mapdata#

Represents map screen(s).

Depending on how the mapdata was loaded, it may represent different things.

Temporary screens

A single temporary screen, aka a live reference to a currently loaded screen.

Modifications to temporary screens are lost when a new region is loaded.

Load via:

Temporary screens (whole-region)

When representing every temporary screen in an active Region, the combo array variables can access every position in a region, but variables representing values from a singular screen only read from the top-left screen (the origin screen) of the Region. This is exactly like how Screen works.

Load via:

Canonical screens

The “official” copy of the mapdata. Temporary screens are copied from canonical screens when the player loads into a new region.

Modifications to canonical screens will not update any associated temporary screens (until the next time the player loads that screen).

Load via:

Tutorials#

Variables#

int

Valid

int

RegionID

int

Guy

int

String

int

RoomType

int

Item

int[]

TileWarpType

int

Script

untyped[]

InitD

bool[]

TileWarpOverlay

int

DoorComboSet

int[]

WarpReturnX

int[]

WarpReturnY

int

StairsX

int

StairsY

int

ItemX

int

ItemY

int

Palette

int[]

Door

int[]

TileWarpDMap

int[]

TileWarpScreen

int

ExitDir

int[]

Enemy

int

Pattern

int[]

SideWarpType

int[]

SideWarpOverlay

int

WarpArrivalX

int

WarpArrivalY

int[]

MazePath

int[]

SideWarpScreen

int[]

SideWarpID

int[]

TileWarpReturnSquare

int[]

SideWarpReturnSquare

int[]

SideWarpDMap

int

UnderCombo

int

UnderCSet

int

Catchall

int

CSensitive

bool[]

NoResetState

int

NoReset

bool[]

NoCarryState

int

NoCarry

bool[]

ExStateCarry

bool[]

ExStateReset

int[]

LayerMap

int[]

LayerScreen

int[]

LayerOpacity

bool[]

LayerInvisible

bool[]

ScriptDraws

int

TimedWarpTimer

int

NextMap

int

NextScreen

int[]

SecretCombo

int[]

SecretCSet

int[]

SecretFlags

int[]

FFCData

int[]

FFCCSet

int[]

FFCDelay

int[]

FFCX

int[]

FFCY

int[]

FFCVx

int[]

FFCVy

int[]

FFCAx

int[]

FFCAy

int[]

FFCFlags

int[]

FFCEffectWidth

int[]

FFCEffectHeight

int[]

FFCTileWidth

int[]

FFCTileHeight

int[]

FFCLink

int[]

FFCScript

int

AmbientSFX

int

BossSFX

int

SecretSFX

int

ItemSFX

int

MIDI

bool[]

Flag

int[]

Flags deprecated

const int[]

EFlags deprecated

int

GravityStrength

int

TerminalVelocity

const combodata[]

ComboData

int[]

ComboD

int[]

ComboC

int[]

ComboF

int[]

ComboI

int[]

ComboT

int[]

ComboS

int[]

ComboE

bool[]

State

bool[]

ExState

const int

Map

const int

Screen

bool[]

LensShows

bool[]

LensHides

int

DataSize

untyped[]

Data

int

GuyCount

bool[]

FFCRunning

int

OceanSFX

int

CSet

int

CarryoverMap

const int

CarryoverScreen

untyped[]

D deprecated

int

HasItem deprecated

const int[]

SFlags deprecated

int

EnemyFlags deprecated

int

SideWarpIndex deprecated

int

EntryX deprecated

int

EntryY deprecated

int

LensLayer deprecated

Functions#

bool

isSolid(int x, int y)

bool

isSolidLayer(int x, int y, int layer)

untyped

GetFFCInitD(int ffc_index, int n)

void

SetFFCInitD(int ffc_index, int n, untyped value)

bool

GetExDoor(int dir, int index)

void

SetExDoor(int dir, int index, bool state)

Enumerations#

enum RoomType: 🔗 Source

Used with Screen->RoomType, mapdata::RoomType.

RoomType RT_DOORREPAIR = 5

RoomType RT_FEEDTHEGORIYA = 7

RoomType RT_GAMBLE = 4

RoomType RT_GANON = 15

RoomType RT_ITEMPOND = 17

Doesn’t work.

