================================================================================
GENERAL DEFINITIONS
================================================================================

For Usecode C purposes, the avatar is an NPC just like any other. Constants
referred to below (usually in ALL CAPS) are defined in
'src/headers/constants.uc' unless otherwise stated.

Unlike Usecode C-defined functions, intrinsics do not have a 'prototype'; you
can pass as many (or as few) parameters to an intrinsic as you like. The only
'hard' limits are that Exult will not like if you (1) call an intrinsic with
more than 12 parameters or (2) the intrinsic expects parameters which you
haven't supplied. The parameter lists in the list below is the minimum safe
number of parameters.

To the right of many intrinsic 'prototypes', you can see an indicator between
square brackets. This indicator is a quick way to see if that intrinsic is
available for the specific game you are interested in. The possible values of
these indicators are:

    Indicator        Meaning
    [BG]             BG-specific intrinsic
    [SI]             SI-specific intrinsic
    [Exult]          Exult-specific intrinsic, available to both BG and SI
    [BG, Exult]      Originally BG-only, Exult allows it in SI too
    [SI, Exult]      Originally SI-only, Exult allows it in BG too
    [Exult: BG]      Exult-specific intrinsic, available only to BG
    [Exult: SI]      Exult-specific intrinsic, available only to SI
    (not present)    Intrinsic available for BG and SI

The '[Exult]', '[BG, Exult]' and '[SI, Exult]' indicators are essentially
equivalent to no indicator at all; they are used in this document only for
completeness.

The intrinsic prototypes below are in Usecode C-esque form. It is actually more
like C than Usecode C. Specifically, all parameters have a type instead of the
Usecode C-'var'. The parameter type indicates what Exult will be expecting; the
Usecode C compiler won't care in the slightest what you pass as a parameter. The
parameter types I use are as follows:

    Keyword     Description
    int         This means any integer, positive or negative.
    object      Any object or NPC. It can be an object reference, 'item' or a
                number (that *must* be negative, which Exult will convert to an
                NPC if it is in the correct range).
    actor       Any NPC. It is evaluated the same way as 'object' is, but Exult
                will reject anything that can't be converted to an NPC. Monsters
                are also accepted.
    bool        A 'true'/'false' parameter. Can be a number (nonzero/zero), an
                array (non-empty/empty) or a comparison expression (e.g., 'a ==
                b'.
    string      A string (text). Strings in usecode are any set of characters
                surrounded by double-quotes; for example, "This is a string.".
                If you need a double-quote inside a string you can 'escape' it
                by prefixing them with a backslash: "\""; alternatively, Exult
                converts '@' into a double-quote.
    function    A usecode function, which *must* be declared with either, the
                shape# /or/ the object# specifiers. In Usecode C, this can be
                the function name or its usecode number. For example: 'extern
                Bolt shape#(0x2D3) ();' can be passed as 'Bolt' (the function
                name), '0x2D3' (its function number since 'shape#(shnum) ==
                shnum' if shnum < 0x400) or as '&Bolt' (using the 'address of'
                operator '&' to get the function number).

If the parameter name is followed by a '[]', it indicates an array with elements
of the specified type. Example: 'actor npc[]' means an array of NPCs. If there
is a number between the brackets, it means an array of that length; for example,
'int num[3]' means an array with 3 'int' elements. In some cases, an array can
be of type 'mixed' to indicate that not all of the array's elements are of the
same type.

Some intrinsics are 'overloaded'; i.e., they accept more than one parameter
type. In those cases, all of the possibilities are listed as prototypes.

If the parameter list is simply '[special]', see the description for details.

If the intrinsic is preceded by a parameter type, it means that the intrinsic
returns something of that type; the description explains the return value. In
some cases, the return value can be 'mixed[]' to indicate that the intrinsic
returns an array, not all of which are of the same type.

All intrinsics can be called as presented in the list. If an intrinsic has at
least one parameter, it can be called in 'calle' form, with the first parameter
as its 'object'. Example:

    int UI_execute_usecode_array(object obj, int script[]);
    int obj->execute_usecode_array(int script[]);

The first parameter and the '->' can both be omitted if 'obj' is 'item', and if
you omit either of them you *must* omit both or the Usecode will fail to
compile. For stylistic purposes, the 'calle' form should be used only when the
first parameter is an object or NPC (or 'item'). For all intrinsics with
'appropriate' parameter types, I have listed both forms in the list below.

