CInfGame Class¶
Overview¶
Note
The CInfGame class handles general game features
The structure used for this class is CInfGame
Quick Reference¶
Quick Ref |
void CInfGame::CInfGame() |
void CInfGame::~CInfGame() |
int CInfGame::AddCharacterToAllies(long id) |
int CInfGame::AddCharacterToFamiliars(long id) |
int CInfGame::AddCharacterToOverflow(long id) |
int CInfGame::AddCharacterToParty(long id, short nPortraitNumber) |
void CInfGame::AddDisposableItem(CItem* pItem) |
int CInfGame::AddItemToStore(CResRef& cResStore, CItem* pItem, unsigned long& errorStrRef) |
void CInfGame::AddPartyGold(long dwAddPartyGold) |
void CInfGame::AddPartyXP(unsigned long nXPBonus) |
void CInfGame::ApplyVolumeSliders() |
CSaveGameSlot* CInfGame::BuildGameSlot(CString sFileName, CString sGamePath, bool bStoreFullPath) |
int CInfGame::CanEnterStore(unsigned long& strError) |
int CInfGame::CanRestParty(unsigned long& strError, unsigned char bRenting) |
unsigned char CInfGame::CanSaveGame(unsigned long& strError, unsigned char bInRestGame, unsigned char bInStore, unsigned char bCheckCombat) |
void CInfGame::CenterOnGroupLeader() |
void CInfGame::ChangeBiography(unsigned char nFixedPartyId, CString szBiography) |
int CInfGame::ChangeMarkupStore(CResRef& cResStore, int buymarkup, int sellmarkup) |
void CInfGame::ChangeReputation(short eventCode) |
void CInfGame::CharacterExport(long nCharacterId, CString fileName, int osOpenExportedCharacter) |
long CInfGame::CharacterImport(CString fileName, unsigned char& nVersion, unsigned char nSlot) |
int CInfGame::CheckForInteractiveDream() |
int CInfGame::CheckItemExclusive(CGameSprite* pSprite, int nSlot, CItem* pItem, unsigned long& strError) |
int CInfGame::CheckItemNotUsableByClass(unsigned char nClass, unsigned long dwNotUsableBy, unsigned long baseFlags) |
int CInfGame::CheckItemSlot(short nPortraitNum, short nSlotNum, CItem*& item, unsigned long& errorCode) |
int CInfGame::CheckItemSlot(CGameSprite* pSprite, short nSlotNum, CItem*& item, unsigned long& errorCode) |
int CInfGame::CheckItemUsable(short nPortraitNum, CItem* item, unsigned long& errorCode, int bAsync) |
int CInfGame::CheckItemUsable(CGameSprite* pSprite, CItem* item, unsigned long& errorCode, int bAsync) |
int CInfGame::CheckItemUsableByClass(CItem* pItem, unsigned char nClass, unsigned char nActiveClass, unsigned char nInactiveClass, int bInactiveUsable, unsigned long& errorCode, unsigned long baseFlags) |
int CInfGame::CheckStoredAreas(CString areaName) |
int CInfGame::ClearCharacterSlot(int nCharacterSlot) |
void CInfGame::ClearTransitionPiles() |
void CInfGame::CompressContainer(long nContainerId) |
void CInfGame::DeleteCharacters(int nStartingFrom) |
int CInfGame::DeleteSaveGame(CString& sSaveGame) |
void CInfGame::DemandServerStore(CResRef& store, int bSaveToDisk) |
void CInfGame::DestroyGame(unsigned char bProgressBarRequired, unsigned char bProgressBarInPlace) |
int CInfGame::DrainItemInStore(CResRef& cResStore, CResRef& ref, int number, int abilityNum) |
void CInfGame::EnablePortrait(unsigned char nControlId, int bEnable) |
unsigned char CInfGame::ExtendedDayNightAreaActive() |
void CInfGame::FeedBack(unsigned short feedBackId, long int1) |
virtual int __cdecl CInfGame::FilterSounds(CRes* pRes) |
unsigned char CInfGame::FindAreaID(unsigned long nAreaID) |
short CInfGame::FindEmptyItemPersonalInventory(short nPortraitNum) |
unsigned long CInfGame::FindItemInStore(CResRef& cResStore, CResRef& ref, int checkForIdentified) |
int CInfGame::FindNewestSlot(int nSlot) |
int CInfGame::FindOldestSlot(int nSlot) |
int CInfGame::GetAnimationVidCell(CVidCell& cVidCell, CString& sPaperDoll, unsigned char nRange) |
long CInfGame::GetAveragePartyLevel() |
int CInfGame::GetCampaignIcon() |
int CInfGame::GetCanImportSavedGames() |
long CInfGame::GetCharacterCriteria(short criteria) |
long CInfGame::GetCharacterId(short nPortrait) |
short CInfGame::GetCharacterPortraitNum(long characterId) |
long CInfGame::GetCharacterSlot(int nCharacterSlot) |
int CInfGame::GetCharacterSlotFromId(long nCharacterId) |
unsigned char CInfGame::GetCharactersControlled() |
CString CInfGame::GetCloudSavePrefix() |
unsigned short CInfGame::GetContainerType(long nContainerId) |
int CInfGame::GetCurrentChapter() |
CString CInfGame::GetDirSave() |
CString CInfGame::GetDirSaveRoot(unsigned char nSaveRoot) |
void CInfGame::GetFamiliar(unsigned char nLevel, unsigned char alignment, CString& resref) |
long CInfGame::GetFixedOrderCharacterId(short nSlot) |
short CInfGame::GetFixedOrderCharacterPortraitNum(long characterId) |
long CInfGame::GetGroundPile(long iSprite) |
CStringList* CInfGame::GetImportCharacters() |
CStringList* CInfGame::GetImportableSaveGames() |
CItem* CInfGame::GetItemFromStore(CResRef& cResStore, CResRef& ref) |
int CInfGame::GetJournalOpenable() |
short CInfGame::GetNumGroundSlots(long nContainerId) |
short CInfGame::GetNumQuickWeaponSlots(short nPortraitNum) |
long CInfGame::GetNumSummoned() |
long CInfGame::GetNumSummonedDiva() |
int CInfGame::GetPaletteSize(int nPickRange) |
unsigned long CInfGame::GetParchmentCaption(CString sParchment) |
CStringList* CInfGame::GetPortraits() |
long CInfGame::GetProtagonist() |