RoomType RT_LEARNSLASH = 19

RoomType RT_LEVEL9ENTRANCE = 8

RoomType RT_MAGICUPGRADE = 18

RoomType RT_MONEYORLIFE = 12

RoomType RT_MOREARROWS = 20

RoomType RT_MOREBOMBS = 11

RoomType RT_NONE = 0

RoomType RT_PAYFORINFO = 2

RoomType RT_POTIONORHEART = 6

RoomType RT_POTIONSHOP = 9

RoomType RT_SECRETMONEY = 3

RoomType RT_SHOP = 10

RoomType RT_SPECIALITEM = 1

RoomType RT_STAIRWARP = 14

RoomType RT_TAKEONEITEM = 21

RoomType RT_TENRUPEES = 13

RoomType RT_ZELDA = 16


enum DoorIndex: 🔗 Source

Used with mapdata::Door[] and Screen->Door[].

DoorIndex DOOR_UP = 0

DoorIndex DOOR_DOWN = 1

DoorIndex DOOR_LEFT = 2

DoorIndex DOOR_RIGHT = 3


enum DoorType: 🔗 Source

Used with mapdata::Door[] and Screen->Door[].

DoorType D_WALL = 0

DoorType D_OPEN = 1

DoorType D_LOCKED = 2

DoorType D_UNLOCKED = 3

A locked door that has been opened.

DoorType D_SHUTTER = 4

Defeat enemies to unlock this door.

DoorType D_BOMB = 6

A door that changes when bombed.

DoorType D_BOMBED = 7

A door that has been bombed.

DoorType D_WALKTHRU = 8

Push against the wall to pass through.

DoorType D_BOSSLOCKED = 10

DoorType D_BOSSUNLOCKED = 11

A boss door that has been opened.

DoorType D_OPENSHUTTER = 12

A shutter that has been opened.

DoorType D_1WAYSHUTTER = 14

A shutter that locks behind you and never opens.

DoorType D_NONE = 16

No door at all. Hero will not auto-walk.


enum FFCBitflags: 🔗 Source

Used with mapdata::FFCFlags[].

FFCBitflags FFCBF_OVERLAY = 1

FFCBitflags FFCBF_TRANS = 2

FFCBitflags FFCBF_SOLID = 4

FFCBitflags FFCBF_CARRYOVER = 8

FFCBitflags FFCBF_STATIONARY = 16

FFCBitflags FFCBF_CHANGER = 32

FFCBitflags FFCBF_PRELOAD = 64

FFCBitflags FFCBF_LENSVIS = 128

FFCBitflags FFCBF_RESET = 256

FFCBitflags FFCBF_ETHEREAL = 512

FFCBitflags FFCBF_IGNOREHOLDUP = 1024

FFCBitflags FFCBF_IGNORECHANGER = 2048

FFCBitflags FFCBF_IMPRECISIONCHANGER = 4096

FFCBitflags FFCBF_LENSINVIS = 8192


enum SecretComboIndex: 🔗 Source

Used with Screen->SecretCombo[], Screen->SecretCSet[], Screen->SecretFlags[], and mapdata.