Also, you may have noticed that I did not include the parameter type of 'obj'
when I gave the 'calle' form of execute_usecode_array; since I will only give
the 'calle' form when the parameter type is 'object' or 'actor', I feel that it
is unneeded.

================================================================================
RANDOM NUMBER INTRINSICS
================================================================================

    These intrinsics are all related to random numbers and their generation.

int UI_get_random(int max)

    Generates a random number, similar to rolling a dice of the given side.

  Parameters:
    max    The maximum value of the random number. Should be positive.

  Return:
    Zero if max is zero; otherwise, a random number ranging from 1 to max.

int UI_die_roll(int min, int max)

    Generates a random number in the specified range.

  Parameters:
    min    The minimum value of the random number. Should be positive.
    max    The maximum value of the random number. Should be positive.

  Return:
    A random number ranging from min to max. If min > max, the two parameters
    are reversed by Exult.

bool UI_roll_to_win(int att, int def)

    Performs a contest between two supplied values.

  Parameters:
    att    What should be added to the die roll, improving the chances of
           success.
    def    What should be subtracted from the die roll, reducing the chances of
           success.

  Return:
    The contest is a roll of a 30-sided die: if the die comes up 30, the return
    is true; if it comes up 1, the return is false. For all other values, the
    attack value is added to the die roll and the defense value is subtracted
    from the same roll. If the result is 15 or more, the attacker wins and the
    return is true; otherwise, the attacker loses and the return is false.

================================================================================
SCRIPTING INTRINSICS
================================================================================

    These intrinsics are used to animate characters from usecode. Some of these
    are deprecated by script blocks, but all others are still useful at times.

int UI_execute_usecode_array(object obj, int script[])
int obj->execute_usecode_array(int script[])

    Deprecated; use Usecode C script blocks instead. Animates an object
    according to the supplied script.

  Parameters:
    obj       The object to be animated.
    script    The sequence of actions to be executed.

  Return:
    Always returns '1'.

int UI_delayed_execute_usecode_array(object obj, int script[], int delay)
int obj->delayed_execute_usecode_array(int script[], int delay)

    Deprecated; use Usecode C script blocks instead. Animates an object
    according to the supplied script after a delay. Works exactly like
    execute_usecode_array, but starts only after the specified delay.

  Parameters:
    obj       The object to be animated.
    script    The sequence of actions to be executed.
    delay     The number of ticks that must elapse before the animation starts.

  Return:
    Always returns '1'.

bool UI_in_usecode(object obj)
bool obj->in_usecode()

    Checks if an object is currently executing any usecode scripts.

  Parameters:
    obj    The object to be inspected.

  Return:
    true if there are any scripts for the specified object, false otherwise.

UI_halt_scheduled(object obj)
obj->halt_scheduled()

    Terminates usecode scripts that animate the supplied object. Scripts that
    include the 'nohalt' command are not affected by this intrinsic.

  Parameters:
    obj    The object whose scripts should be terminated.

UI_begin_casting_mode(actor npc, int val)                                [Exult]
npc->begin_casting_mode(int val)

    Makes an NPC display casting frames until the end of its next script.

  Parameters:
    npc    The NPC that should display casting frames.
    val    The shape in 'SHAPES.VGA' to use as casting frames. If omitted, this
           is assumed to be shape 859.

int UI_set_to_attack(actor attacker, object target, int weapon)
int attacker->set_to_attack(object target, int weapon)
int UI_set_to_attack(actor attacker, mixed[4] target, int weapon)
int attacker->set_to_attack(mixed[4] target, int weapon)

    Schedules a NPC to attack the object with a given weapon. This intrinsic
    does not animate the NPC in any way; the scheduled attack only emulates the
    actual hit with the selected weapon. The actual attack is triggered by a
    script; in an Usecode C script, use the 'attack' command to actually perform
    the attack.

  Parameters:
    attacker    Who is attacking.
    target      What is being attacked. Can be an object, NPC, or the return of
                a click_on_item intrinsic call, even if a tile has been clicked.
    weapon      What shape in 'SHAPES.VGA' to use as the source of the weapon
                information in the attack. It *must* specify a shape that has a
                'weapon' tab in Exult Studio, or nothing will happen.

    If the NPC is targeting a tile, the attack will only be meaningful if the
    weapon causes an explosion.

