Functions

Reserved script functions for client
[Client API]

Functions

bool start ()
uint loop ()
void render_iface ()
 Render interface function.
void render_map ()
 Render map function.
bool out_message (string& message, int& sayType)
bool in_message (string& message, int& sayType, uint& critterId, uint& delay)
bool map_message (string& message, uint16& hexX, uint16& hexY, uint& color, uint& delay)
string item_description (ItemCl& item, int lookType)
string critter_description (CritterCl& cr, int lookType)
string generic_description (int descType, int& offsX, int& offsY)
bool get_elevator (uint type, uint[]& data)
void critter_in (CritterCl& cr)
void critter_out (CritterCl& cr)
void item_map_in (ItemCl& item)
void item_map_changed (ItemCl& itemNow, ItemCl& itemBefore)
void item_map_out (ItemCl& item)
void item_inv_in (ItemCl& item)
void item_inv_out (ItemCl& item)
void item_drop (ItemCl& item)
void animation2d_process (bool animateStay, CritterCl& cr, uint anim1, uint anim2, ItemCl@ item)
void animation3d_process (bool animateStay, CritterCl& cr, uint anim1, uint anim2, ItemCl@ item)
uint item_cost (ItemCl& item, CritterCl& chosen, CritterCl& npc, bool sell)
 (?)
bool check_perk (CritterCl& cr, uint perk)
 (?)
void player_data_generate (int[]& data)
 (?)
bool player_data_check (int[]& data)
 (?)
void critter_action (bool localCall, CritterCl& cr, int action, int actionExt, ItemCl@ item)

GUI



int get_active_screen ()
void screen_change (bool show, int screen, int p0, int p1, int p2)
bool mouse_down (int click)
bool mouse_up (int click)
void mouse_move (int x, int y)
bool key_down (uint8 key)
bool key_up (uint8 key)
void input_lost ()

Combat



void combat_result (uint[]& data)
int to_hit (CritterCl& chosen, CritterCl& target, ProtoItem& weapon, uint8 weaponMode)
string critter_animation (int animType, uint crType, uint anim1, uint anim2, uint& pass, uint& flags, int& ox, int& oy)
bool critter_animation_substitute (int animType, uint crTypeBase, uint anim1Base, uint anim2Base, uint& crType, uint& anim1, uint& anim2)
bool critter_animation_fallout (uint crType, uint& anim1, uint& anim2, uint& anim1ex, uint& anim2ex, uint& flags)

Function Documentation

bool start (  ) 
uint loop (  ) 
void render_iface (  ) 

Render interface function.

You can use Draw* functions only there.

void render_map (  ) 

Render map function.

You can use DrawMap* functions only there. This drawing occurs before first interface layer.

See also:
render_iface
bool out_message ( string message,
int&  sayType 
)
bool in_message ( string message,
int&  sayType,
uint&  critterId,
uint&  delay 
)
bool map_message ( string message,
uint16&  hexX,
uint16&  hexY,
uint&  color,
uint&  delay 
)
string item_description ( ItemCl item,
int  lookType 
)
string critter_description ( CritterCl cr,
int  lookType 
)
string generic_description ( int  descType,
int&  offsX,
int&  offsY 
)
bool get_elevator ( uint  type,
uint[]&  data 
)
void critter_in ( CritterCl cr  ) 
void critter_out ( CritterCl cr  ) 
void item_map_in ( ItemCl item  ) 
void item_map_changed ( ItemCl itemNow,
ItemCl itemBefore 
)
void item_map_out ( ItemCl item  ) 
void item_inv_in ( ItemCl item  ) 
void item_inv_out ( ItemCl item  ) 
void item_drop ( ItemCl item  ) 
void animation2d_process ( bool  animateStay,
CritterCl cr,
uint  anim1,
uint  anim2,
ItemCl item 
)
void animation3d_process ( bool  animateStay,
CritterCl cr,
uint  anim1,
uint  anim2,
ItemCl item 
)
uint item_cost ( ItemCl item,
CritterCl chosen,
CritterCl npc,
bool  sell 
)

(?)

bool check_perk ( CritterCl cr,
uint  perk 
)

(?)

void player_data_generate ( int[]&  data  ) 

(?)

bool player_data_check ( int[]&  data  ) 

(?)

void critter_action ( bool  localCall,
CritterCl cr,
int  action,
int  actionExt,
ItemCl item 
)
See also:
Critter::Action
int get_active_screen (  ) 
void screen_change ( bool  show,
int  screen,
int  p0,
int  p1,
int  p2 
)
bool mouse_down ( int  click  ) 
bool mouse_up ( int  click  ) 
void mouse_move ( int  x,
int  y 
)
bool key_down ( uint8  key  ) 
bool key_up ( uint8  key  ) 
void input_lost (  ) 
void combat_result ( uint[]&  data  ) 
int to_hit ( CritterCl chosen,
CritterCl target,
ProtoItem weapon,
uint8  weaponMode 
)
string critter_animation ( int  animType,
uint  crType,
uint  anim1,
uint  anim2,
uint&  pass,
uint&  flags,
int&  ox,
int&  oy 
)
bool critter_animation_substitute ( int  animType,
uint  crTypeBase,
uint  anim1Base,
uint  anim2Base,
uint&  crType,
uint&  anim1,
uint&  anim2 
)
bool critter_animation_fallout ( uint  crType,
uint&  anim1,
uint&  anim2,
uint&  anim1ex,
uint&  anim2ex,
uint&  flags 
)