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</ul> </nav> </div> <div class="main-content-wrap"> <div id="main-content" class="main-content"> <main> <h1 class="no_toc" id="maps-and-encounters"> <a href="#maps-and-encounters" class="anchor-heading" aria-labelledby="maps-and-encounters"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Maps and encounters </h1> <h2 class="no_toc" id="subcategories"> <a href="#subcategories" class="anchor-heading" aria-labelledby="subcategories"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Subcategories </h2> <ul> <li><a href="/sfall/rest/"><strong>Rest</strong></a></li> <li><a href="/sfall/worldmap/"><strong>Worldmap</strong></a></li> </ul> <h2 class="no_toc" id="functions"> <a href="#functions" class="anchor-heading" aria-labelledby="functions"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Functions </h2> <ul id="markdown-toc"> <li><a href="#exec_map_update_scripts" id="markdown-toc-exec_map_update_scripts"><strong>exec_map_update_scripts</strong></a></li> <li><a href="#force_encounter" id="markdown-toc-force_encounter"><strong>force_encounter</strong></a></li> <li><a href="#force_encounter_with_flags" id="markdown-toc-force_encounter_with_flags"><strong>force_encounter_with_flags</strong></a></li> <li><a href="#get_map_enter_position" id="markdown-toc-get_map_enter_position"><strong>get_map_enter_position</strong></a></li> <li><a href="#get_terrain_name" id="markdown-toc-get_terrain_name"><strong>get_terrain_name</strong></a></li> <li><a href="#in_world_map" id="markdown-toc-in_world_map"><strong>in_world_map</strong></a></li> <li><a href="#set_map_enter_position" id="markdown-toc-set_map_enter_position"><strong>set_map_enter_position</strong></a></li> <li><a href="#set_map_time_multi" id="markdown-toc-set_map_time_multi"><strong>set_map_time_multi</strong></a></li> <li><a href="#set_terrain_name" id="markdown-toc-set_terrain_name"><strong>set_terrain_name</strong></a></li> <li><a href="#set_town_title" id="markdown-toc-set_town_title"><strong>set_town_title</strong></a></li> </ul><hr /> <h3 class="d-inline-block" id="exec_map_update_scripts"> <a href="#exec_map_update_scripts" class="anchor-heading" aria-labelledby="exec_map_update_scripts"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>exec_map_update_scripts</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">exec_map_update_scripts</span><span class="p">()</span>
</code></pre></div></div> <p>Executes <code class="language-plaintext highlighter-rouge">map_update_p_proc</code> for all objects on map and global/hook scripts as well.</p><hr /> <h3 id="force_encounter"> <a href="#force_encounter" class="anchor-heading" aria-labelledby="force_encounter"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>force_encounter</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">force_encounter</span><span class="p">(</span><span class="kt">int</span> <span class="n">map</span><span class="p">)</span>
</code></pre></div></div> <p>Can be called either from a global script while traveling on the world map, or from a normal script while on a local map. In either case the encounter occurs shortly after the next time the player moves on the world map. The player will not get an outdoorsman skill check.</p><hr /> <h3 id="force_encounter_with_flags"> <a href="#force_encounter_with_flags" class="anchor-heading" aria-labelledby="force_encounter_with_flags"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>force_encounter_with_flags</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">force_encounter_with_flags</span><span class="p">(</span><span class="kt">int</span> <span class="n">map</span><span class="p">,</span> <span class="kt">int</span> <span class="n">flags</span><span class="p">)</span>
</code></pre></div></div> <p>Does the same thing as force_encounter, but allows the specification of some extra options (see <code class="language-plaintext highlighter-rouge">sfall.h</code> for available flags). Forcing a random encounter on a map that is not normally used for random encounters may cause the player to lose the car, if they have it. In this case use <code class="language-plaintext highlighter-rouge">force_encounter_with_flags</code> with the <code class="language-plaintext highlighter-rouge">ENCOUNTER_FLAG_NO_CAR</code> flag set.</p><hr /> <h3 id="get_map_enter_position"> <a href="#get_map_enter_position" class="anchor-heading" aria-labelledby="get_map_enter_position"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_map_enter_position</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">array</span> <span class="n">get_map_enter_position</span><span class="p">()</span>
