Eamon CS  3.1.0
TheSubAquanLaboratory.Framework.IGameState Interface Reference

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Inheritance diagram for TheSubAquanLaboratory.Framework.IGameState:
Eamon.Framework.IGameState Eamon.Framework.IGameBase TheSubAquanLaboratory.Game.GameState

Properties

long FoodButtonPushes [get, set]
 
bool Sterilize [get, set]
 
long Flood [get, set]
 
long FloodLevel [get, set]
 
long Elevation [get, set]
 
bool Energize [get, set]
 
long EnergyMaceCharge [get, set]
 
long LaserScalpelCharge [get, set]
 
bool CabinetOpen [get, set]
 
bool LockerOpen [get, set]
 
bool Shark [get, set]
 
bool FloorAttack [get, set]
 
long QuestValue [get, set]
 
bool ReadPlaque [get, set]
 
bool ReadTerminals [get, set]
 
long FakeWallExamines [get, set]
 
bool AlphabetDial [get, set]
 
bool ReadDisplayScreen [get, set]
 
long LabRoomsSeen [get, set]
 
- Properties inherited from Eamon.Framework.IGameState
long Ar [get, set]
 Gets or sets the ArtifactUid for the armor being worn by the player character (may be 0 if none exists). More...
 
long Cm [get, set]
 Gets or sets the MonsterUid being used to represent the player character. More...
 
long Ls [get, set]
 Gets or sets the ArtifactUid for the currently active LightSource (may be 0 if none exists). More...
 
long Ro [get, set]
 Gets or sets the RoomUid for the player character's current location (may be 0 if in limbo). More...
 
long R2 [get, set]
 Gets or sets the RoomUid for the location the player character is entering (during a movement operation). More...
 
long R3 [get, set]
 Gets or sets the RoomUid for the location the player character is exiting (during a movement operation). More...
 
long Sh [get, set]
 Gets or sets the ArtifactUid for the shield being worn by the player character (may be 0 if none exists). More...
 
long Die [get, set]
 Gets or sets a value indicating the player character death status (-1=Quitting Game; 0=Alive; 1=Dead). More...
 
long Speed [get, set]
 Gets or sets the number of rounds remaining before the player character's Speed spell expires. More...
 
bool Vr [get, set]
 Gets or sets a value indicating whether Rooms should always be printed verbosely. More...
 
bool Vm [get, set]
 Gets or sets a value indicating whether Monsters should always be printed verbosely. More...
 
bool Va [get, set]
 Gets or sets a value indicating whether Artifacts should always be printed verbosely. More...
 
bool Vn [get, set]
 Gets or sets a value indicating whether names for Monsters and Artifacts should always be printed verbosely. More...
 
bool MatureContent [get, set]
 Gets or sets a value indicating whether mature content should be allowed during gameplay. More...
 
bool InteractiveFiction [get, set]
 Gets or sets a value indicating whether the game is being played as traditional Interactive Fiction or an Eamon adventure. More...
 
bool EnhancedCombat [get, set]
 Gets or sets a value indicating whether the game is using enhanced combat or traditional Eamon combat. More...
 
bool EnhancedParser [get, set]
 Gets or sets a value indicating whether the game is using an enhanced parser or traditional Eamon parser. More...
 
bool IobjPronounAffinity [get, set]
 Gets or sets a value indicating whether pronouns attach to the most recently used indirect or direct object (enhanced parser only). More...
 
bool ShowPronounChanges [get, set]
 Gets or sets a value indicating whether the parser emits a message when it changes the object referred to by a pronoun. (enhanced parser only). More...
 
bool ShowFulfillMessages [get, set]
 Gets or sets a value indicating whether the parser emits a message when it executes each command in a series (enhanced parser only). More...
 
long CurrTurn [get, set]
 Gets or sets the current turn in the game; this is incremented after player command parsing but before execution. More...
 
long PauseCombatMs [get, set]
 Gets or sets the number of milliseconds to pause between actions during a combat round. More...
 
long PauseCombatActions [get, set]
 Gets or sets the number of actions to pause between during a combat round. More...
 
long UsedWpnIdx [get, set]
 Gets or sets a value that indexes HeldWpnUids and indicates which weapon in that array is being used by the player in the game (Beginner's adventures only). More...
 
long[] Sa [get, set]
 Gets or sets an array of player character Spell abilities that is updated during gameplay. More...
 
IList< long > ImportedArtUids [get, set]
 Gets or sets a list of ArtifactUids corresponding to the Artifacts brought into the game by the player (armor, shield and weapons). More...
 
IList< long > HeldWpnUids [get, set]
 Gets or sets a list of ArtifactUids corresponding to the weapons brought into the game by the player (Beginner's adventures only). More...
 
IEventHeap BeforePrintPlayerRoomEventHeap [get, set]
 Gets or sets the data structure that holds events to be fired before the player character's current Room is printed. More...
 
IEventHeap AfterPrintPlayerRoomEventHeap [get, set]
 Gets or sets the data structure that holds events to be fired after the player character's current Room is printed, but before the command prompt is displayed. More...
 