  Return:
    true if attacking a valid target with a valid weapon, false otherwise.

bool UI_path_run_usecode(int pos[], function fun, object obj, int event, int
        simode)

    Causes the avatar to walk to a location and execute the specified usecode
    function when he/she arrives at the destination. If a path cannot be found
    for the destination, no usecode will be executed unless a call to
    set_path_failure intrinsic is made before returning from usecode.

    The avatar can be prevented from reaching his/her destination simply by
    moving away from the path; this will cancel the effects of the intrinsic,
    and will cause the usecode function set by set_path_failure to be called. If
    you want the path to be uninterruptible, the avatar's DONT_MOVE flag must be
    set (this is flag 22 in BG and 16 in SI).

    The other party members will follow the avatar towards the destination.

    ****** SI SPECIFIC ******
    In SI, path_run_usecode finds a free spot within 3 tiles of the position
    specified by 'pos'; it also allows a rise/drop of 3 in the z direction.
    **** END SI SPECIFIC ****

  Parameters:
    pos       The location that the avatar should walk to. Can be a (x, y)
              position or a (x, y, z) position. If the z coordinate is missing,
              or if it is negative, it is assumed to be zero.
    fun       The usecode function to be called if the destination is reached.
    obj       The object that should be used as item if the usecode function is
              called. If this parameter is zero, usecode will *not be called* at
              all.
    event     The event that should be used if the usecode function is called.
    simode    This optional parameter can be used to control whether or not to
              use the SI-specific behavior described above. It defaults to true
              in SI and to false in BG.

  Return:
    If no path can be found to the destination, returns false; otherwise,
    returns true.

UI_si_path_run_usecode(actor npc, int pos[], int event,              [SI, Exult]
        object obj, function fun, bool flag)
npc->si_path_run_usecode(int pos[], int event, object obj, function fun, bool
        flag)

    Causes an NPC to walk to a location and execute the specified usecode
    function when he/she arrives at the destination. If a path cannot be found
    for the destination, no usecode will be executed unless a call to
    set_path_failure intrinsic is made before returning from usecode.

    The avatar can be prevented from reaching his/her destination simply by
    moving away from the path; similarly, a scheduled event or scripted event
    may prevent an NPC from reaching his/her destination. In these cases, the
    effects of the intrinsic will be cancelled, and the usecode function set by
    set_path_failure will be called. If you want the path to be uninterruptible,
    the NPC's DONT_MOVE flag must be set (this is flag 22 in BG and 16 in SI).

  Parameters:
    npc      The NPC that will be affected by this intrinsic. If this isn't a
             valid NPC, nothing will happen.
    pos      The location that the NPC should walk to. Can be a (x, y) position
             or a (x, y, z) position. If the z coordinate is missing, or if it
             is negative, it is assumed to be zero.
    event    The event that should be used if the usecode function is called.
    obj      The object that should be used as item if the usecode function is
             called. If this parameter is zero, usecode will *not be called* at
             all.
    fun      The usecode function to be called if the destination is reached.
    flag     Flag specifying whether or not the usecode function should always
             be called. If false, it will be called only if the NPC can reach
             its intended destination; if true, the specified usecode function
             will be called even if the destination cannot be reached. The
             set_path_failure intrinsic will override this flag in either case.
             This failure usecode will use event 'SI_PATH_FAILURE'.

UI_set_path_failure(function fun, object obj, int event)

    Sets usecode to be called if an NPC fails to reach its destination. This
    intrinsic must be used *after* a call to either, path_run_usecode or
    si_path_run_usecode intrinsics, and will affect only the NPC affected by
    that call. If, for any reason, the NPC in question cannot reach the
    destination, the usecode function assigned by this intrinsic will be run.

  Parameters:
    fun      The usecode function to be called if the path fails.
    obj      The object that should be used as item if the usecode function is
             called. If this parameter is zero, usecode will *not be called* at
             all.
    event    The event that should be used if the usecode function is called.

    ****** SI SPECIFIC ******
    In the original SI, this could never affect the failure event for
    si_path_run_usecode, which would always be 14. Exult does not suffer from
    this limitation.
    **** END SI SPECIFIC ****

bool UI_in_usecode_path(actor npc)
bool npc->in_usecode_path()

    Checks whether or not the actor is traversing a path due to path_run_usecode
    or si_path_run_usecode intrinsics.

  Parameters:
    npc    The NPC to be checked.

