Pages: Global | FFC | Link | Screen | Item | Weapon | Itemdata | Game | NPC | std | string
std Documentation
Functions and Properties
Return Type | Function Information |
---|---|
float | LogToBase(float x, float base) |
int | Floor(float x) |
int | Ceiling(float x) |
int | Round(float x) |
int | VBound(int x, int high, int low) |
int | Div(float x, float y) |
int | Rand(int min, int max) |
float | Randf(float n) |
float | Randf(float n1, float n2) |
float | DegtoRad(float d) |
float | RadtoDeg(float r) |
int | Sign(int n) |
float | Distance(int x1, int y1, int x2, int y2) |
float | Angle(int x1, int y1, int x2, int y2) |
float | RadianAngle(int x1, int y1, int x2, int y2) |
float | VectorX(int len, float angle) |
float | VectorY(int len, float angle) |
float | Lerp(float p1, float p2, float t) |
float | DotProduct(float x1, float y1, float x2, float y2) |
float | CrossProduct(float x1, float y1, float x2, float y2) |
float | DistanceSquared(float x, float y) |
float | Midpoint(float p1, float p2) |
float | SmoothStep(float p1, float p2, float t) |
float | WrapAngle(float radians) |
float | WrapDegrees(float degrees) |
float | TurnTowards(int X, int Y, int targetX, int targetY, float radian_angle, float t) |
int | AngleDir8(float angle) |
int | RadianAngleDir8(float angle) |
int | AngleDir4(float angle) |
int | RadianAngleDir4(float angle) |
int | OppositeDir(int dir) |
int | SpinDir(int dir) |
void | DrawString(int layer, int x, int y, int font, int color, int background_color, int format, int opacity, int string, int start) |
void | DrawString(int layer, int x, int y, int font, int color, int background_color, int format, int opacity, int string, int start, int end) |
void | DrawTileSimple(int x, int y, int tile, int color) |
void | DrawToLayer(T ptr, int layer, int opacity) |
T | Cond(bool cond, T a, T b) |
float | Choose(float a, float b) |
float | Choose(float a, float b, float c) |
float | Choose(float a, float b, float c, float d) |
float | Choose(float a, float b, float c, float d, float e) |
float | Choose(float a, float b, float c, float d, float e, float f) |
bool | RectCollision(int box1_x1, int box1_y1, int box1_x2, int box1_y2, int box2_x1, int box2_y1, int box2_x2, int box2_y2) |
bool | SquareCollision(int c1x, int c1y, int side1, int c2x, int c2y, int side2) |
bool | SquareCollision2(int c1x, int c1y, int radius1, int c2x, int c2y, int radius2) |
bool | CircleCollision(int c1x, int c1y, int radius1, int c2x, int c2y, int radius2) |
bool | Collision(T a, S b) |
bool | LinkCollision(T ptr) |
int | HitboxLeft(T ptr) |
int | HitboxTop(T ptr) |
int | HitboxRight(T ptr) |
int | HitboxBottom(T ptr) |
bool | CanWalk(int x, int y, int dir, int step, bool full_tile) |
bool | OnSidePlatform(int x, int y) |
bool | OnSidePlatform(int x, int y, int xOff, int yOff, int h) |
void | SetScreenDBit(int dmap, int screen, int d, int bit, bool state) |
void | SetScreenDBit(int screen, int d, int bit, bool state) |
void | SetScreenDBit(int d, int bit, bool state) |
bool | GetScreenDBit(int dmap, int screen, int d, int bit) |
bool | GetScreenDBit(int screen, int d, int bit) |
bool | GetScreenDBit(int d, int bit) |
bool | InputLeftClick() |
bool | InputRightClick() |
int | GetEquipmentA() |
int | GetEquipmentB() |
bool | UsingItem(int id) |
int | ScreenFlag(int category, int flag) |
int | ScreenEFlag(int category, int flag) |
bool | GetDMapFlag(int dmap, int flag) |
void | SetDMapFlag(int dmap, int flag, bool state) |
bool | GetItemPickup(item i, int pickup) |
void | SetItemPickup(item i, int pickup, bool state) |
bool | GetNPCMiscFlag(npc e, int flag) |
bool | GetLevelItem(int level, int itm) |
bool | GetLevelItem(int itm) |
void | SetLevelItem(int level, int itm, bool state) |
void | SetLevelItem(int itm, bool state) |
lweapon | NextToLink(int id, int distx, int disty) |
lweapon | NextToLink(int id, int dist) |
eweapon | NextToNPC(npc n, int id, int distx, int disty) |
eweapon | NextToNPC(npc n, int id, int dist) |
void | AimEWeapon(eweapon e, int aimtype) |
void | AimLWeapon(apon Functions and Variables.html'>lweapon l, npc n, int aimtype) |
void | AimLWeapon(lweapon l, int aimtype) |
int | WeaponTypeToID(int weapontype) |
npc | CreateNPCAt(int id, int x, int y) |
item | CreateItemAt(int id, int x, int y) |
lweapon | CreateLWeaponAt(int id, int x, int y) |
eweapon | CreateEWeaponAt(int id, int x, int y) |
void | Remove(T n) |
int | NumLWeaponsOf(int type) |
int | NumEWeaponsOf(int type) |
int | NumNPCsOf(int type) |
int | NumItemsOf(int type) |
lweapon | LoadLWeaponOf(int type) |
eweapon | LoadEWeaponOf(int type) |
npc | LoadNPCOfType(int type) |
npc | LoadNPCOf(int type) |
item | CreateTimeoutItem(int id, int x, int y) |
int | GridX(int x) |
int | GridY(int y) |
int | AtFrontX(int dir) |
int | AtFrontY(int dir) |
int | InFrontX(int dir, int dist) |
int | InFrontY(int dir, int dist) |
int | CenterX(ffc anFFC) |
int | CenterY(ffc anFFC) |
int | CenterX(npc anNPC) |
int | CenterY(npc anNPC) |
int | CenterX(eweapon anEWeapon) |
int | CenterY(eweapon anEWeapon) |
int | CenterX(lweapon anLWeapon) |
int | CenterY(lweapon anLWeapon) |
int | CenterLinkX() |
int | CenterLinkY() |
int | ComboAt(int x, int y) |
int | ComboX(int loc) |
int | ComboY(int y) |
bool | ComboFI(int x, int y, int flag) |
bool | ComboFI(int loc, int flag) |
int | GetLayerComboD(int layer, int pos) |
void | SetLayerComboD(int layer, int pos, int combo) |
int | GetLayerComboF(int layer, int pos) |
void | SetLayerComboF(int layer, int pos, int flag) |
int | GetLayerComboT(int layer, int pos) |
void | SetLayerComboT(int layer, int pos, int type) |
int | GetLayerComboS(int layer, int pos) |
void | SetLayerComboS(int layer, int pos, int solidity) |
int | FirstComboOf(int t, int layer) |
int | LastComboOf(int t, int layer) |
int | FirstComboTypeOf(int t, int layer) |
int | LastComboTypeOf(int t, int layer) |
int | FirstComboFlagOf(int t, int layer) |
int | LastComboFlagOf(int t, int layer) |
bool | IsWater(int position) |
bool | IsPit(int position) |
void | SwapTileRow(int first, int second, int length) |
void | CopyTileRow(int source, int dest, int length) |
void | ClearTileRow(int ref, int length) |
void | SwapTileBlock(int first, int last, int second) |
void | CopyTileBlock(int sourcefirst, int sourcelast, int destfirst) |
void | ClearTileBlock(int reffirst, int reflast) |
void | Waitframes(int n) |
void | NoAction() |
void | WaitNoAction() |
void | WaitNoAction(int frames) |
void | ScreenCopy(int destmap, int destscr, int srcmap, int srcscr) |
int | FFCNum(ffc f) |
int | NumTriforcePieces() |
void | GetNPCName(int ID, int string[]) |
void | GetMessage(int ID, int string[]) |
itemdata | GetItemData(item i) |
int | GetHighestLevelItem(int itemclass) |
int | GetHighestLevelItem(item i) |
bool | IsSideview() |
int | DMapToMap(int screen, int dmap) |
int | MapToDMap(int screen, int dmap) |