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extern int kseMAP_CURRENT_RENDER;
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const kseMAP_MOVE = 1 //is it related to kseMAP_MOVE_TILEBASED_MODE
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Used for checking if no playing entity was set.
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@remarks It does not seem to be implemented.
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const kseMAP_NO_PLAYER = 0
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Used for checking if no entity was attached to a map.
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Flag for there is no entity in the tile location.
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@remarks It does not seem to be implemented.
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const kseMAP_NO_ENTITY = 0
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Used for checking if no tileset was attached to a map.
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const kseMAP_NO_TILESET = -1
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Indicates how will the map move.
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@remarks Non-tile-based mode is not yet implemented.
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const kseMAP_MOVE_TILEBASED_MODE = 0
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Indicates how many times to move a map when arrow key is pressed.
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extern int iMapMoveCtrMax;
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extern int iMapMoveCtr;
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Indicates pixels to travel.
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Indicates layer for obstructions.
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Indicates layer for triggers.
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Current map filename being executed.
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extern string sMapName;
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Current map's layer count.
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extern int iMapLayers;
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extern int iMapHeight;
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Indicates layer on which entities reside.
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extern int iMapEntityLayer;
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To check if game is focuusing on an entity.
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extern bool bMapFocusingOnEntity;
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For <b>Game:Render()</b>; needed to hook controls on map
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@remarks Needed for rendering.
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extern bool bMapRender;
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For <b>Game:Render()</b>s pause-state checking; needed to hook controls on map
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@remarks Needed for rendering.
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extern bool bMapRendering;
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To check if user map should move left.
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@remarks Needed to hook controls on game.
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extern bool bMapMoveLeft;
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To check if user map should move right.
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@remarks Needed to hook controls on game.
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extern bool bMapMoveRight;
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To check if user map should move up.
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@remarks Needed to hook controls on game.
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extern bool bMapMoveUp;
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To check if user map should move down.
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@remarks Needed to hook controls on game.
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extern bool bMapMoveDown;
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/*struct typeMapTile {
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bool bStatic //not animated
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int iDelay; //how many times a frame will be showed; connected to animated tiles
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int iChance; //x/100 -> chance for a trigger(event) be triggered; connected to trigger tiles
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bool bTBlit; //render with transparency
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bool bHide; //should this tile be shown or not
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int iCtr; //animation counter
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int iIdx; //would contain the:
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// - index from tileset
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// - or, index from an animation
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// - or, obstruction data
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// - or, index from triggers
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//since there is an entity layer, instead of using the
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//variables above, let's use another for entity location
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//iEntityIdx As Integer 'who is that entity
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Type typeTileAnimation
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int iCtr; //frame counter
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'int iTiles[10000]; //will hold series of tiles for animation
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int *iTiles; //will hold series of tiles for animation
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int iTileMax; // for ubound
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struct typeTileTrigger {
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string sFunction; //function to call when triggered
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extern iMapEntityHandlers(); //will hold array of entity-indices
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extern long int iMapEntityHandlersCtr; //counts the number of entity-indices
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extern vector<typeTileAnimation> kseTileAnimation; //will hold array of sequence of tiles-indices for animated tiles
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extern long int iTileAnimationCtr; //counts the number of sequences for tiles-indices of animated tiles
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extern vector<typeTileTrigger> kseTileTrigger; //will hold array of triggers for a tile
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extern long int iTileTriggerCtr; //counts the number of triggers
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void Engine_CheckForMovement();
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void Engine_RunMapScript(string fxName, bool bWarn = true);
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void Engine_RunScript(string sScriptFile, string fxName, string sFileExt = ".ks", bool bWarn = true);
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void Engine_SpriteBillboardCheckup();
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int KSE_GetSpriteAnimation(int iEntity);
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int KSE_GetTileAnimation(int iTileIdx, int iMID);
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bool ReDim_MapEntity(int new_list_count, int map_idx);
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bool ReDim_MapEntityName(int new_list_count, int map_idx);
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int GameAttachEntity(long int &iIndex);
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int GameDetachEntity(long int &iIndex);
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int GameEntityGetX(long int &iIndex);
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int GameEntityGetY(long int &iIndex);
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int GameEntitySetX(long int &iIndex);
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int GameEntitySetY(long int &iIndex);
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int GameFocusEntity(long int &iIndex);
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int GameGetCameraX(long int &iIndex);
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int GameGetCameraY(long int &iIndex);
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int GamePause(long int &iIndex);
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int GameRender(long int &iIndex);
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int GameResume(long int &iIndex);
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int GameSetCameraX(long int &iIndex);
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int GameSetCameraY(long int &iIndex);
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int GameSetPlayer(long int &iIndex);
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int GameStop(long int &iIndex);
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int Game_SkipCloseParenthesisAfter(string sWhat, long int &iIndex);
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int Game_SkipCommaAfter(string sWhat, long int &iIndex);
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int Game_SkipOpenParenthesisAfter(string sWhat, long int &iIndex);
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int SynGame(long int &iIndex);