  Return:
    true if the NPC is still walking a usecode path, false otherwise.

UI_telekenesis(function fun)

    Deprecated; stores a usecode function for special script behavior. The next
    *script* call to the stored function (e.g., 'script item call fun;') will
    have an event ID of 'DOUBLECLICK' instead of the standard 'SCRIPTED' event
    ID used for scripts. Since Usecode C scripts allow calling a function with
    an event ID of your choice (e.g., 'script item call fun, DOUBLECLICK;') it
    is best to simply ignore this intrinsic.

  Parameters:
    fun    The function to be stored.

================================================================================
CONVERSATION INTRINSICS
================================================================================

    These intrinsics are used to display faces for conversations, storing and
    recalling answers, etc.

UI_show_npc_face(int face, int frnum)
UI_show_npc_face(actor face, int frnum)
face->show_npc_face(int frnum)

    Displays a face onscreen for conversations. The face is a shape from
    'FACES.VGA'. This intrinsic finds a free slot to display the face in or uses
    the second slot if there are no free slots.

  Parameters:
    face     The face to be displayed. May be an integer or an NPC.
    frnum    The frame number of the face to be displayed.

    If 'face' is an integer, the shape to be displayed is the absolute value of
    this number. If this value is 0 or 356, the avatar's face will be displayed,
    using the correct face for the avatar's skin and PETRA status flag.

    If 'face' is an NPC, the Exult Studio-set face for that NPC is displayed;
    the "default" face is equal to the NPC's number.

    For the cases when 'frnum is zero, you should use Usecode C's 'npc.say()' to
    display the NPC's face and display any text within the parenthesis (or set
    with 'message') too.

UI_show_npc_face0(int face, int frnum)                               [SI, Exult]
UI_show_npc_face0(actor face, int frnum)
face->show_npc_face0(int frnum)

    Displays a face onscreen for conversations. The face is a shape from
    'FACES.VGA'. This intrinsic always uses slot 0 for the new face.

  Parameters:
    face     The face to be displayed. May be an integer or an NPC.
    frnum    The frame number of the face to be displayed.

    If 'face' is an integer, the shape to be displayed is the absolute value of
    this number. If this value is 0 or 356, the avatar's face will be displayed,
    using the correct face for the avatar's skin and PETRA status flag.

    If 'face' is an NPC, the Exult Studio-set face for that NPC is displayed;
    the "default" face is equal to the NPC's number.

    For the cases when 'frnum is zero, you should use Usecode C's 'npc.say()' to
    display the NPC's face and display any text within the parenthesis (or set
    with 'message') too.

UI_show_npc_face1(int face, int face)                                [SI, Exult]
UI_show_npc_face1(actor face, int face)
npc->show_npc_face1(int face)

    Displays a face onscreen for conversations. The face is a shape from
    'FACES.VGA'. This intrinsic always uses slot 1 for the new face.

  Parameters:
    face     The face to be displayed. May be an integer or an NPC.
    frnum    The frame number of the face to be displayed.

    If 'face' is an integer, the shape to be displayed is the absolute value of
    this number. If this value is 0 or 356, the avatar's face will be displayed,
    using the correct face for the avatar's skin and PETRA status flag.

    If 'face' is an NPC, the Exult Studio-set face for that NPC is displayed;
    the "default" face is equal to the NPC's number.

    For the cases when 'frnum is zero, you should use Usecode C's 'npc.say()' to
    display the NPC's face and display any text within the parenthesis (or set
    with 'message') too.

UI_remove_npc_face(int face)
UI_remove_npc_face(actor face)
face->remove_npc_face()

    Deprecated; use Usecode C's 'npc.hide()' statement instead. Hides the
    specified face if it is being shown.

  Parameters:
    face    The face to be hidden. May be an integer or an NPC.

    If 'face' is an integer, the shape to be hidden is the absolute value of
    this number. If this value is 0 or 356, the avatar's face will be hidden.

    If 'face' is an NPC, the Exult Studio-set face for that NPC is hidden; the
    "default" face is equal to the NPC's number.

UI_remove_npc_face0()                                                [SI, Exult]

    Removes whatever face is being shown in slot 0.

UI_remove_npc_face1()                                                [SI, Exult]

    Removes whatever face is being shown in slot 1.

UI_init_reset_conv_face()

    Changes the active conversation slot to the top slot and sets its current
    frame to 0.

