mirror of
https://github.com/sfall-team/sfall.git
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141 lines
4.8 KiB
C++
141 lines
4.8 KiB
C++
/*
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* sfall
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* Copyright (C) 2008-2016 The sfall team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <string>
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#include <vector>
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#include "Functions.h"
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//
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// Various utility functions, based on FO engine functions
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//
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namespace fo
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{
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// returns weapon animation code
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long AnimCodeByWeapon(GameObject* weapon);
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inline void DisplayPrint(const std::string& str) {
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fo::func::display_print(str.c_str());
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}
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// returns message string from given file or "Error" when not found
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const char* GetMessageStr(const MessageList* fileAddr, long messageId);
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// similar to GetMessageStr, but returns nullptr when no message is found
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const char* MessageSearch(const MessageList* fileAddr, long messageId);
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// returns pointer to prototype by PID, or nullptr on failure
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Proto* GetProto(long pid);
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bool CritterCopyProto(long pid, long* &proto_dst);
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// wrapper for skill_get_tags with bounds checking
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void SkillGetTags(long* result, long num);
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// wrapper for skill_set_tags with bounds checking
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void SkillSetTags(long* tags, long num);
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long __fastcall GetItemType(GameObject* item);
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__declspec(noinline) GameObject* GetItemPtrSlot(GameObject* critter, InvenType slot);
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long& GetActiveItemMode();
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GameObject* GetActiveItem();
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long GetCurrentAttackMode();
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bool HeroIsFemale();
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long CheckAddictByPid(fo::GameObject* critter, long pid);
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// Checks whether the player is under the influence of negative effects of radiation
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long __fastcall IsRadInfluence();
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void ToggleNpcFlag(fo::GameObject* npc, long flag, bool set);
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// Returns the position of party member in the existing table (begins from 1)
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long IsPartyMemberByPid(long pid);
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// Returns True if the NPC belongs to the player's potential (set in party.txt) party members (analog of broken isPotentialPartyMember_)
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bool IsPartyMember(fo::GameObject* critter);
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// Returns the number of local variables of the object script
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long GetScriptLocalVars(long sid);
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long __fastcall GetTopWindowID(long xPos, long yPos);
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// Returns an array of objects within the specified radius from the source tile
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void GetObjectsTileRadius(std::vector<fo::GameObject*> &objs, long sourceTile, long radius, long elev, long type = -1);
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// Checks the blocking tiles and returns the first blocking object
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fo::GameObject* CheckAroundBlockingTiles(fo::GameObject* source, long dstTile);
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fo::GameObject* __fastcall MultiHexMoveIsBlocking(fo::GameObject* source, long dstTile);
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long wmGetCurrentTerrainType();
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void SurfaceCopyToMem(long fromX, long fromY, long width, long height, long fromWidth, BYTE* fromSurface, BYTE* toMem);
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void DrawToSurface(long toX, long toY, long width, long height, long toWidth, long toHeight, BYTE* toSurface, BYTE* fromMem);
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void DrawToSurface(long width, long height, long fromX, long fromY, long fromWidth, BYTE* fromSurf, long toX, long toY, long toWidth, long toHeight, BYTE* toSurf, int maskRef);
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void DrawToSurface(long width, long height, long fromX, long fromY, long fromWidth, BYTE* fromSurf, long toX, long toY, long toWidth, long toHeight, BYTE* toSurf);
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// Fills the specified non-scripted interface window with black color
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void ClearWindow(DWORD winID, bool refresh = true);
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// Print text to surface
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void PrintText(char* displayText, BYTE colorIndex, DWORD xPos, DWORD yPos, DWORD txtWidth, DWORD toWidth, BYTE* toSurface);
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void PrintTextFM(char* displayText, BYTE colorIndex, DWORD xPos, DWORD yPos, DWORD txtWidth, DWORD toWidth, BYTE* toSurface);
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// gets the height of the currently selected font
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DWORD GetTextHeight();
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// gets the length of a string using the currently selected font
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DWORD GetTextWidth(const char* textMsg);
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DWORD GetTextWidthFM(const char* textMsg);
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// get width of Char for current font
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DWORD GetCharWidth(char charVal);
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DWORD GetCharWidthFM(char charVal);
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// get maximum string length for current font - if all characters were maximum width
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DWORD GetMaxTextWidth(const char* textMsg);
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// get number of pixels between characters for current font
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DWORD GetCharGapWidth();
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// get maximum character width for current font
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DWORD GetMaxCharWidth();
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// Redraw the given object on screen (does not always redraws the whole object)
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void RedrawObject(GameObject* obj);
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// Redraws all interface windows
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void RefreshGNW(size_t from);
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UnlistedFrm *LoadUnlistedFrm(char *frmName, unsigned int folderRef);
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}
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