short CInfGame::GetReputation() |
CString CInfGame::GetSaveGameName(int nSlot, int resolve) |
int CInfGame::GetSaveGameTime(CString sFileName) |
CStringList* CInfGame::GetSaveGames(unsigned char bReturnFullPath, unsigned char bBothMPandSP, int bAllowReadOnly, int bHideTOB, int bHideSOA, int bMigrate) |
CStringList* CInfGame::GetScripts() |
unsigned long CInfGame::GetScrollSpeed() |
CStringList* CInfGame::GetSounds() |
unsigned long CInfGame::GetTotalPartyKillsNumber() |
CString CInfGame::GetWorldmapName() |
int CInfGame::HealParty(int nHP, int bFirstHeal) |
void CInfGame::InitDifficulty() |
void CInfGame::InitGame(unsigned char bProgressBarRequired, unsigned char bProgressBarInPlace) |
void CInfGame::IntegrateAddInAreas(unsigned long nMap, CString sAreaData) |
void CInfGame::InventoryInfoGround(long nContainerId, short nSlotNum, CItem*& pItem, unsigned long& description, CResRef& cResIcon, CResRef& cResItem, unsigned short& wCount) |
void CInfGame::InventoryInfoPersonal(short nPortraitNum, short nSlotNum, CItem*& pItem, unsigned long& description, CResRef& cResIcon, CResRef& cResItem, unsigned short& wCount) |
int CInfGame::Is3DSound(int nChannel) |
int CInfGame::IsAlly(long id) |
int CInfGame::IsFamiliar(long id) |
void CInfGame::LeaveAreaLuaMultiplayer(long iSprite, CPoint ptStart, short nDirection, CString sAreaName, CString sParchment) |
void CInfGame::LeaveAreaNameMultiplayer(long iLSprite, long iTrigger, CString sAreaName) |
CGameArea* CInfGame::LoadArea(CString areaName, unsigned char nTravelScreenImageToUse, unsigned char bProgressBarRequired, unsigned char bProgressBarInPlace) |
int CInfGame::LoadGame(unsigned char bProgressBarRequired, unsigned char bProgressBarInPlace) |
void CInfGame::LoadKey(int code, short cnt) |
void CInfGame::LoadKeymap() |
void CInfGame::LoadMultiPlayerPermissions() |
void CInfGame::LoadOptions() |
void CInfGame::MakeCharacterProtagonist(long nID) |
void CInfGame::Marshal(unsigned char** pGame, long* nGame, unsigned char bProgressBarInPlace) |
void CInfGame::MoveGlobals(CString& sFromArea, CString& sToArea, CPoint& ptDest, long runningAIId) |
void CInfGame::MoveToCampaign(CString campaign) |
void CInfGame::MoveToExpansionMap(CString sMapRes, CString sArea, CPoint ptStartLoc) |
void CInfGame::MultiplayerSetCharacterCreationLocation() |
void CInfGame::NewGame(unsigned char bProgressBarRequired, unsigned char bProgressBarInPlace) |
void CInfGame::OnPortraitLClick(unsigned long id) |
void CInfGame::OnPortraitLDblClick(unsigned long id) |
void CInfGame::PanicRescueItem(CItem* pItem, long nCharacterId) |
unsigned char CInfGame::PrivilegedSlot(CString& sSaveGame) |
void CInfGame::ProgressBarCallback(unsigned long dwSize, unsigned char bInitialize) |
void CInfGame::PushGameSlot(CSaveGameSlot* pSlot, int nSlot) |
void CInfGame::ReadyCharacterTerminationSequence() |
void CInfGame::ReleaseServerStore(CResRef& store) |
void CInfGame::RememorizeSpells() |
int CInfGame::RemoveCharacterFromAllies(long id) |
int CInfGame::RemoveCharacterFromFamiliars(long id) |
int CInfGame::RemoveCharacterFromParty(long id, int& overflow, int addToNonPartyList) |
void CInfGame::RemoveDisposableItem(CItem* pItem) |
void CInfGame::RemoveFamiliarResRef(CResRef& resref, unsigned char nAlignment, unsigned char nLevel) |
void CInfGame::RenderAppearance(CPoint position, int bRenderEquipment) |
void CInfGame::RenderColorDisplay(CRect r, int nPickRange, int frame) |
void CInfGame::RenderPalette(CRect r, int nPickRange) |
void CInfGame::RenderPortrait(unsigned long portraitId, CPoint& cpRenderPosition, CSize& szControl, int bPressed, int reorderHighlight, int selectFromMarker, CRect& rClip) |
int CInfGame::ReplaceItemInStore(CResRef& cResStore, CResRef& oldRef, CResRef& newRef) |
void CInfGame::ReputationAdjustment(short reputationAdjustment, int set) |
unsigned char CInfGame::RestParty(unsigned char nSuggestedDreamToDisplay, int nHP, unsigned char bRenting, unsigned char bMovie, int nGP) |
unsigned char CInfGame::RestPartyPrivate(unsigned char nSuggestedDreamToDisplay, int nHP, unsigned char bRenting, unsigned char bMovie, int nGP) |
short CInfGame::RestorePartyToLocations(CGameSprite* pCaller, int pocketPlane) |
int CInfGame::SaveGame(unsigned char bProgressBarRequired, unsigned char bProgressBarInPlace, unsigned char bSaveScreen, unsigned char exportSave) |
int CInfGame::SaveGameExists(CString& sSaveGame, unsigned char nSaveRoot) |
void CInfGame::SaveMultiPlayerPermissions() |
void CInfGame::SaveOptions() |
int CInfGame::SelectAll(unsigned char bPlaySound) |
int CInfGame::SelectCharacter(long characterId, unsigned char bPlaySelectSound) |
void CInfGame::SelectToolbar() |
void CInfGame::SetAppearanceColorsBody(unsigned char* appearanceColorsBody) |
void CInfGame::SetAppearanceColorsHelmet(unsigned char* appearanceColorsHelmet) |
void CInfGame::SetAppearanceColorsShield(unsigned char* appearanceColorsShield) |
void CInfGame::SetAppearanceColorsWeapon(unsigned char* appearanceColorsWeapon) |
int CInfGame::SetCampaign(CString campaign) |
int CInfGame::SetCharacterSlot(int nCharacterSlot, long nCharacterId) |
void CInfGame::SetIconIndex(unsigned char iconIndex) |
int CInfGame::SetItemToStore(CResRef& cResStore, CResRef& cResItem, int nItems, int itemFlags) |
void CInfGame::SetLastTarget(long id) |
void CInfGame::SetProtagonist(long nId) |
void CInfGame::SetReputation(short rep, int checkBounds) |
void CInfGame::SetStartArea2DA(CString start2da) |
void CInfGame::SetStartParty2DA(CString startParty2da) |
void CInfGame::SetState(short state, int allowDead) |
void CInfGame::SetTravelScreenImageResRef(CResRef& resrefTravelScreenImage) |
void CInfGame::SetVisibleArea(unsigned char nAreaId) |
void CInfGame::SetupCharacters(unsigned char bProgressBarInPlace) |
void CInfGame::ShowCreatureTooltips(unsigned char time) |
void CInfGame::StartCharacterTerminationSequence() |
void CInfGame::StepAnimation(unsigned char direction) |
void CInfGame::StorePartyLocations(int pocketPlane) |
void CInfGame::SwapCharacters(unsigned long pos1, unsigned long pos2) |
int CInfGame::SwapItemGround(long nContainerId, short nSlotNum, CItem*& pNewItem, unsigned long& errorCode, unsigned short wCount, unsigned char bFromServer) |
int CInfGame::SwapItemPersonal(short nPortraitNum, short nSlotNum, CItem*& pNewItem, unsigned long& errorCode, unsigned short wCount, unsigned char bFromServer, CGameSprite* pSprite) |
int CInfGame::SwapItemPersonalInventory(short nPortraitNum, CItem*& pNewItem, short nSlotNum, unsigned long& errorCode, unsigned short wCount, unsigned char bFromServer, int bAutoStacking, int bFlexibleSlot) |
void CInfGame::SynchronousUpdate() |
short CInfGame::TakeItemFromStore(CResRef& cResStore, CResRef& ref, int number) |
unsigned char CInfGame::ToggleAI() |
int CInfGame::Unmarshal(unsigned char* pGame, long nGame, unsigned char bProgressBarInPlace) |
void CInfGame::UnselectAll() |
unsigned char CInfGame::UpdateCharacterPartyOrder(long* pCharacterIds, short nOverflowCharacters, long* pOverflowCharacterIds) |
void CInfGame::UpdateCharacterSlots() |
void CInfGame::UpdatePartyToExpansionPack(int bStart, int bForceDefault, long nXPGiven) |
void CInfGame::UpdatePortrait(short nPortrait, unsigned long panelId) |
void CInfGame::UpdateTokens(CGameSprite* pSprite) |
int CInfGame::UseMagicOnGround(CPoint ptTarget) |
int CInfGame::UseMagicOnObject(long target) |
void CInfGame::WorldEngineActivated(CVidMode* pVidMode) |
void CInfGame::WorldEngineDeactivated() |
Constructors¶
Name |
Description |
Constructs a |
|
Destroys a |
CInfGame::CInfGame¶
Constructs a CInfGame
object
void CInfGame::CInfGame();
Remarks
Constructs a CInfGame
object
CInfGame::~CInfGame¶
Destroys the CInfGame
object
void CInfGame::~CInfGame();
Remarks
Destroys the CInfGame
object
Methods¶
Name |
Description |
CInfGame::AddCharacterToAllies¶
int CInfGame::AddCharacterToAllies(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::AddCharacterToFamiliars¶
int CInfGame::AddCharacterToFamiliars(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::AddCharacterToOverflow¶
int CInfGame::AddCharacterToOverflow(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::AddCharacterToParty¶
int CInfGame::AddCharacterToParty(long id, short nPortraitNumber);
Parameters
long
id -short
nPortraitNumber -
Return Value
Returns int
Remarks
CInfGame::AddDisposableItem¶
void CInfGame::AddDisposableItem(CItem* pItem);
Parameters
CItem* pItem -
Remarks
CInfGame::AddItemToStore¶
int CInfGame::AddItemToStore(
CResRef& cResStore,
CItem* pItem,
unsigned long& errorStrRef);
Parameters
Return Value
Returns int
Remarks
CInfGame::AddPartyGold¶
void CInfGame::AddPartyGold(long dwAddPartyGold);
Parameters
long
dwAddPartyGold -
Remarks
CInfGame::AddPartyXP¶
void CInfGame::AddPartyXP(unsigned long nXPBonus);
Parameters
unsigned long
nXPBonus -
Remarks
CInfGame::ApplyVolumeSliders¶
void CInfGame::ApplyVolumeSliders();
Remarks
CInfGame::BuildGameSlot¶
CSaveGameSlot* CInfGame::BuildGameSlot(
CString sFileName,
CString sGamePath,
bool bStoreFullPath);
Parameters
Return Value
Remarks
CInfGame::CanEnterStore¶
int CInfGame::CanEnterStore(unsigned long& strError);
Parameters
unsigned long
& strError -
Return Value
Returns int
Remarks
CInfGame::CanRestParty¶
int CInfGame::CanRestParty(
unsigned long& strError,
unsigned char bRenting);
Parameters
unsigned long
& strError -unsigned char
bRenting -
Return Value
Returns int
Remarks
CInfGame::CanSaveGame¶
unsigned char CInfGame::CanSaveGame(
unsigned long& strError,
unsigned char bInRestGame,
unsigned char bInStore,
unsigned char bCheckCombat);
Parameters
unsigned long
& strError -unsigned char
bInRestGame -unsigned char
bInStore -unsigned char
bCheckCombat -
Return Value
Remarks
CInfGame::CenterOnGroupLeader¶
void CInfGame::CenterOnGroupLeader();
Remarks
CInfGame::ChangeBiography¶
void CInfGame::ChangeBiography(
unsigned char nFixedPartyId,
CString szBiography);
Parameters
unsigned char
nFixedPartyId -CString szBiography -
Remarks
CInfGame::ChangeMarkupStore¶
int CInfGame::ChangeMarkupStore(
CResRef& cResStore,
int buymarkup,
int sellmarkup);
Parameters
CResRef& cResStore -
int
buymarkup -int
sellmarkup -
Return Value
Returns int
Remarks
CInfGame::ChangeReputation¶
void CInfGame::ChangeReputation(short eventCode);
Parameters
short
eventCode -
Remarks
CInfGame::CharacterExport¶
void CInfGame::CharacterExport(
long nCharacterId,
CString fileName,
int osOpenExportedCharacter);
Parameters
long
nCharacterId -CString fileName -
int
osOpenExportedCharacter -
Remarks
CInfGame::CharacterImport¶
long CInfGame::CharacterImport(
CString fileName,
unsigned char& nVersion,
unsigned char nSlot);
Parameters
CString fileName -
unsigned char
& nVersion -unsigned char
nSlot -
Return Value
Returns long
Remarks
CInfGame::CheckForInteractiveDream¶
int CInfGame::CheckForInteractiveDream();
Return Value
Returns int
Remarks
CInfGame::CheckItemExclusive¶
int CInfGame::CheckItemExclusive(
CGameSprite* pSprite,
int nSlot,
CItem* pItem,
unsigned long& strError);
Parameters
CGameSprite* pSprite -
int
nSlot -CItem* pItem -
unsigned long
& strError -
Return Value
Returns int
Remarks
CInfGame::CheckItemNotUsableByClass¶
int CInfGame::CheckItemNotUsableByClass(
unsigned char nClass,
unsigned long dwNotUsableBy,
unsigned long baseFlags);
Parameters
unsigned char
nClass -unsigned long
dwNotUsableBy -unsigned long
baseFlags -
Return Value
Returns int
Remarks
CInfGame::CheckItemSlot¶
int CInfGame::CheckItemSlot(
short nPortraitNum,
short nSlotNum,
CItem*& item,
unsigned long& errorCode);
Parameters
short
nPortraitNum -short
nSlotNum -CItem*& item -
unsigned long
& errorCode -
Return Value
Returns int
Remarks
CInfGameCheckItemSlot¶
int CInfGame::CheckItemSlot(
CGameSprite* pSprite,
short nSlotNum,
CItem*& item,
unsigned long& errorCode);
Parameters
CGameSprite* pSprite -
short
nSlotNum -CItem*& item -
unsigned long
& errorCode -
Return Value
Returns int
Remarks
CInfGame::CheckItemUsable¶
int CInfGame::CheckItemUsable(
short nPortraitNum,
CItem* item,
unsigned long& errorCode,
int bAsync);
Parameters
short
nPortraitNum -CItem* item -
unsigned long
& errorCode -int
bAsync -
Return Value
Returns int
Remarks
CInfGame::CheckItemUsable¶
int CInfGame::CheckItemUsable(
CGameSprite* pSprite,
CItem* item,
unsigned long& errorCode,
int bAsync);
Parameters
CGameSprite* pSprite -
CItem* item -
unsigned long
& errorCode -int
bAsync -
Return Value
Returns int
Remarks
CInfGame::CheckItemUsableByClass¶
int CInfGame::CheckItemUsableByClass(
CItem* pItem,
unsigned char nClass,
unsigned char nActiveClass,
unsigned char nInactiveClass,
int bInactiveUsable,
unsigned long& errorCode,
unsigned long baseFlags);
Parameters
CItem* pItem -
unsigned char
nClass -unsigned char
nActiveClass -unsigned char
nInactiveClass -int
bInactiveUsable -unsigned long
& errorCode -unsigned long
baseFlags -
Return Value
Returns int
Remarks
CInfGame::CheckStoredAreas¶
int CInfGame::CheckStoredAreas(CString areaName);
Parameters
CString areaName -
Return Value
Returns int
Remarks
CInfGame::ClearCharacterSlot¶
int CInfGame::ClearCharacterSlot(int nCharacterSlot);
Parameters
int
nCharacterSlot -
Return Value
Returns int
Remarks
CInfGame::ClearTransitionPiles¶
void CInfGame::ClearTransitionPiles();
Remarks
CInfGame::CompressContainer¶
void CInfGame::CompressContainer(long nContainerId);
Parameters
long
nContainerId -
Remarks
CInfGame::DeleteCharacters¶
void CInfGame::DeleteCharacters(int nStartingFrom);
Parameters
int
nStartingFrom -
Remarks
CInfGame::DeleteSaveGame¶
int CInfGame::DeleteSaveGame(CString& sSaveGame);
Parameters
CString& sSaveGame -
Return Value
Returns int
Remarks
CInfGame::DemandServerStore¶
void CInfGame::DemandServerStore(
CResRef& store,
int bSaveToDisk);
Parameters
CResRef& store -
int
bSaveToDisk -
Remarks
CInfGame::DestroyGame¶
void CInfGame::DestroyGame(
unsigned char bProgressBarRequired,
unsigned char bProgressBarInPlace);
Parameters
unsigned char
bProgressBarRequired -unsigned char
bProgressBarInPlace -
Remarks
CInfGame::DrainItemInStore¶
int CInfGame::DrainItemInStore(
CResRef& cResStore,
CResRef& ref,
int number,
int abilityNum);
Parameters
Return Value
Returns int
Remarks
CInfGame::EnablePortrait¶
void CInfGame::EnablePortrait(
unsigned char nControlId,
int bEnable);
Parameters
unsigned char
nControlId -int
bEnable -
Remarks
CInfGame::ExtendedDayNightAreaActive¶
unsigned char CInfGame::ExtendedDayNightAreaActive();
Return Value
Returns unsigned char
Remarks
CInfGame::FeedBack¶
void CInfGame::FeedBack(
unsigned short feedBackId,
long int1);
Parameters
unsigned short
feedBackId -long
int1 -
Remarks
CInfGame::FilterSounds¶
virtual int __cdecl CInfGame::FilterSounds(CRes* pRes);
Parameters
CRes* pRes -
Return Value
Returns int
Remarks
CInfGame::FindAreaID¶
unsigned char CInfGame::FindAreaID(unsigned long nAreaID);
Parameters
unsigned long
nAreaID -
Return Value
Returns unsigned char
Remarks
CInfGame::FindEmptyItemPersonalInventory¶
short CInfGame::FindEmptyItemPersonalInventory(short nPortraitNum);
Parameters
short
nPortraitNum -
Return Value
Returns short
Remarks
CInfGame::FindItemInStore¶
unsigned long CInfGame::FindItemInStore(
CResRef& cResStore,
CResRef& ref,
int checkForIdentified);
Parameters
Return Value
Returns unsigned long
Remarks
CInfGame::FindNewestSlot¶
int CInfGame::FindNewestSlot(int nSlot);
Parameters
int
nSlot -
Return Value
Returns int
Remarks
CInfGame::FindOldestSlot¶
int CInfGame::FindOldestSlot(int nSlot);
Parameters
int
nSlot -
Return Value
Returns int
Remarks
CInfGame::GetAnimationVidCell¶
int CInfGame::GetAnimationVidCell(
CVidCell& cVidCell,
CString& sPaperDoll,
unsigned char nRange);
Parameters
Return Value
Returns int
Remarks
CInfGame::GetArea¶
CGameArea* CInfGame::GetArea(CString areaName);
Parameters
CString areaName -
Return Value
Remarks
CInfGame::GetAveragePartyLevel¶
long CInfGame::GetAveragePartyLevel();
Return Value
Returns long
Remarks
CInfGame::GetCampaignIcon¶
int CInfGame::GetCampaignIcon();
Return Value
Returns int
Remarks
CInfGame::GetCanImportSavedGames¶
int CInfGame::GetCanImportSavedGames();
Return Value
Returns int
Remarks
CInfGame::GetCharacterCriteria¶
long CInfGame::GetCharacterCriteria(short criteria);
Parameters
short
criteria -
Return Value
Returns long
Remarks
CInfGame::GetCharacterId¶
long CInfGame::GetCharacterId(short nPortrait);
Parameters
short
nPortrait -
Return Value
Returns long
Remarks
CInfGame::GetCharacterPortraitNum¶
short CInfGame::GetCharacterPortraitNum(long characterId);
Parameters
long
characterId -
Return Value
Returns short
Remarks
CInfGame::GetCharacterSlot¶
long CInfGame::GetCharacterSlot(int nCharacterSlot);
Parameters
int
nCharacterSlot -
Return Value
Returns long
Remarks
CInfGame::GetCharacterSlotFromId¶
int CInfGame::GetCharacterSlotFromId(long nCharacterId);
Parameters
long
characterId -
Return Value
Returns int
Remarks
CInfGame::GetCharactersControlled¶
unsigned char CInfGame::GetCharactersControlled();
Return Value
Returns unsigned char
Remarks
CInfGame::GetCloudSavePrefix¶
CString CInfGame::GetCloudSavePrefix();
Return Value
Remarks
CInfGame::GetContainerType¶
unsigned short CInfGame::GetContainerType(long nContainerId);
Parameters
long
nContainerId -
Return Value
Returns unsigned short
Remarks
CInfGame::GetCurrentChapter¶
int CInfGame::GetCurrentChapter();
Return Value
Returns int
Remarks
CInfGame::GetDirSave¶
CString CInfGame::GetDirSave();
Return Value
Remarks
CInfGame::GetDirSaveRoot¶
CString CInfGame::GetDirSaveRoot(unsigned char nSaveRoot);
Parameters
unsigned char
nSaveRoot -
Return Value
Remarks
CInfGame::GetFamiliar¶
void CInfGame::GetFamiliar(
unsigned char nLevel,
unsigned char alignment,
CString& resref);
Parameters
unsigned char
nLevel -unsigned char
alignment -CString& resref -
Remarks
CInfGame::GetFixedOrderCharacterId¶
long CInfGame::GetFixedOrderCharacterId(short nSlot);
Parameters
short
nSlot -
Return Value
Returns long
Remarks
CInfGame::GetFixedOrderCharacterPortraitNum¶
short CInfGame::GetFixedOrderCharacterPortraitNum(long characterId);
Parameters
long
characterId -
Return Value
Returns short
Remarks
CInfGame::GetGroundPile¶
long CInfGame::GetGroundPile(long iSprite);
Parameters
long
iSprite -
Return Value
Returns long
Remarks
CInfGame::GetImportCharacters¶
CStringList* CInfGame::GetImportCharacters();
Return Value
Remarks
CInfGame::GetImportableSaveGame¶
CStringList* CInfGame::GetImportableSaveGames();
Return Value
Remarks
CInfGame::GetItemFromStore¶
CItem* CInfGame::GetItemFromStore(
CResRef& cResStore,
CResRef& ref);
Parameters
Return Value
Remarks
CInfGame::GetItemTint¶
CResRef CInfGame::GetItemTint(CItem* pItem);
Parameters
CItem* pItem -
Return Value
Remarks
CInfGame::GetJournalOpenable¶
int CInfGame::GetJournalOpenable();
Return Value
Returns int
Remarks
CInfGame::GetNumGroundSlots¶
short CInfGame::GetNumGroundSlots(long nContainerId);
Parameters
long
nContainerId -
Return Value
Returns short
Remarks
CInfGame::GetNumQuickWeaponSlots¶
short CInfGame::GetNumQuickWeaponSlots(short nPortraitNum);
Parameters
short
nPortraitNum -
Return Value
Returns short
Remarks
CInfGame::GetNumSummoned¶
long CInfGame::GetNumSummoned();
Return Value
Returns long
Remarks
CInfGame::GetNumSummonedDiva¶
long CInfGame::GetNumSummonedDiva();
Return Value
Returns long
Remarks
CInfGame::GetPaletteSize¶
int CInfGame::GetPaletteSize(int nPickRange);
Parameters
int
nPickRange -
Return Value
Returns int
Remarks
CInfGame::GetPortraits¶
CStringList* CInfGame::GetPortraits();
Return Value
Remarks
CInfGame::GetProtagonist¶
long CInfGame::GetProtagonist();
Return Value
Returns long
Remarks
CInfGame::GetReputation¶
short CInfGame::GetReputation();
Return Value
Returns short
Remarks
CInfGame::GetSaveGameName¶
CString CInfGame::GetSaveGameName(
int nSlot,
int resolve);
Parameters
int
nSlot -int
resolve -
Return Value
Remarks
CInfGame::GetSaveGameTime¶
int CInfGame::GetSaveGameTime(CString sFileName);
Parameters
CString sFileName -
Return Value
Returns int
Remarks
CInfGame::GetSaveGames¶
CStringList* CInfGame::GetSaveGames(
unsigned char bReturnFullPath,
unsigned char bBothMPandSP,
int bAllowReadOnly,
int bHideTOB,
int bHideSOA,
int bMigrate);
Parameters
unsigned char
bReturnFullPath -unsigned char
bBothMPandSP -int
bAllowReadOnly -int
bHideTOB -int
bHideSOA -int
bMigrate -
Return Value
Remarks
CInfGame::GetScripts¶
CStringList* CInfGame::GetScripts();
Return Value
Remarks
CInfGame::GetScrollSpeed¶
unsigned long CInfGame::GetScrollSpeed();
Return Value
Returns unsigned long
Remarks
CInfGame::GetServerStore¶
CStore* CInfGame::GetServerStore(CResRef& store);
Parameters
CResRef& store -
Return Value
Remarks
CInfGame::GetSounds¶
CStringList* CInfGame::GetSounds();
Return Value
Remarks
CInfGame::GetTotalPartyKillsNumber¶
unsigned long CInfGame::GetTotalPartyKillsNumber();
Return Value
Returns unsigned long
Remarks
CInfGame::GetWorldmapName¶
CString CInfGame::GetWorldmapName();
Return Value
Remarks
CInfGame::HealParty¶
int CInfGame::HealParty(
int nHP,
int bFirstHeal);
Parameters
int
nHP -int
bFirstHeal -
Return Value
Returns int
Remarks
CInfGame::InitDifficulty¶
void CInfGame::InitDifficulty();
Remarks
CInfGame::InitGame¶
void CInfGame::InitGame(
unsigned char bProgressBarRequired,
unsigned char bProgressBarInPlace);
Parameters
unsigned char
bProgressBarRequired -unsigned char
bProgressBarInPlace -
Remarks
CInfGame::IntegrateAddInAreas¶
void CInfGame::IntegrateAddInAreas(
unsigned long nMap,
CString sAreaData);
Parameters
unsigned long
nMap -CString sAreaData -
Remarks
CInfGame::InventoryInfoGround¶
void CInfGame::InventoryInfoGround(
long nContainerId,
short nSlotNum,
CItem*& pItem,
unsigned long& description,
CResRef& cResIcon,
CResRef& cResItem,
unsigned short& wCount);
Parameters
long
nContainerId -short
nSlotNum -CItem*& pItem -
unsigned long
& description -CResRef& cResIcon -
CResRef& cResItem -
unsigned short
& wCount -
Remarks
CInfGame::InventoryInfoPersonal¶
void CInfGame::InventoryInfoPersonal(
short nPortraitNum,
short nSlotNum,
CItem*& pItem,
unsigned long& description,
CResRef& cResIcon,
CResRef& cResItem,
unsigned short& wCount);
Parameters
short
nPortraitNum -short
nSlotNum -CItem*& pItem -
unsigned long
& description -CResRef& cResIcon -
CResRef& cResItem -
unsigned short
& wCount -
Remarks
CInfGame::Is3DSound¶
int CInfGame::Is3DSound(int nChannel);
Parameters
int
nChannel -
Return Value
Returns int
Remarks
CInfGame::IsAlly¶
int CInfGame::IsAlly(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::IsFamiliar¶
int CInfGame::IsFamiliar(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::LeaveAreaLuaMultiplayer¶
void CInfGame::LeaveAreaLuaMultiplayer(
long iSprite,
CPoint ptStart,
short nDirection,
CString sAreaName,
CString sParchment);
Parameters
Return Value
Remarks
CInfGame::LeaveAreaNameMultiplayer¶
void CInfGame::LeaveAreaNameMultiplayer(
long iLSprite,
long iTrigger,
CString sAreaName);
Parameters
long
iLSprite -long
iTrigger -CString sAreaName -
Remarks
CInfGame::LoadArea¶
CGameArea* CInfGame::LoadArea(
CString areaName,
unsigned char nTravelScreenImageToUse,
unsigned char bProgressBarRequired,
unsigned char bProgressBarInPlace);
Parameters
CString areaName -
unsigned char
nTravelScreenImageToUse -unsigned char
bProgressBarRequired -unsigned char
bProgressBarInPlace -
Return Value
Remarks
CInfGame::LoadGame¶
int CInfGame::LoadGame(
unsigned char bProgressBarRequired,
unsigned char bProgressBarInPlace);
Parameters
unsigned char
bProgressBarRequired -unsigned char
bProgressBarInPlace -
Return Value
Returns int
Remarks
CInfGame::LoadKey¶
void CInfGame::LoadKey(
int code,
short cnt);
Parameters
int
code -short
cnt -
Return Value
Remarks
CInfGame::LoadKeymap¶
void CInfGame::LoadKeymap();
Remarks
CInfGame::LoadMultiPlayerPermissions¶
void CInfGame::LoadMultiPlayerPermissions();
Remarks
CInfGame::LoadOptions¶
void CInfGame::LoadOptions();
Remarks
CInfGame::MakeCharacterProtagonist¶
void CInfGame::MakeCharacterProtagonist(long nID);
Parameters
long
nID -
Remarks
CInfGame::Marshal¶
void CInfGame::Marshal(
unsigned char** pGame,
long* nGame,
unsigned char bProgressBarInPlace);
Parameters
unsigned char
** pGame -long
* nGame -unsigned char
bProgressBarInPlace -
Remarks
CInfGame::MoveGlobals¶
void CInfGame::MoveGlobals(
CString& sFromArea,
CString& sToArea,
CPoint& ptDest,
long runningAIId);
Parameters
Remarks
CInfGame::MoveToCampaign¶
void CInfGame::MoveToCampaign(CString campaign);
Parameters
CString campaign -
Remarks
CInfGame::MoveToExpansionMap¶
void CInfGame::MoveToExpansionMap(
CString sMapRes,
CString sArea,
CPoint ptStartLoc);
Parameters
Remarks
CInfGame::MultiplayerSetCharacterCreationLocation¶
void CInfGame::MultiplayerSetCharacterCreationLocation();
Remarks
CInfGame::NewGame¶
void CInfGame::NewGame(
unsigned char bProgressBarRequired,
unsigned char bProgressBarInPlace);
Parameters
unsigned char
bProgressBarRequired -unsigned char
bProgressBarInPlace -
Remarks
CInfGame::OnPortraitLClick¶
void CInfGame::OnPortraitLClick(unsigned long id);
Parameters
unsigned long
id -
Remarks
CInfGame::OnPortraitLDblClick¶
void CInfGame::OnPortraitLDblClick(unsigned long id);
Parameters
unsigned long
id -
Remarks
CInfGame::PanicRescueItem¶
void CInfGame::PanicRescueItem(
CItem* pItem,
long nCharacterId);
Parameters
CItem* pItem -
long
nCharacterId -
Remarks
CInfGame::PrivilegedSlot¶
unsigned char CInfGame::PrivilegedSlot(CString& sSaveGame);
Parameters
CString& sSaveGame -
Return Value
Returns unsigned char
Remarks
CInfGame::ProgressBarCallback¶
void CInfGame::ProgressBarCallback(
unsigned long dwSize,
unsigned char bInitialize);
Parameters
unsigned long
dwSize -unsigned char
bInitialize -
Remarks
CInfGame::PushGameSlot¶
void CInfGame::PushGameSlot(
CSaveGameSlot* pSlot,
int nSlot);
Parameters
CSaveGameSlot* pSlot -
int
nSlot -
Remarks
CInfGame::ReadyCharacterTerminationSequence¶
void CInfGame::ReadyCharacterTerminationSequence();
Remarks
CInfGame::ReleaseServerStore¶
void CInfGame::ReleaseServerStore(CResRef& store);
Parameters
CResRef& store -
Remarks
CInfGame::RememorizeSpells¶
void CInfGame::RememorizeSpells();
Remarks
CInfGame::RemoveCharacterFromAllies¶
int CInfGame::RemoveCharacterFromAllies(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::RemoveCharacterFromFamiliars¶
int CInfGame::RemoveCharacterFromFamiliars(long id);
Parameters
long
id -
Return Value
Returns int
Remarks
CInfGame::RemoveCharacterFromParty¶
int CInfGame::RemoveCharacterFromParty(
long id,
int& overflow,
int addToNonPartyList);
Parameters
long
id -int
& overflow -int
addToNonPartyList -
Return Value
Returns int
Remarks
CInfGame::RemoveDisposableItem¶
void CInfGame::RemoveDisposableItem(CItem* pItem);
Parameters
CItem* pItem -
Remarks
CInfGame::RemoveFamiliarResRef¶
void CInfGame::RemoveFamiliarResRef(
CResRef& resref,
unsigned char nAlignment,
unsigned char nLevel);
Parameters
CResRef& resref -
unsigned char
nAlignment -unsigned char
nLevel -
Remarks
CInfGame::RenderAppearance¶
void CInfGame::RenderAppearance(
CPoint position,
int bRenderEquipment);
Parameters
CPoint position -
int
bRenderEquipment -
Remarks
CInfGame::RenderColorDisplay¶
void CInfGame::RenderColorDisplay(
CRect r,
int nPickRange,
int frame);
Parameters
CRect r -
int
nPickRange -int
frame -
Remarks
CInfGame::RenderPalette¶
void CInfGame::RenderPalette(
CRect r,
int nPickRange);
Parameters
CRect r -
int
nPickRange -
Remarks
CInfGame::RenderPortrait¶
void CInfGame::RenderPortrait(
unsigned long portraitId,
CPoint& cpRenderPosition,
CSize& szControl,
int bPressed,
int reorderHighlight,
int selectFromMarker,
CRect& rClip);
Parameters
unsigned long
portraitId -CPoint& cpRenderPosition -
CSize& szControl -
int
bPressed -int
reorderHighlight -int
selectFromMarker -CRect& rClip -
Remarks
CInfGame::ReplaceItemInStore¶
int CInfGame::ReplaceItemInStore(
CResRef& cResStore,
CResRef& oldRef,
CResRef& newRef);
Parameters
Return Value
Returns int
Remarks
CInfGame::ReputationAdjustment¶
void CInfGame::ReputationAdjustment(
short reputationAdjustment,
int set);
Parameters
short
reputationAdjustment -int
set -
Remarks
CInfGame::RestParty¶
unsigned char CInfGame::RestParty(
unsigned char nSuggestedDreamToDisplay,
int nHP,
unsigned char bRenting,
unsigned char bMovie,
int nGP);
Parameters
unsigned
char nSuggestedDreamToDisplay -int
nHP -unsigned char
bRenting -unsigned char
bMovie -int
nGP -
Return Value
Returns unsigned char
Remarks
CInfGame::RestPartyPrivate¶
unsigned char CInfGame::RestPartyPrivate(
unsigned char nSuggestedDreamToDisplay,
int nHP,
unsigned char bRenting,
unsigned char bMovie,
int nGP);
Parameters
unsigned char
nSuggestedDreamToDisplay -int
nHP -unsigned char
bRenting -unsigned char
bMovie -int
nGP -
Return Value
Returns unsigned char
Remarks
CInfGame::RestorePartyToLocations¶
short CInfGame::RestorePartyToLocations(
CGameSprite* pCaller,
int pocketPlane);
Parameters
CGameSprite* pCaller -
int
pocketPlane -
Return Value
Returns short
Remarks
CInfGame::SaveGame¶
int CInfGame::SaveGame(
unsigned char bProgressBarRequired,
unsigned char bProgressBarInPlace,
unsigned char bSaveScreen,
unsigned char exportSave);
Parameters
unsigned char
bProgressBarRequired -unsigned char
bProgressBarInPlace -unsigned char
bSaveScreen -unsigned char
exportSave -
Return Value
Returns int
Remarks
CInfGame::SaveGameExists¶
int CInfGame::SaveGameExists(
CString& sSaveGame,
unsigned char nSaveRoot);
Parameters
CString& sSaveGame -
unsigned char
nSaveRoot -
Return Value
Returns int
Remarks
CInfGame::SaveMultiPlayerPermissions¶
void CInfGame::SaveMultiPlayerPermissions();
Remarks
CInfGame::SaveOptions¶
void CInfGame::SaveOptions();
Remarks
CInfGame::SelectAll¶
int CInfGame::SelectAll(unsigned char bPlaySound);
Parameters
unsigned char
bPlaySound -
Return Value
Returns int
Remarks
CInfGame::SelectCharacter¶
int CInfGame::SelectCharacter(
long characterId,
unsigned char bPlaySelectSound);
Parameters
long
characterId -unsigned char
bPlaySelectSound -
Return Value
Returns int
Remarks
CInfGame::SelectToolbar¶
void CInfGame::SelectToolbar();
Remarks
CInfGame::SetAppearanceColorsBody¶
void CInfGame::SetAppearanceColorsBody(unsigned char* appearanceColorsBody);
Parameters
unsigned char
* appearanceColorsBody -
Remarks
CInfGame::SetAppearanceColorsHelmet¶
void CInfGame::SetAppearanceColorsHelmet(unsigned char* appearanceColorsHelmet);
Parameters
unsigned char
* appearanceColorsHelmet -
Remarks
CInfGame::SetAppearanceColorsShield¶
void CInfGame::SetAppearanceColorsShield(unsigned char* appearanceColorsShield);
Parameters
unsigned char
* appearanceColorsShield -
Remarks
CInfGame::SetAppearanceColorsWeapon¶
void CInfGame::SetAppearanceColorsWeapon(unsigned char* appearanceColorsWeapon);
Parameters
unsigned char
* appearanceColorsWeapon -
Remarks
CInfGame::SetCampaign¶
int CInfGame::SetCampaign(CString campaign);
Parameters
CString campaign -
Return Value
Returns int
Remarks
CInfGame::SetCharacterSlot¶
int CInfGame::SetCharacterSlot(
int nCharacterSlot,
long nCharacterId);
Parameters
int
nCharacterSlot -long
nCharacterId -
Return Value
Returns int
Remarks
CInfGame::SetIconIndex¶
void CInfGame::SetIconIndex(unsigned char iconIndex);
Parameters