UI_set_conversation_slot(int slot)                                   [SI, Exult]
npc->set_conversation_slot()

    Changes the active conversation slot.

  Parameters:
    slot    The new active slot. Must be zero or one.

UI_change_npc_face0(int frame)                                       [SI, Exult]

    Changes the frame of the face being displayed in slot 0.

  Parameters:
    frame    The new frame to be used.

UI_change_npc_face1(int frame)                                       [SI, Exult]

    Changes the frame of the face being displayed in slot 1.

  Parameters:
    frame    The new frame to be used.

UI_init_conversation()                                                      [SI]

    Initializes the face information for a conversation. In Exult, it is usually
    safe to skip it.

UI_end_conversation()                                                       [SI]

    Shows any pending text and removes all faces from the screen. Usually safe
    to skip this in Exult.

UI_add_answer(string answer)
UI_add_answer(string answer[])

    Deprecated; use Usecode C's 'add(string answer)' or 'add(string answer[])'
    statements instead. Adds the specified strings as dialog options that the
    player can select.

  Parameters:
    answer    A string or array of strings containing the dialog options to be
              added.

UI_remove_answer(string answer)
UI_remove_answer(string answer[])

    Deprecated; use Usecode C's '(remove)' construct instead. Removes the
    supplied strings from the dialog options available to the player.

  Parameters:
    answer    A string or array of strings containing the dialog options to be
              removed.

UI_push_answers()

    Stores the current conversation options and clears all choices. The dialog
    options are stored in a LIFO stack that persists until the dialog ends;
    before that point, the stored options can be retrieved with a call to
    UI_pop_answers intrinsic.

UI_pop_answers()

    Clears all current conversation options and restores the stored conversation
    options, if any. The restored dialog options are those stored by the /last/
    call to UI_push_answers intrinsic.

UI_clear_answers()

    Clears all current dialog options.

string UI_select_from_menu()

    Makes the player choose one answer from all dialog options currently being
    displayed.

  Return:
    The chosen dialog option.

int UI_select_from_menu2()

    Makes the player choose one answer from all dialog options currently being
    displayed.

  Return:
    The index (ranging from 1 to n) of the chosen dialog option.

================================================================================
SOUND INTRINSICS
================================================================================

    All intrinsics in this section relate to playing sound effects, music or
    speech.

UI_play_sound_effect(int sfx)

    Plays a sound effect.

  Parameters:
    sfx    A numerical value indicating the sound effect that should be played.

UI_play_sound_effect2(int sfx, object obj)

    Causes an object to generate a sound effect.

  Parameters:
    sfx    A numerical value indicating the sound effect that should be played.
    obj    The object generating the sound effect. The sound intensity decrease
           as the avatar gets farther away from this object.

UI_play_music(int track, object obj)

    Plays the specified song.

  Parameters:
    track    The track number to be played or 255 (0xFF) to *stop* any music
             that is playing.
    obj      The source of the music, or zero for 'unattached' music. Positive
             numbers are *not* interpreted as NPCs!

    If supplied with a valid object or NPC that is on the game world, this
    intrinsic will also display the sprite effect # 24 (musical notes).

int UI_get_music_track()

    Gets the music being played.

  Return:
    If music is enabled and a song is playing, returns the track number of the
    current song. Otherwise, return is -1.

    **** NOTES ABOUT ORIGINAL BG ****
    The return value in the original Black Gate was more complicated; the
    current song was the return value divided by 256, while the next song (the
    one that would be resumed after the current one ends) was the remainder of
    that same division. None of this behavior is true for Exult, which works as
    described above.
    ** END NOTES ABOUT ORIGINAL BG **

bool UI_start_speech(int track)

    Plays the specified speech track.

    ****** SI SPECIFIC ******
    In SI, speech also displays a full-screen face from 'FACES.VGA'.
    **** END SI SPECIFIC ****

  Parameters:
    track    Number indicating what speech track is to be played.

  Return:
    Returns false if failed to play the requested speech track (for example, if
    speech is disabled), true otherwise.

bool UI_start_blocking_speech(int track)                             [BG, Exult]

    Plays the specified speech track. Blocks until the speech finishes.

    ****** SI SPECIFIC ******
    In SI, speech also displays a full-screen face from 'FACES.VGA'.
    **** END SI SPECIFIC ****

  Parameters:
    track    Number indicating what speech track is to be played.