SecretComboIndex SECCMB_BCANDLE = 0

SecretComboIndex SECCMB_ARROW = 1

SecretComboIndex SECCMB_BOMB = 2

SecretComboIndex SECCMB_STAIRS = 3

SecretComboIndex SECCMB_SECRET01 = 4

SecretComboIndex SECCMB_SECRET02 = 5

SecretComboIndex SECCMB_SECRET03 = 6

SecretComboIndex SECCMB_SECRET04 = 7

SecretComboIndex SECCMB_SECRET05 = 8

SecretComboIndex SECCMB_SECRET06 = 9

SecretComboIndex SECCMB_SECRET07 = 10

SecretComboIndex SECCMB_SECRET08 = 11

SecretComboIndex SECCMB_SECRET09 = 12

SecretComboIndex SECCMB_SECRET10 = 13

SecretComboIndex SECCMB_SECRET11 = 14

SecretComboIndex SECCMB_SECRET12 = 15

SecretComboIndex SECCMB_SECRET13 = 16

SecretComboIndex SECCMB_SECRET14 = 17

SecretComboIndex SECCMB_SECRET15 = 18

SecretComboIndex SECCMB_SECRET16 = 19

SecretComboIndex SECCMB_RCANDLE = 20

SecretComboIndex SECCMB_WANDFIRE = 21

SecretComboIndex SECCMB_DINSFIRE = 22

SecretComboIndex SECCMB_SARROW = 23

SecretComboIndex SECCMB_GARROW = 24

SecretComboIndex SECCMB_SBOMB = 25

SecretComboIndex SECCMB_BRANG = 26

SecretComboIndex SECCMB_MBRANG = 27

SecretComboIndex SECCMB_FBRANG = 28

SecretComboIndex SECCMB_WANDMAGIC = 29

SecretComboIndex SECCMB_REFMAGIC = 30

SecretComboIndex SECCMB_REFFIREBALL = 31

SecretComboIndex SECCMB_SWORD = 32

SecretComboIndex SECCMB_WSWORD = 33

SecretComboIndex SECCMB_MSWORD = 34

SecretComboIndex SECCMB_XSWORD = 35

SecretComboIndex SECCMB_SWORDBEAM = 36

SecretComboIndex SECCMB_WSWORDBEAM = 37

SecretComboIndex SECCMB_MSWORDBEAM = 38

SecretComboIndex SECCMB_XSWORDBEAM = 39

SecretComboIndex SECCMB_HOOKSHOT = 40

SecretComboIndex SECCMB_WAND = 41

SecretComboIndex SECCMB_HAMMER = 42

SecretComboIndex SECCMB_STRIKE = 43

SecretComboIndex SECCMB_SECRETSNEXT = 44

Only ->SecretFlags[] has a value for this index.

SecretComboIndex SECCMB_MAX = 45


enum NoCarryBitflags: 🔗 Source

Used with mapdata::NoCarry and screendata::NoCarry.

NoCarryBitflags NOCARRY_B_SECRET = 8192

NoCarryBitflags NOCARRY_B_ITEM = 16

NoCarryBitflags NOCARRY_B_SPECIALITEM = 32

NoCarryBitflags NOCARRY_B_LOCKBLOCK = 256

NoCarryBitflags NOCARRY_B_BOSSLOCKBLOCK = 512

NoCarryBitflags NOCARRY_B_CHEST = 1024

NoCarryBitflags NOCARRY_B_LOCKEDCHEST = 2048

NoCarryBitflags NOCARRY_B_BOSSCHEST = 4096


enum NoResetBitflags: 🔗 Source

Used with mapdata::NoReset and screendata::NoReset.

NoResetBitflags NORESET_B_SECRET = 8192

NoResetBitflags NORESET_B_ITEM = 16

NoResetBitflags NORESET_B_SPECIALITEM = 32

NoResetBitflags NORESET_B_LOCKBLOCK = 256

NoResetBitflags NORESET_B_BOSSLOCKBLOCK = 512

NoResetBitflags NORESET_B_CHEST = 1024

NoResetBitflags NORESET_B_LOCKEDCHEST = 2048

NoResetBitflags NORESET_B_BOSSCHEST = 4096

NoResetBitflags NORESET_B_DOOR_B_UP = 1

NoResetBitflags NORESET_B_DOOR_B_DOWN = 2

NoResetBitflags NORESET_B_DOOR_B_LEFT = 4

NoResetBitflags NORESET_B_DOOR_B_RIGHT = 8


enum ScreenState: 🔗 Source

Screen states. Use these with Screen->State[], etc.

ScreenState ST_DOORUP = 0

The locked/bomb door has been permanently unlocked/bombed

ScreenState ST_DOORDOWN = 1

The locked/bomb door has been permanently unlocked/bombed

ScreenState ST_DOORLEFT = 2

The locked/bomb door has been permanently unlocked/bombed

ScreenState ST_DOORRIGHT = 3

The locked/bomb door has been permanently unlocked/bombed

ScreenState ST_ITEM = 4

If set, the item is gone

ScreenState ST_SPECIALITEM = 5

If set, the Cave/Item Cellar/Dive For Item/Armos item is gone

ScreenState ST_ENEMYNORETURN = 6

If set, enemies with NPCMF_NEVERRETURNS set won’t return

ScreenState ST_TEMPNORETURN = 7

If set, enemies won’t return. This is automatically unset when you leave the DMap

ScreenState ST_LOCKBLOCK = 8

The lock block on the screen has been triggered

ScreenState ST_BOSSLOCKBLOCK = 9

The boss lock block on the screen has been triggered

ScreenState ST_CHEST = 10

The unlocked chest on this screen has been opened

ScreenState ST_LOCKEDCHEST = 11

The locked chest on this screen has been opened

ScreenState ST_BOSSCHEST = 12

The boss chest on this screen has been opened

ScreenState ST_SECRET = 13

Screen Secrets have been made permanent

ScreenState ST_VISITED = 14

If set, this screen will appear on the Overworld Map

ScreenState ST_LIGHTBEAM = 15

If set, the light triggers on the screen have been triggered

ScreenState ST_NO_ENEMIES_RETURN = 16

If set, enemies on this screen will not spawn.


