360.  
  6361. int x;
  6362. global script active{
  6363.     void run(){
  6364.         x = 16;
  6365.     }
  6366. }
  6367.  
  6368. This creates a global variable at the file scope.
  6369.  
  6370. S39: Array 'foo' can't have type void.
  6371. Arrays may be types of int, float, bool, ffc, item, itemdata, npc, lweapon, or eweapon; but arrays
  6372. with a void type are illegal.
  6373.  
  6374. S40: Pointer types (ffc, etc) cannot be declared as global arrays.
  6375. As of 2.50.2, global array declarations may only have the following types:
  6376. int, float, bool
  6377. Any other type is illegal.
  6378.  
  6379. S41: There is already an array with name 'foo' defined in this scope.
  6380. As with variables, and functions, arrays must have unique identifiers within the same scope.
  6381.  
  6382. ###################
  6383. ## LEXING ERRORS ##
  6384. ###################
  6385. L24: Too many global variables.
  6386.  
  6387. The assembly language to which ZScript is compiled has a built-in maximum of 256 global variables. ZScript can't do anything if you exceed this limit.
  6388.  
  6389. #####################
  6390. ## Specific Errors ##
  6391. ##  Type Checking  ##
  6392. #####################
  6393.  
  6394. T13: Script 'foo' has id that's not an integer.
  6395.  
  6396. /* I do not know what can cause this error, or if it ever occurs. */
  6397.  
  6398. T14: Script 'foo's' id must be between 0 and 255.
  6399.  
  6400. Occurs if you try to load more than 256 scripts of any given type at any given time.
  6401. /* The maximum number of concurrent scripts (of any given type?) is 256. */
  6402.  
  6403. T15: Script 'foo's' id is already in use.
  6404. You attempted to laod two scripts into the same slot.
  6405. /* I do not know if this is EVER possible. */
  6406.  
  6407. T16: Cast from foo to bar.
  6408.  
  6409. The only "safe" implicit casts are from int to float and vice-versa (since they are the same type),
  6410. and from int (or float) to bool (0 becomes false, anything else true).
  6411. The results of any other kind of cast are unspecified.
  6412.  
  6413. /*
  6414. Is this error still in effect? Casting from npc to itemdata, or others, usually results in a different error code.
  6415. Further, Cannot cast from wtf to int, is a thing.
  6416. */
  6417.  
  6418. Explicit casts are unimplemented and unnecessary.
  6419.  
  6420. T17: Cannot cast from foo to bar.
  6421.  
  6422. You attempted to typecast illegally, such as tyring to typecast from bool to float.
  6423.  
  6424. T18: Operand is void.
  6425. Occurs if you try to use a void type value in an operation.
  6426. /* I do not know if this is EVER possible. */
  6427.  
  6428. T19: Constant division by zero.
  6429.  
  6430. While constant-folding, the compiler has detected a division by zero
  6431.  
  6432.     Example:
  6433.     const int MY_CONSTANT = 0;
  6434.     ffc script foo{
  6435.         void run(){
  6436.             int x = 6;
  6437.             Link->Jump = x / MY_CONSTANT;
  6438.         }
  6439.     }
  6440.  
  6441. Correct the value of your constant. Perhaps you meant to use a variable?
  6442.  
  6443. Note that only division by a CONSTANT zero can be detected at compile time.
  6444. The following code, for instance, compiles with no errors but will generate script errors during execution.
  6445.  
  6446.     Example:
  6447.  
  6448.     int x = 0;
  6449.     int y;
  6450.     y = 1/x;
  6451.  
  6452.  
  6453.  
  6454.  
  6455. T20: Truncation of constant x.
  6456.  
  6457. Constants can only be specified to four places of decimal precision, withing the legal range of values.
  6458. Any extra digits are simply ignored by the compiler, which then issues this warning.
  6459.  
  6460. Any values greater than MAX_CONSTANT, or less then MIN_CONSTANT will result in this error.
  6461.  
  6462. ## Applies to variables, but does not throw an error:
  6463. Both floats and ints can only be specified to four places of decimal precision.
  6464. Any extra digits are simply ignored by the compiler, which then issues this warning.
  6465.  
  6466. Any values greater than MAX_VARIABLE, or less then MIN_VARIABLE will result in this error.
  6467.  
  6468. ########
  6469.  
  6470. T21: Could not match type signature 'foo'.
  6471.  
  6472. When calling a function, you used the wrong number, or types, of parameters.
  6473. The compiler can determine no way of casting the parameters of a function call so that they
  6474. match the type signature of a declared function.
  6475.  
  6476. For instance, in the following snippet
  6477. Code:
  6478.  
  6479. int x = Sin(true);
  6480.  
  6481. since true cannot be cast to a float, this function call cannot be matched to the library function Sin, triggering this error.
  6482.  
  6483.  
  6484. T22: Two or more functions match type signature 'foo'.
  6485.  
  6486. If there is ambiguity as to which function declaration a function call should matched to,
  6487. the compiler will attempt to determine the "best fit."
  6488. These measures are however occasionally still not enough. Consider for instance the following snippet:
  6489. Code:
  6490.  
  6491. void foo(int x, bool y) {}
  6492. void foo(bool x, int y) {}
  6493. foo(1,1);
  6494.  
  6495. matching either of the two foo declarations requires one cast, so no match can be made.
  6496. In contrast, the following code has no error:
  6497. Code:
  6498.  
  6499. void foo(int x, bool y) {}
  6500. void foo(bool x, bool y) {}
  6501. foo(1,1);
  6502.  
  6503. (The first foo function is matched.)
  6504.  
  6505. It is best to design functions so that noambiguity is possible, by addign extra params, to change the signature or by using
  6506. different identifiers (function names) when using more params is not desirable.
  6507.  
  6508. T23: This function must return a value.
  6509.  
  6510. All return statements must be followed by an expression if the enclosing function returns a value.
  6511. Note that the compiler does NOT attempt to verify that all executions paths of a function with non-void
  6512. return type actually returns a value; if you fail to return a value, the return value is undefined.
  6513. For instace, the following is a legal (though incorrect) ZScript program:
  6514.  
  6515. int foo() {}
  6516.  
  6517. /* I don't believe anythign ever returns this error.
  6518. I've seen functions with int/float/bool types, and no returns compile, without errors.
  6519. Perhaps we should fix this, and issue a warning during compilation? */
  6520.  
  6521. T25: Constant bitshift by noninteger amount; truncating to nearest integer.
  6522.  
  6523. The bitshift operators (<< and >>) require that their second parameters be whole integers.
  6524.  
  6525. T27: Left of the arrow (->) operator must be a pointer type (ffc, etc).
  6526.  
  6527. It makes no sense to write "x->foo" if x is of type int.
  6528. You may only use the dereference (->) operator on pointer types.
  6529.  
  6530. T28: That pointer type does not have a function 'foo'.
  6531.  
  6532. You tried to use the dereference operator (->) to call a function that does not exist for the pointer type being dereferenced.
  6533. Check the list of member variables and functions and verify you have not mistyped the function you are trying to call.
  6534.  
  6535. This generally occurs when calling internal functions, using the incorrect class, or namespace, such as:
  6536.  
  6537. Game->Rectangle() instead of Screen->Rectangle()
  6538.  
  6539. The extra std.zh component 'shortcuts.zh' assists in preventing this error type.
  6540.  
  6541.  
  6542. T29: That pointer type does not have a variable 'foo'.
  6543.  
  6544. You tried to use the dereference operator (->) to call a member variable that does not exist for the pointer type being dereferenced.
  6545. Check the list of member variables and verify you have not mistyped the variable you are trying to call.
  6546.  
  6547. This generally occurs when calling internal variables, using the incorrect class, or namespace, such as:
  6548.  
  6549. Link->D[] instead of Screen->D[]
  6550.  
  6551. /* The extra std.zh component 'shortcuts.zh' assists in preventing this error type.
  6552. Probaby not, as this requires silly amounts of functions to handle variables with identical identifiers.
  6553. C'est la vie. perhaps we'll do it, but I really am not fond of the idea. */
  6554.  
  6555. As above, but the member variable you tried to access does not exist.
  6556.  
  6557. Error T31: The index of 'foo' must be an integer.
  6558.  