unsigned char
iconIndex -
Remarks
CInfGame::SetItemToStore¶
int CInfGame::SetItemToStore(
CResRef& cResStore,
CResRef& cResItem,
int nItems,
int itemFlags);
Parameters
Return Value
Returns int
Remarks
CInfGame::SetLastTarget¶
void CInfGame::SetLastTarget(long id);
Parameters
long
id -
Remarks
CInfGame::SetProtagonist¶
void CInfGame::SetProtagonist(long nId);
Parameters
long
id -
Remarks
CInfGame::SetReputation¶
void CInfGame::SetReputation(
short rep,
int checkBounds);
Parameters
short
rep -int
checkBounds -
Remarks
CInfGame::SetStartArea2DA¶
void CInfGame::SetStartArea2DA(CString start2da);
Parameters
CString start2da -
Remarks
CInfGame::SetStartParty2DA¶
void CInfGame::SetStartParty2DA(CString startParty2da);
Parameters
CString startParty2da -
Remarks
CInfGame::SetState¶
void CInfGame::SetState(
short state,
int allowDead);
Parameters
short
state -int
allowDead -
Remarks
CInfGame::SetTravelScreenImageResRef¶
void CInfGame::SetTravelScreenImageResRef(CResRef& resrefTravelScreenImage);
Parameters
CResRef& resrefTravelScreenImage -
Remarks
CInfGame::SetVisibleArea¶
void CInfGame::SetVisibleArea(unsigned char nAreaId);
Parameters
unsigned char
nAreaId -
Remarks
CInfGame::SetupCharacters¶
void CInfGame::SetupCharacters(unsigned char bProgressBarInPlace);
Parameters
unsigned char
bProgressBarInPlace -
Remarks
CInfGame::ShowCreatureTooltips¶
void CInfGame::ShowCreatureTooltips(unsigned char time);
Parameters
unsigned char
time -
Remarks
CInfGame::StartCharacterTerminationSequence¶
void CInfGame::StartCharacterTerminationSequence();
Remarks
CInfGame::StepAnimation¶
void CInfGame::StepAnimation(unsigned char direction);
Parameters
unsigned char
direction -
Remarks
CInfGame::StorePartyLocations¶
void CInfGame::StorePartyLocations(int pocketPlane);
Parameters
int
pocketPlane -
Remarks
CInfGame::SwapCharacters¶
void CInfGame::SwapCharacters(
unsigned long pos1,
unsigned long pos2);
Parameters
unsigned long
pos1 -unsigned long
pos2 -
Remarks
CInfGame::SwapItemGround¶
int CInfGame::SwapItemGround(
long nContainerId,
short nSlotNum,
CItem*& pNewItem,
unsigned long& errorCode,
unsigned short wCount,
unsigned char bFromServer);
Parameters
long
nContainerId -short
nSlotNum -CItem*& pNewItem -
unsigned long
& errorCode -unsigned short
wCount -unsigned char
bFromServer -
Return Value
Returns int
Remarks
CInfGame::SwapItemPersonal¶
int CInfGame::SwapItemPersonal(
short nPortraitNum,
short nSlotNum,
CItem*& pNewItem,
unsigned long& errorCode,
unsigned short wCount,
unsigned char bFromServer,
CGameSprite* pSprite);
Parameters
short
nPortraitNum -short
nSlotNum -CItem*& pNewItem -
unsigned long
& errorCode -unsigned short
wCount -unsigned char
bFromServer -CGameSprite* pSprite -
Return Value
Returns int
Remarks
CInfGame::SwapItemPersonalInventory¶
int CInfGame::SwapItemPersonalInventory(
short nPortraitNum,
CItem*& pNewItem,
short nSlotNum,
unsigned long& errorCode,
unsigned short wCount,
unsigned char bFromServer,
int bAutoStacking,
int bFlexibleSlot);
Parameters
short
nPortraitNum -CItem*& pNewItem -
short
nSlotNum -unsigned long
& errorCode -unsigned short
wCount -unsigned char
bFromServer -int
bAutoStacking -int
bFlexibleSlot -
Return Value
Returns int
Remarks
CInfGame::SynchronousUpdate¶
void CInfGame::SynchronousUpdate();
Remarks
CInfGame::TakeItemFromStore¶
short CInfGame::TakeItemFromStore(
CResRef& cResStore,
CResRef& ref,
int number);
Parameters
Return Value
Returns short
Remarks
CInfGame::ToggleAI¶
unsigned char CInfGame::ToggleAI();
Return Value
Returns unsigned char
Remarks
CInfGame::Unmarshal¶
int CInfGame::Unmarshal(
unsigned char* pGame,
long nGame,
unsigned char bProgressBarInPlace);
Parameters
unsigned char
* pGame -long
nGame -unsigned char
bProgressBarInPlace -
Return Value
Returns int
Remarks
CInfGame::UnselectAll¶
void CInfGame::UnselectAll();
Remarks
CInfGame::UpdateCharacterPartyOrder¶
unsigned char CInfGame::UpdateCharacterPartyOrder(
long* pCharacterIds,
short nOverflowCharacters,
long* pOverflowCharacterIds);
Parameters
long
* pCharacterIds -short
nOverflowCharacters -long
* pOverflowCharacterIds -
Return Value
Returns unsigned char
Remarks
CInfGame::UpdateCharacterSlots¶
void CInfGame::UpdateCharacterSlots();
Remarks
CInfGame::UpdatePartyToExpansionPack¶
void CInfGame::UpdatePartyToExpansionPack(
int bStart,
int bForceDefault,
long nXPGiven);
Parameters
int
bStart -int
bForceDefault -long
nXPGiven -
Remarks
CInfGame::UpdatePortrait¶
void CInfGame::UpdatePortrait(
short nPortrait,
unsigned long panelId);
Parameters
short
nPortrait -unsigned long
panelId -
Return Value
Remarks
CInfGame::UpdateTokens¶
void CInfGame::UpdateTokens(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite -
Remarks
CInfGame::UseMagicOnGround¶
int CInfGame::UseMagicOnGround(CPoint ptTarget);
Parameters
CPoint ptTarget -
Return Value
Returns int
Remarks
CInfGame::UseMagicOnObject¶
int CInfGame::UseMagicOnObject(long target);
Parameters
long
target -
Return Value
Returns int
Remarks
CInfGame::WorldEngineActivated¶
void CInfGame::WorldEngineActivated(CVidMode* pVidMode);
Parameters
CVidMode* pVidMode -
Remarks
CInfGame::WorldEngineDeactivated¶
void CInfGame::WorldEngineDeactivated();
Remarks