Variable descriptions#

int Valid 🔗 Source

True if the screen is valid. Screens that appear with the default blue background in the editor are invalid. Modifying a combo on a screen turns it valid.

If a layer is invalid, it will not be drawn.


int RegionID 🔗 Source

The screen’s Region ID.

May only be written to for canonical mapdata (Game->LoadMapData()).


int Guy 🔗 Source

The screen guy.


int String 🔗 Source

The screen string.


int RoomType 🔗 Source

value RoomType (RT_)

The special room type.


int Item 🔗 Source

The item placed on the screen. -1 if no item placed.


int[] TileWarpType 🔗 Source

value WarpType (WT_)

The Tile Warp type for Tile Warps A, B, C, and D; [0], [1], [2], and [3] respectively.


int Script 🔗 Source

The screen script that runs on this screen.


untyped[] InitD 🔗 Source

The 8 script arguments for the script that runs on this screen.


bool[] TileWarpOverlay 🔗 Source

Set or get the overlay state for the warp ID corresponding to the index of this array.


int DoorComboSet 🔗 Source

The Door Set used for the NES dungeon doors on this screen.


int[] WarpReturnX 🔗 Source

The X-component for each of the four 2.50+ (blue) warp return squares.


int[] WarpReturnY 🔗 Source

The Y-component for each of the four 2.50+ (blue) warp return squares.


int StairsX 🔗 Source

The X/Y position of the ‘Stairs’ secret on the screen.


int StairsY 🔗 Source

The X/Y position of the ‘Stairs’ secret on the screen.


int ItemX 🔗 Source

The X/Y position the screen’s item spawns at.


int ItemY 🔗 Source

The X/Y position the screen’s item spawns at.


int Palette 🔗 Source

The palette set in the F4 menu in ZQuest for this screen. Has no effect during play, but can be read and written.


int[] Door 🔗 Source

index DoorIndex (DOOR_)

value DoorType (D_)

The 4 door states of the screen.


int[] TileWarpDMap 🔗 Source

The destination DMap for each of the four warp types.


int[] TileWarpScreen 🔗 Source

The destination screen for each of the four warp types.


int ExitDir 🔗 Source

The Maze Path ‘Exit Direction’.


int[] Enemy 🔗 Source

The 10 enemies that appear on this screen.


int Pattern 🔗 Source

value EnemyPattern (PATTERN_)

The spawn pattern for the screen enemies.


int[] SideWarpType 🔗 Source

value WarpType (WT_)

The Sidewarp type for Sidewarps A, B, C, and D; [0], [1], [2], and [3] respectively.


int[] SideWarpOverlay 🔗 Source

Set or get the overlay state for the warp ID corresponding to the index of this array.


int WarpArrivalX 🔗 Source

The X-component for the pre-2.50 (green) arrival square.


int WarpArrivalY 🔗 Source

The X-component for the pre-2.50 (green) arrival square.


int[] MazePath 🔗 Source

length 4

value DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT

The four directions you must go for the maze path.


int[] SideWarpScreen 🔗 Source

The destination screen for each of the four sidewarps.


int[] SideWarpID 🔗 Source

index DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT

value SideWarpIndex (SIDEWARP_)

The sidewarp ID for each screen edge.

SIDEWARP_NONE if there is no sidewarp in that direction.


int[] TileWarpReturnSquare 🔗 Source

The return square used by the Tile Warp (A, B, C, D).


int[] SideWarpReturnSquare 🔗 Source

The return square used by the Side Warp (A, B, C, D).


int[] SideWarpDMap 🔗 Source

The destination DMap for each of the four sidewarps.


int UnderCombo 🔗 Source

The screen’s undercombo, which will appear as a result of various combo interactions, such as pushing blocks, awakening armos, etc.


int UnderCSet 🔗 Source

The CSet associated with the undercombo.


int Catchall 🔗 Source

The screen’s ‘catchall’ value. This is the roomtype-specific data, such as the ‘Special Item’ in a ‘Special Item’ room.


int CSensitive 🔗 Source

The value of damage combo sensitivity for the screen.


bool[] NoResetState 🔗 Source

index ScreenState (ST_)

Which parts of the screen state that won’t reset via ‘Reset Room’ combos.