  6559. /* This has been deprecated, so who cares? */
  6560.  
  6561.  
  6562. T36: Cannot change the value of constant variable 'foo'.
  6563.  
  6564. You cannot assign a CONSTANT to another value.
  6565.  
  6566. T37: Global variables can only be initialized to constants or globals declared in the same script.
  6567. You cannot (directly) simultaneously declare, and initialise a global value using the value of a variable at
  6568. the scope of another script, or function.
  6569.  
  6570. Example:
  6571. int x = script.a;
  6572. ffc script foo{
  6573.    int a = 6;
  6574.    void run(){
  6575.        for ( int q = 9; q < Rand(15); q++ ) a++;
  6576.    }
  6577. }
  6578.  
  6579. This is ILLEGAL. You cannot initialise the value of the global variable 'x' using the local value
  6580. of 'a' in the ffc script 'foo'.
  6581.  
  6582. /* I believe this is deprecated, as I do not believe that script level declarations remain legal */
  6583.  
  6584. T45 (old version, T38): Arrays can only be initialized to numerical values
  6585. You attempted to declare an array using a floating point value (e.g. 10.5), constant or equation,
  6586. rather than a numeric literal.
  6587.  
  6588.  
  6589.    Consider that you want to declare an array with an explicit size of '40':
  6590.    These are ILLEGAL:
  6591.        int my_arr[26+14];
  6592.        const int CONSTANT = 30;
  6593.        int my_arr[CONSTANT];
  6594.        int my_arr[CONSTANT/2+20]
  6595.    
  6596.    YOu must declare an arrray with a numeric literal:
  6597.        int my_array[40];
  6598.        This is the only legal way to declare the size of an array as of 2.50.2.
  6599.  
  6600.  
  6601. #####################
  6602. ## Specific Errors ##
  6603. ##   @Generation   ##
  6604. #####################
  6605.  
  6606.  
  6607. G33: Break must lie inside of an enclosing for or while loop.
  6608.  
  6609. The 'break' keyword aborts the loop (in a for, while, or do statement) in which it is called.
  6610. You must be in a loop to break out of one, so calling 'break' outside of a loop is illegal.
  6611.  
  6612.  
  6613. G34: Continue must lie inside of an enclosing for or while loop.
  6614.  
  6615. The 'continue' keyword halts a loop, and repeats the loop from its head (in a for, while, or do statement) in which it is called.
  6616. You must be in a loop to continue one, so calling 'continue' outside of a loop is illegal.
  6617.  
  6618. As the above error, but with the continue keyword. Continue aborts the current iteration of the loop and skips to the next iteration.
  6619.  
  6620.  
  6621. ##################
  6622. ## Array Errors ##
  6623. ##################
  6624.  
  6625. Error A42 (old, Error O1): Array is too small. ( Converting to A42 in 2.50.3 )
  6626. You attempted to declare an array, with a set of values, where the number of values in the set
  6627. exceeds an explicit array size declaration:
  6628.  
  6629. int foo[4]={1,2,3,4,5};
  6630. The declared size is '4', but you tried to initialise it with five elements.
  6631.  
  6632. /* THis doesn't seem right, as this seems to be covered by Err 02. Check the source to see what causes this. */
  6633.  
  6634. Error O2: Array initializer larger than specified dimensions. ( Converting to A43 in 2.50.3)
  6635. You attempted to initialise an array, with a set of values, where the number of values in the set
  6636. exceeds an explicit array size declaration:
  6637.  
  6638. int foo[4]={1,2,3,4,5};
  6639. The declared size is '4', but you tried to initialise it with five elements.
  6640.  
  6641. Error O3: String array initializer larger than specified dimensions, space must be allocated for NULL terminator.
  6642. ( Convering to A44 in 2.50.3 )
  6643. YOu attempted to seclare a QUOTEDSTRING of an explicit size, but you didn;t add space
  6644. for the NULL terminator; or you used more chars than you allocated:
  6645.  
  6646. int my_string[17]="This is a string.";
  6647.     THis allocates only enough indices for the chars, but not for the NULL terminator.
  6648.     The array size here needs to be 18.
  6649. int my_string[12]="THis is a string.";
  6650.     You tried to initialise a QUOTEDSTRING that is longer than the array size.
  6651.     The minimum array size for this is '18'.
  6652.    