</code></pre></div></div> <p>Returns an array of the players position data (index: 0 - tile, 1 - elevation, 2 - rotation) when entering the map through exit grids. If entering from the world map, the tile value will be -1. Should be called in <code class="language-plaintext highlighter-rouge">map_enter_p_proc</code> procedure to get the correct position data.</p><hr /> <h3 class="d-inline-block" id="get_terrain_name"> <a href="#get_terrain_name" class="anchor-heading" aria-labelledby="get_terrain_name"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_terrain_name</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">string</span> <span class="n">sfall_func2</span><span class="p">(</span><span class="s">"get_terrain_name"</span><span class="p">,</span> <span class="kt">int</span> <span class="n">x</span><span class="p">,</span> <span class="kt">int</span> <span class="n">y</span><span class="p">)</span>
</code></pre></div></div> <p>Returns the terrain type name for the sub-tile on the world map by the specified coordinates, or by the players current position if called without arguments.</p><hr /> <h3 id="in_world_map"> <a href="#in_world_map" class="anchor-heading" aria-labelledby="in_world_map"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>in_world_map</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">bool</span> <span class="n">in_world_map</span>
</code></pre></div></div> <p>Returns 1 if the player is looking at the world map, or 0 at any other time. Obviously this is only useful in global scripts, since normal scripts will never get the chance to run on the world map.</p><hr /> <h3 id="set_map_enter_position"> <a href="#set_map_enter_position" class="anchor-heading" aria-labelledby="set_map_enter_position"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_map_enter_position</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_map_enter_position</span><span class="p">(</span><span class="kt">int</span> <span class="n">tile</span><span class="p">,</span> <span class="kt">int</span> <span class="n">elevation</span><span class="p">,</span> <span class="kt">int</span> <span class="n">rotation</span><span class="p">)</span>
</code></pre></div></div> <p>Overrides the players entry position when entering the map through exit grids. Setting the tile to 0 will put the player on the start hex (default tile and elevation) of the map. Works only in <code class="language-plaintext highlighter-rouge">map_enter_p_proc</code> procedure.</p><hr /> <h3 id="set_map_time_multi"> <a href="#set_map_time_multi" class="anchor-heading" aria-labelledby="set_map_time_multi"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_map_time_multi</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_map_time_multi</span><span class="p">(</span><span class="kt">float</span> <span class="n">multi</span><span class="p">)</span>
</code></pre></div></div> <p>Adjusts how fast time passes while youre on the world map. It takes a single float as an argument, where 1 is the normal speed. This function works in addition to the <code class="language-plaintext highlighter-rouge">WorldMapTimeMod</code> setting in <code class="language-plaintext highlighter-rouge">ddraw.ini</code> and the Pathfinder perk, rather than overriding it, so calling <code class="language-plaintext highlighter-rouge">set_map_time_multi(0.5)</code> when the player has 2 levels of Pathfinder would result in time passing at 25% the normal speed on the world map.</p><hr /> <h3 class="d-inline-block" id="set_terrain_name"> <a href="#set_terrain_name" class="anchor-heading" aria-labelledby="set_terrain_name"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_terrain_name</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">sfall_func3</span><span class="p">(</span><span class="s">"set_terrain_name"</span><span class="p">,</span> <span class="kt">int</span> <span class="n">x</span><span class="p">,</span> <span class="kt">int</span> <span class="n">y</span><span class="p">,</span> <span class="n">string</span> <span class="n">name</span><span class="p">)</span>
</code></pre></div></div> <p>Overrides the terrain type name for the sub-tile on the world map by the specified coordinates.</p><hr /> <h3 id="set_town_title"> <a href="#set_town_title" class="anchor-heading" aria-labelledby="set_town_title"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_town_title</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">sfall_func2</span><span class="p">(</span><span class="s">"set_town_title"</span><span class="p">,</span> <span class="kt">int</span> <span class="n">areaID</span><span class="p">,</span> <span class="n">string</span> <span class="n">title</span><span class="p">)</span>
</code></pre></div></div> <p>Sets a floating text for a town on the world map when hovering the cursor over the players marker.</p> <div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>- areaID: the ID number of the town from city.txt
</code></pre></div></div> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>