int NoReset 🔗 Source

value NoResetBitflags (NORESET_B_)

The No Reset carryover flags.


bool[] NoCarryState 🔗 Source

index ScreenState (ST_)

For screen state carryovers, which parts of the screen state that won’t carry over to the target screen.


int NoCarry 🔗 Source

value NoCarryBitflags (NOCARRY_B_)

The No Carry Over carryover flags.


bool[] ExStateCarry 🔗 Source

Which of the 32 ExStates should be carried over to the target screen


bool[] ExStateReset 🔗 Source

Which of the 32 ExStates should be reset by ‘Reset Room’ combos


int[] LayerMap 🔗 Source

The map for each layer. This array is 1-indexed, so index [0] does nothing and is invalid to access.


int[] LayerScreen 🔗 Source

The screen for each layer. This array is 1-indexed, so index [0] does nothing and is invalid to access.


int[] LayerOpacity 🔗 Source

The opacity value (OP_OPAQUE or OP_TRANS) for each layer. This array is 1-indexed, so index [0] does nothing and is invalid to access.


bool[] LayerInvisible 🔗 Source

If true, the given layer is invisible and will not be drawn.


bool[] ScriptDraws 🔗 Source

If false, the given layer of script draws will be disabled. Only applies if this screen is the origin screen of the current Region.


int TimedWarpTimer 🔗 Source

The timer used by ‘Time Warp Tics’ in Screen Data->T.Warp


int NextMap 🔗 Source

The map and screen that screen states carry over to.


int NextScreen 🔗 Source

The map and screen that screen states carry over to.


int[] SecretCombo 🔗 Source

The combo that will be placed for each secret type.


int[] SecretCSet 🔗 Source

The cset that will be placed for each secret type.


int[] SecretFlags 🔗 Source

The screen flags that will be placed for each secret type.


int[] FFCData 🔗 Source

The Data (combo ID) variable for each of the ffcs on the screen.

See ffc::Data for more details.

If this mapdata was loaded via Game->LoadTempScreen() and layer 0, this array and the other FFC arrays reference the live FFCs.


int[] FFCCSet 🔗 Source

The CSet variable for each of the ffcs on the screen.

See ffc::CSet for more details.


int[] FFCDelay 🔗 Source

The Delay variable for each of the ffcs on the screen.

See ffc::Delay for more details.


int[] FFCX 🔗 Source

The X variable for each of the ffcs on the screen.

See ffc::X for more details.


int[] FFCY 🔗 Source

The Y variable for each of the ffcs on the screen.

See ffc::Y for more details.


int[] FFCVx 🔗 Source

The Vx variable for each of the ffcs on the screen.

See ffc::Vx for more details.


int[] FFCVy 🔗 Source

The Vy variable for each of the ffcs on the screen.

See ffc::Vy for more details.


int[] FFCAx 🔗 Source

The Ax variable for each of the ffcs on the screen.

See ffc::Ax for more details.


int[] FFCAy 🔗 Source

The Vy variable for each of the ffcs on the screen.

See ffc::Vy for more details.


int[] FFCFlags 🔗 Source

The Flags variable for each of the ffcs on the screen.

See ffc::Flags[] for more details.


int[] FFCEffectWidth 🔗 Source

The EffectWidth variable for each of the ffcs on the screen.

See ffc::EffectWidth for more details.


int[] FFCEffectHeight 🔗 Source

The EffectHeight variable for each of the ffcs on the screen.

See ffc::EffectHeight for more details.


int[] FFCTileWidth 🔗 Source

The TileWidth variable for each of the ffcs on the screen.

See ffc::TileWidth for more details.


int[] FFCTileHeight 🔗 Source

The TileHeighr variable for each of the ffcs on the screen.

See ffc::TileHeight for more details.


The Link variable for each of the ffcs on the screen.

See ffc::Link for more details.


int[] FFCScript 🔗 Source

The Script variable for each of the ffcs on the screen.

See ffc::Script for more details.


int AmbientSFX 🔗 Source

The SFX for the ambient sound of the screen.


int BossSFX 🔗 Source

The SFX for the boss roar on this screen.


int SecretSFX 🔗 Source

The SFX that will play when secrets are triggered on this screen.


int ItemSFX 🔗 Source

The SFX that will play when an item is held up on this screen.


int MIDI 🔗 Source

The ‘Screen MIDI’ to play for this screen.


bool[] Flag 🔗 Source

index ScreenFlag (SFL_)

The boolean flags for the screen.


int[] Flags 🔗 Source

index ScreenFlagGroup (SF_)

value Varies based on ScreenFlagGroup (SF_)

Multiple bitflags, split into groups.