  6653.     It is generally best either to declare strings with an implicit size (set by the initialiser):
  6654.         int my_string[]="This is a string";
  6655.             This reads the nuber of chars, adds one to the count (for NULL), and sizes the array to 18.
  6656.     ...or...
  6657.     Declare the string with an arbitrarily large size:
  6658.         int my_string[256]="This is a string";
  6659.             This reserves 256 chars. Only 18 are used, and the rest of the indices
  6660.             are initialised as '0' (NULL). YOu may later populate the unused space, if desired.
  6661.            
  6662.  
  6663. #################            
  6664. ## Misc Errors ##
  6665. #################
  6666.  
  6667. FATAL FATAL ERROR I0: bad internal error code
  6668. A fallback error if no other type matches the problem.
  6669.  
  6670. /* I have no idea what causes this. Be afraid, very afraid. */
  6671.  
  6672. /* OTHER ERRORS
  6673. Document any further error codes here.
  6674. We need to convert the array errors from raw numeric, to A** codes.
  6675. */
  6676.  
  6677. ########################
  6678. ## OPERATIONAL ERRORS ##
  6679. ###################################################################################################
  6680. ## These errors occur only during the operation of script execution (i.e. when running a script, ##
  6681. ## in Zelda Classic while playing a quest).                                                      ##
  6682. ## --------------------------------------------------------------------------------------------- ##
  6683. ## In ZC versions 2.50.2, and later, operational script errors will return the ID of the script  ##
  6684. ## from which they were generated.                                                               ##
  6685. ###################################################################################################
  6686.  
  6687. //! These errors will be reported to allegro.log (or the ZConsole) when scripts run.
  6688.  
  6689.  
  6690.  
  6691. ////////////////////
  6692. /// Stack Errors ///
  6693. ////////////////////
  6694.  
  6695.     "Stack over or underflow, stack pointer = %ld\n"
  6696.    
  6697. * !? How should I describe this, and give examples?
  6698.  
  6699.     "Invalid ZASM command %ld reached\n"
  6700.  
  6701. Stack instruction countber reached, or exceeded. The stack counter is an unsigned int, so it's maximum value is 65536.
  6702. You have isused more instructiosn this frame than the instructon counter can ahndle. Look through your code for
  6703. something that may be doing this.
  6704.  
  6705. ////////////////////
  6706. /// Array Errors ///
  6707. ////////////////////
  6708.  
  6709.     "Invalid value (%i) passed to '%s'\n"
  6710.     "Invalid index (%ld) to local array of size %ld\n"
  6711.    
  6712. You attempted to reference an array index that is either too small, or too large.
  6713. Check the size of your array, and try again.
  6714. Perhaps you have a for loop, or other loop that is parsing the array, and trying to read beyond its index ranges.
  6715.  
  6716.  
  6717.     "Invalid pointer (%i) passed to array (don't change the values of your array pointers)\n"
  6718.  
  6719. Array pointers values in operation are 1 through 4095, ( and 4096 to 8164? as declared global pointers ?).
  6720. An array may not have a pointer of '0', nor may you reference an array for which a pointer does not exist.
  6721. Often, this error is caused by attempting to reference an array that you created, without updating the saved game slot
  6722. as the old save does not have the array allocated, but the script is attempting to reference its global ID.
  6723.  
  6724.     "Script tried to deallocate memory at invalid address %ld\n"
  6725.     "Script tried to deallocate memory that was not allocated at address %ld\n"
  6726.  
  6727. /* Script attempted to change the value of an array index // that does not exist // due to the inability to declare an array
  6728. because too many registers are in use?
  6729.  
  6730.  
  6731.     "You were trying to reference an out-of-bounds array index for a screen's D[] array (%ld); valid indices are from 0 to 7.\n"
  6732. You attempted to read, or write to a Screen->D[register] that was less than 1, or greater than 10.
  6733. Check for loops, and vriables that read/write to Screen->D for any that can fall outside the legal range.
  6734.  