  Return:
    Returns false if failed to play the requested speech track (for example, if
    speech is disabled), true otherwise.

int UI_get_speech_track()

    Determines the currently playing speech track.

  Return:
    A number indicating what voice track is being played.

================================================================================
SEARCHING AND COUNTING INTRINSICS
================================================================================

    These intrinsics allow you to find and count objects, whether they are in a
    container or in the game world.

object UI_find_nearest(object obj, int shape, int dist)
object obj->find_nearest(int shape, int dist)

    Searches the area around a given object looking for other objects of a
    specified type.

  Parameters:
    obj      The object around which the search will happen.
    shape    The shape we are looking for. Can be SHAPE_ANY = -359 to match any
             shape.
    dist     The maximum distance from 'obj' that will be considered in the
             search.

  Return:
    An object reference to the nearest object found given the search criteria.
    You cannot find eggs, barges, invisible or transparent objects with this
    intrinsic.

object UI_find_object(object cont, int shape, int qual, int frame)
object cont->find_object(int shape, int qual, int frame)
object UI_find_object(int cont, int shape, int qual, int frame)
object UI_find_object(int cont[3], int shape, int qual, int frame)

    Finds the first object matching the search criteria.

  Parameters:
    cont     The object or location to be searched. Can be a container or NPC, a
             (x, y, z) location, PARTY = -357 to search the whole party or
             FIND_ON_SCREEN = -359 to search a square region around the screen
             location with size given by the screen's height.
    shape    The shape we are looking for.
    qual     The quality that is being sought. Can be QUALITY_ANY = -359 to
             match any quality.
    frame    What frame is desired. Can be FRAME_ANY = -359 to match any frame.

    **** IMPORTANT NOTES ****
    When 'cont' is a position, the search is made in a 1-tile-wide region
    centered on the given position.
    Also, if the search is *not* being done in a container or NPC, 'shape' can
    be SHAPE_ANY = -359 to match any shape.
    ** END IMPORTANT NOTES **

  Return:
    An object reference to the first found object, or zero if no objects match
    the given criteria.

object[] UI_find_nearby(object loc, int shape, int dist, int mask)
object[] loc->find_nearby(int shape, int dist, int mask)
object[] UI_find_nearby(int loc[3], int shape, int dist, int mask)
object[] UI_find_nearby(int loc[5], int shape, int dist, int mask)
object[] UI_find_nearby(mixed loc[4], int shape, int dist, int mask)

    Searches a specified area looking for objects matching a given criteria.

  Parameters:
    loc      The center of the area to be searched. Can be the return of a
             'UI_click_on_item' intrinsic call, an object reference, a (x, y, z)
             position vector or a (x, y, z, quality, frame) vector. For the last
             form, quality can be QUALITY_ANY = -359 and frame can be FRAME_ANY
             = -359 (but there is little point in both being wildcards, as this
             is the default behavior).
    shape    The shape we are looking for. Can be SHAPE_ANY = -359 to match any
             shape.
    dist     Radius (in tiles) of the area to be searched.
    mask     Parameter specifying the classes of objects that can be found.

    The mask value controls what can be found; using the proper mask, you can
    find eggs, barges, invisible or transparent objects with this intrinsic. The
    mask can be the combination (sum) of one or more of the following values:

        MASK_NONE = 0x00               Cannot find eggs, barges, invisible or
                                       transparent objects.
        MASK_NPC = 0x04                Restricts the search to NPCs, alive or
                                       dead. Ignored if a non-wildcard shape is
                                       given.
        MASK_NPC2 = 0x08               Restricts the search to living NPCs.
        MASK_EGG = 0x10                Allows eggs and barges to be found.
        MASK_INVISIBLE = 0x20          Allows invisible objects that are not in
                                       the avatar's party to be found.
        MASK_PARTY_INVISIBLE = 0x40    Allows invisible party members to be
                                       found
        MASK_TRANSLUCENT = 0x80        Allows translucent objects to be found

  Return:
    Array containing all objects of matching the given criteria that are located
    in the specified area. This array is sorted from right to left, closest
    first.

object[] UI_find_nearby_avatar(int shape)

    Searches the area around the avatar looking for other objects of the
    specified shape.

  Parameters:
    shape    The shape we are looking for. Can be SHAPE_ANY = -359 to match any
             shape.