Deprecated: Use Flag[] instead!


const int[] EFlags 🔗 Source

index ScreenEnemyFlagGroup (SEF_)

value Varies based on ScreenEnemyFlagGroup (SEF_)

Multiple bitflags related to screen enemies, split into groups.

Deprecated: Use Flag[] instead!


int GravityStrength 🔗 Source

If SFL_CUSTOM_GRAV is set, this gravity applies on the screen.


int TerminalVelocity 🔗 Source

If SFL_CUSTOM_GRAV is set, this terminal velocity applies on the screen.


const combodata[] ComboData 🔗 Source

The combodata placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboD 🔗 Source

The Combo ID placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboC 🔗 Source

The CSet of the combo placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboF 🔗 Source

The mapflag placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboI 🔗 Source

The inherent flag of the combo placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboT 🔗 Source

The combo type of the combo placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboS 🔗 Source

The solidity map of the combo placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


int[] ComboE 🔗 Source

The effect map of the combo placed at each position on the screen.

If this is a temporary screen loading with Game->LoadTempScreen(layer), then this allows access to every combo in the current region.


bool[] State 🔗 Source

index ScreenState (ST_)

The screen states used for this screen.


bool[] ExState 🔗 Source

The 32 ‘Extra States’ used for this screen.


const int Map 🔗 Source

Returns the map this mapdata points to.


const int Screen 🔗 Source

Returns the screen this mapdata points to.


bool[] LensShows 🔗 Source

Arrays of the 7 layer show/hide values for the lens of truth.


bool[] LensHides 🔗 Source

Arrays of the 7 layer show/hide values for the lens of truth.


int DataSize 🔗 Source

Read-write, the size of the Data[] array.


untyped[] Data 🔗 Source

Resizable array of data for scripts to use. All changes are saved to the save file.


int GuyCount 🔗 Source

Number of enemies remaining alive on this screen.


bool[] FFCRunning 🔗 Source

Returns true if the specified ffc is running a script?

May be used to pause/resume ffc script execution?

This needs to be cloned over to ffc->Running


int OceanSFX 🔗 Source

The ‘Ambient Sound’ under S.Data2.

Rename this to AmbientSFX, or just SFX.


int CSet 🔗 Source

The screen palette.


int CarryoverMap 🔗 Source


const int CarryoverScreen 🔗 Source


untyped[] D 🔗 Source

Improperly implemented. Was meant to relate as Screen->D, except that

Screen->D is not bound to layermap.

Deprecated: mapdata->D[] has never worked!


int HasItem 🔗 Source

If not zero, then the item for this screen is shown.

Deprecated: Use Item > -1 instead!


const int[] SFlags 🔗 Source

Deprecated: Use Flag[] instead!


int EnemyFlags 🔗 Source

Bitflags for enemies on the screen (E.Flags).

Deprecated: Use Flag[] instead!


int SideWarpIndex 🔗 Source

The warp return IDs.

Deprecated: by SideWarpID[].


int EntryX 🔗 Source

Deprecated: Use Hero->RespawnX instead!


int EntryY 🔗 Source

Deprecated: Use Hero->RespawnY instead!


int LensLayer 🔗 Source

Deprecated.


Function descriptions#

bool isSolid(int x, int y) 🔗 Source

Returns true if the given x,y position on the screen is ‘solid’.


bool isSolidLayer(int x, int y, int layer) 🔗 Source

Returns true if the given x,y position on the screen is ‘solid’.


untyped GetFFCInitD(int ffc_index, int n) 🔗 Source

Returns the value of InitDn for the ffc on the screen with an ID of ffc_index.

This needs to be converted to the type ‘untyped’ to comply with the change of float ffc->InitD[] to untyped ffc->InitD[]


void SetFFCInitD(int ffc_index, int n, untyped value) 🔗 Source

Sets the value of InitDn for the ffc on the screen with an ID of ffc_index.

‘int value’ needs to be converted to the type ‘untyped’ to comply with the change of float ffc->InitD[] to untyped ffc->InitD[]


bool GetExDoor(int dir, int index) 🔗 Source

Returns a door state for the screen.


void SetExDoor(int dir, int index, bool state) 🔗 Source

Sets a door state for the screen.