  6735.     "Array initialized to invalid size of %d\n"
  6736. You attempted to init array to a size less than 1, or a size greater than 214747, or;
  6737. You attempted to init array with a constant, a variable, a formula, or with a floating point value.
  6738. Arrays may ONLY be initialised with numeric literals (integers only) between 1 and 214747.
  6739.    
  6740.     "%d local arrays already in use, no more can be allocated\n", MAX_ZCARRAY_SIZE-1);
  6741. The maximum number of arrays in operation at one time is 4095.
  6742.    
  6743. "Invalid pointer value of %ld passed to global allocate\n"
  6744.     !
  6745.  
  6746. /////////////////////////////
  6747. /// Object Pointer Errors ///
  6748. /////////////////////////////
  6749.  
  6750.     "Invalid NPC with UID %ld passed to %s\nNPCs on screen have UIDs "
  6751.     "Invalid item with UID %ld passed to %s\nItems on screen have UIDs "
  6752.     "Invalid lweapon with UID %ld passed to %s\nLWeapons on screen have UIDs "
  6753.     "Invalid eweapon with UID %ld passed to %s\nEWeapons on screen have UIDs "
  6754.    
  6755.     "Script attempted to reference a nonexistent NPC!\n"
  6756.     "You were trying to reference the %s of an NPC with UID = %ld; NPC on screen are UIDs "
  6757.  
  6758.     "Script attempted to reference a nonexistent item!\n"
  6759.     "You were trying to reference an item with UID = %ld; Items on screen are UIDs: "
  6760.  
  6761.     "Script attempted to reference a nonexistent LWeapon!\n"
  6762.     "You were trying to reference the %s of an LWeapon with UID = %ld; LWeapons on screen are UIDs "
  6763.        
  6764.     "Script attempted to reference a nonexistent EWeapon!\n"
  6765.     "You were trying to reference the %s of an EWeapon with UID = %ld; EWeapons on screen are UIDs "
  6766.  
  6767. You attempted to reference a game object that has a maximum legal range of 1 to 255.
  6768. It is possible that you tried to read outside that range, or that the pointer that you were loading is not valid.
  6769. Check NumItems(), NumLWeapons(), NumEWeapons(0, and NumNPCs() before referencing them; and verify that the object ->IsValid()
  6770. Check for loops that may attempt ro reference items outside of the range that actually exist.
  6771. Look for any for loops that access these objects, that start, or end at zero.
  6772.  
  6773. The best way to ensure this does not occur, is to make a for loop as follows:
  6774.  
  6775.     for ( int q = 1; q < Screen->NumLWeapons; q++ )
  6776.  
  6777.             //or//
  6778.  
  6779.     for ( int q = Screen->NumLWeapons(); q > 0; q-- )
  6780.  
  6781. ...replacing NumLWeapons() withthe appropriate type that you are attempting to load.
  6782.  
  6783. You may be attempting to refrence a pointer that has fallen out of scope.
  6784. You may be attempting to reference a pointer that is no longer valid, or has been removed.
  6785. Check ( pinter->IsValid() ) by itself, to ensure this does not occur:
  6786.  
  6787.         if ( pointer->IsValid ) {
  6788.             if ( pointer->ID == LW_FIRE ) //Do things.
  6789.         }
  6790.    
  6791. This helps to prevent loading invalid pointers.
  6792.  
  6793. ////////////////////////////////
  6794. /// Maths and Logical Errors ///
  6795. ////////////////////////////////
  6796.  
  6797. "Script attempted to divide %ld by zero!\n"
  6798. "Script attempted to modulo %ld by zero!\n"
  6799.    
  6800. "Script attempted to pass %ld into ArcSin!\n"
  6801. "Script attempted to pass %ld into ArcCos!\n"
  6802. "Script tried to calculate log of 0\n"
  6803. "Script tried to calculate log of %f\n"
  6804. "Script tried to calculate ln of 0\n"
  6805. "Script tried to calculate ln of %f\n"
  6806. "Script attempted to calculate 0 to the power 0!\n"
  6807. "Script attempted to calculate square root of %ld!\n"
  6808.    