- Properties inherited from Eamon.Framework.IGameBase
long Uid [get, set]
 Gets or sets a unique Id that distinguishes this Record from others of its type. More...
 
string Name [get, set]
 Gets or sets the name of this Record as shown in various lists or the Record's full description. More...
 
string Desc [get, set]
 Gets or sets the detailed description of this Record shown when the Record is first Seen or later examined. More...
 
string[] Synonyms [get, set]
 Gets or sets a string array containing Name synonyms for this Record (may be null). More...
 
bool Seen [get, set]
 Gets or sets a value indicating whether this Record has been seen by the player character. More...
 
bool Moved [get, set]
 Gets or sets a value indicating whether this Record has been moved from its original Location. More...
 
ArticleType ArticleType [get, set]
 Gets or sets a value indicating how this Record's Name is prefixed to produce its listed Name. More...
 
string ParserMatchName [get, set]
 Gets or sets the name or synonym of this Record matched in the FilterRecordList method. More...
 

Additional Inherited Members

- Public Member Functions inherited from Eamon.Framework.IGameState
long GetNBTL (long index, long roomUid=0)
 Gets the total Hardiness of Monsters with a specified Friendliness in a particular Room. More...
 
long GetNBTL (Friendliness friendliness, long roomUid=0)
 Gets the total Hardiness of Monsters with a specified Friendliness in a particular Room. More...
 
long GetDTTL (long index, long roomUid=0)
 Gets the total DmgTaken of Monsters with a specified Friendliness in a particular Room. More...
 
long GetDTTL (Friendliness friendliness, long roomUid=0)
 Gets the total DmgTaken of Monsters with a specified Friendliness in a particular Room. More...
 
long GetSa (long index)
 Gets the player's current ability for a given Spell. More...
 
long GetSa (Spell spell)
 Gets the player's current ability for a given Spell. More...
 
long GetImportedArtUid (long index)
 Gets the imported ArtifactUid at a given index. More...
 
long GetHeldWpnUid (long index)
 Gets the held weapon ArtifactUid at a given index. More...
 
void SetSa (long index, long value)
 Sets the player's current ability for a given Spell. More...
 
void SetSa (Spell spell, long value)
 Sets the player's current ability for a given Spell. More...
 
void SetImportedArtUid (long value)
 Adds the imported ArtifactUid to the list. More...
 
void SetHeldWpnUid (long value)
 Adds the held weapon ArtifactUid to the list. More...
 
void ModSa (long index, long value)
 Modifies the player's current ability for a given Spell. More...
 
void ModSa (Spell spell, long value)
 Modifies the player's current ability for a given Spell. More...
 
- Public Member Functions inherited from Eamon.Framework.IGameBase
void SetParentReferences ()
 
string GetPluralName (string fieldName)
 
string GetPluralName01 ()
 
string GetDecoratedName (string fieldName, ArticleType articleType, bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
string GetNoneName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
string GetArticleName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
string GetTheName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
RetCode BuildPrintedFullDesc (StringBuilder buf, bool showName, bool showVerboseName)
 

Detailed Description

Property Documentation

◆ AlphabetDial

bool TheSubAquanLaboratory.Framework.IGameState.AlphabetDial
getset

◆ CabinetOpen

bool TheSubAquanLaboratory.Framework.IGameState.CabinetOpen
getset

◆ Elevation

long TheSubAquanLaboratory.Framework.IGameState.Elevation
getset

◆ Energize

bool TheSubAquanLaboratory.Framework.IGameState.Energize
getset

◆ EnergyMaceCharge

long TheSubAquanLaboratory.Framework.IGameState.EnergyMaceCharge
getset

◆ FakeWallExamines

long TheSubAquanLaboratory.Framework.IGameState.FakeWallExamines
getset

◆ Flood

long TheSubAquanLaboratory.Framework.IGameState.Flood
getset

◆ FloodLevel

long TheSubAquanLaboratory.Framework.IGameState.FloodLevel
getset

◆ FloorAttack

bool TheSubAquanLaboratory.Framework.IGameState.FloorAttack
getset

◆ FoodButtonPushes

long TheSubAquanLaboratory.Framework.IGameState.FoodButtonPushes
getset

◆ LabRoomsSeen

long TheSubAquanLaboratory.Framework.IGameState.LabRoomsSeen
getset

◆ LaserScalpelCharge

long TheSubAquanLaboratory.Framework.IGameState.LaserScalpelCharge
getset

◆ LockerOpen

bool TheSubAquanLaboratory.Framework.IGameState.LockerOpen
getset

◆ QuestValue

long TheSubAquanLaboratory.Framework.IGameState.QuestValue
getset

◆ ReadDisplayScreen

bool TheSubAquanLaboratory.Framework.IGameState.ReadDisplayScreen
getset

◆ ReadPlaque

bool TheSubAquanLaboratory.Framework.IGameState.ReadPlaque
getset

◆ ReadTerminals

bool TheSubAquanLaboratory.Framework.IGameState.ReadTerminals
getset

◆ Shark

bool TheSubAquanLaboratory.Framework.IGameState.Shark
getset

◆ Sterilize

bool TheSubAquanLaboratory.Framework.IGameState.Sterilize
getset


The documentation for this interface was generated from the following file: