// A general-use vc function library! // // This is the home for functions that could pretty much belong in // the builtins, but don't for one reason or another (usually duplication) // // The valid values of Entity.Face[] // // These should really be predefined. #define FACE_UP 1 #define FACE_DOWN 2 #define FACE_LEFT 3 #define FACE_RIGHT 4 // These four functions return true if the player entity is facing in the specified // direction // // they all assume that GetPlayer() will return the current map entity index // of the player... which is a good thing to assume, IMO. int FacingUp() int FacingDown() int FacingLeft() int FacingRight() // Takes an integer // Returns the absolute value of that integer. int abs(int i) // Takes a string, returns the string with leading and trailing whitespace // removed. string trim( string s ) // Takes two strings. // Returns true if the two strings are the same. // // Note: This function ignores case, IE "ABC" and "abc" will return true. int equ( string a, string b ) // returns the screen-relative x-position for the specified entity. // note: this is the x-coordinate of the top-left corner of the entity's image, // *NOT* the x-coordinate of the top-left corner of the hotspot. int GetEntScrX( int ent_idx ) // returns the screen-relative y-position for the specified entity. // note: this is the y-coordinate of the top-left corner of the entity's image, // *NOT* the y-coordinate of the top-left corner of the hotspot. int GetEntScrY( int ent_idx ) // Takes a tile's x-coordinate // returns the screen-relative x-position of that tile. int GetTileScrX( int tile_x ) // Takes a tile's x-coordinate // returns the screen-relative x-position of that tile. int GetTileScrY( int tile_y ) // Waits until an entity has finished its movecode // -Zip WaitForEntity( int wait_entity ) // takes a mapentity index, and prints out all of the current information about // it to the logfile. Useful for diagnosing problems, or just for general // education. EntityDiagnose( int idx )