  6809. Look for scripts that pass a variable into these functions, or use a variable in a mathematical operation, that
  6810. may be zero at any point, and correct it to ensure that it is never zero, or that it is never illegal for the type of
  6811. mathematical operation you wish to perform.
  6812.  
  6813. Chweck for any hardcoded values, or constants that are in use with these functions that may be illegal, or irrational.
  6814.  
  6815. ////////////////////////////////
  6816. /// System Limitation Errors ///
  6817. ////////////////////////////////
  6818.    
  6819. "Couldn't create lweapon %ld, screen lweapon limit reached\n"
  6820. "Couldn't create eweapon %ld, screen eweapon limit reached\n"
  6821. "Couldn't create item \"%s\", screen item limit reached\n"
  6822. "Couldn't create NPC \"%s\", screen NPC limit reached\n"
  6823.    
  6824. You may create a maximum of 255 of any one object type on the screen at any one time.
  6825. Look for anything that is generating extra pointers, and add a statement such as:
  6826.     if ( Screen->NumNPCs() < 255 )
  6827.    
  6828.     "Max draw primitive limit reached\n"
  6829. The maximum number of drawing function calls, per frame, is 1,000.
  6830.    
  6831. /////////////////////
  6832. /// String Errors ///
  6833. /////////////////////
  6834.  
  6835.     "Array supplied to 'Game->GetDMapMusicFilename' not large enough\n"
  6836.     "Array supplied to 'Game->GetSaveName' not large enough\n"
  6837.     "String supplied to 'Game->GetSaveName' too large\n"
  6838.     "Array supplied to 'Game->GetMessage' not large enough\n"
  6839.     "Array supplied to 'Game->GetDMapName' not large enough\n"
  6840.     "Array supplied to 'Game->GetDMapTitle' not large enough\n"
  6841.     "Array supplied to 'Game->GetDMapIntro' not large enough\n"
  6842.     "Array supplied to 'itemdata->GetName' not large enough\n"
  6843.     "Array supplied to 'npc->GetName' not large enough\n"
  6844.  
  6845. The buffer for these actions must be equal to the size of the text to load into it, plus one, for NULL.
  6846.  
  6847. If you wish to load a game name, with Game->LoadSaveName(), and the name on the file select is FOO, you must
  6848. supply a buffer with a size of [4] to hold it. (Three chars in the name, plus one for NULL.)
  6849.  
  6850. ////////////////////
  6851. /// Misc. Errors ///
  6852. ////////////////////
  6853.  
  6854.     "Waitdraw can only be used in the active global script\n"
  6855. You attempted to call Waitdrw() in an ffc script, or an item script; or in your global OnContinue,
  6856. global OnExit, or ~Init scripts.
  6857. You may only use the Waitdraw() function from a global active script.
  6858.  
  6859.     "No other scripts are currently supported\n"
  6860. ? You should never see this. May indicate that you have attempted to load more scripts than ZC can handle.
  6861.  
  6862.  
  6863.     "Invalid value (%i) passed to '%s'\n"
  6864. !? WHat should we put here?
  6865.    
  6866.     "Global scripts currently have no A registers\n"
  6867. This error can only occur if you are coding ZASM, and attempt to utilise an Address register with a global script.
  6868.    
  6869. ////////////////////////
  6870. /// Script Reporting ///
  6871. ////////////////////////
  6872.    
  6873.     //Events that will be recorded if Quest Rule 'Log Game Events to Allegro.log' is enabled:
  6874.    
  6875. "Script created lweapon %ld with UID = %ld\n"
  6876. "Script created eweapon %ld with UID = %ld\n"
  6877. "Script created item \"%s\" with UID = %ld\n"
  6878. "Script created NPC \"%s\" with UID = %ld\n"
  6879.  
  6880. When any new game object is generated by script, and reporting is enabled, the lweapon, and the name of the
  6881. script that generated it, will be reported to allegro.log.
  6882.  
  6883.  
  6884. ///////////////////////////
  6885. /// Documentation Staff ///
  6886. ///////////////////////////
  6887.  
  6888. ZScript documentation generated, and maintained by:
  6889. DarkDragon (retired)
  6890. Gleeok
  6891. Saffith
  6892. ZoriaRPG
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