  Return:
    Array containing all objects of the given shape that are located within 192
    tiles of the avatar. This array is sorted from right to left, closest first.
    You cannot find eggs, barges, invisible or transparent objects with this
    intrinsic.

bool UI_npc_nearby(object obj)
bool obj->npc_nearby()

    Finds out if the desired object is on screen and can act. An NPC is
    considered able to act if it is not asleep, paralyzed or dead; other objects
    are always considered able to act. Note that, despite the name, this
    intrinsic can also be used for objects.

  Parameters:
    obj    The object or NPC to be checked.

  Return:
    true if the object is in the screen and can act, false otherwise or if the
    supplied parameter is not an object or NPC.

bool UI_npc_nearby2(object obj)                                             [SI]
bool obj->npc_nearby2()

    Finds out if the desired object is nearby. In this context, 'nearby' means
    within 40 tiles of the avatar. Note that, despite the name, this intrinsic
    is valid for all objects, not just NPCs.

  Parameters:
    obj    The object to be checked.

  Return:
    true if the object is within 40 tiles of the avatar, false otherwise.

int UI_count_objects(object obj, int shape, int qual, int frame)
int obj->count_objects(int shape, int qual, int frame)

    Counts all objects matching a given search criteria that are contained in
    the supplied object.

  Parameters:
    obj      The object whose contents are to be searched. Can be a container,
             an NPC or PARTY = -357 to search the whole party.
    shape    The shape we are looking for. Can be SHAPE_ANY = -359 to match any
             shape.
    qual     The quality that is being sought. Can be QUALITY_ANY = -359 to
             match any quality.
    frame    What frame is desired. Can be FRAME_ANY = -359 to match any frame.

  Return:
    The number of objects that match the given criteria.

object[] UI_get_cont_items(object obj, int shape, int qual, int frame)
object[] obj->get_cont_items(int shape, int qual, int frame)

    Looks for all objects matching a given search criteria that are contained in
    the supplied object.

  Parameters:
    obj      The object whose contents are to be searched. Can be a container or
             an NPC.
    shape    The shape we are looking for. Can be SHAPE_ANY = -359 to match any
             shape.
    qual     The quality that is being sought. Can be QUALITY_ANY = -359 to
             match any quality.
    frame    What frame is desired. Can be FRAME_ANY = -359 to match any frame.

  Return:
    Array containing object references to all objects that match the given
    criteria.

================================================================================
PLACEMENT INTRINSICS
================================================================================

    With these intrinsics, you can create, move or delete objects or NPCs,
    whether they are in the game world or in a container.

bool UI_is_not_blocked(int pos[3], int shape, int frame)

    Checks if there is enough room for a given shape in the specified location.

  Parameters:
    pos      The location to be checked.
    shape    The shape in 'SHAPES.VGA' that is to be checked.
    frame    The frame of the given shape that should be checked.

  Return:
    If there is enough room in the given location for an object of the given
    shape and frame, returns true; otherwise, returns false.

actor[] UI_add_party_items(int count, int shape, int qual, int frame, bool temp)

    Creates a specified amount of objects matching the given parameters and
    gives them all to the party. Not all objects requested may be created; in
    particular, this intrinsic is guaranteed to create only as many of the
    requested objects as the party can hold.

    ****** SI SPECIFIC ******
    If the party cannot hold all requested objects, the remaining objects are
    created and then placed in the ground nearby.
    **** END SI SPECIFIC ****

  Parameters:
    count    The amount of objects to be created.
    shape    The shape in 'SHAPES.VGA' that should be used for the created
             objects.
    qual     The quality of the objects being created. Can be QUALITY_ANY = -359
             to create items of any quality.
    frame    What frame will be used for the created objects. Can be FRAME_ANY =
             -359 to create items of any frame.
    temp     Flag indicating whether the created items are temporary or not.

  Return:
    Returns an array of object references for all party members that received
    any of the created objects.

    ****** BG SPECIFIC ******
    The 'temp' flag applies to all objects created by this function.
    **** END BG SPECIFIC ****

    ****** SI SPECIFIC ******
    If any objects were added to the ground, the number of objects on the ground
    is appended to the end of the return array. The 'temp' flag applies only to
    those objects that were added to the floor.
    **** END SI SPECIFIC ****

bool UI_remove_party_items(int count, int shape, int qual, int frame)
bool UI_remove_party_items(int count, int shape, int qual, int frame, bool unk)

    Looks through the party's possessions and deletes a specified amount of
    objects matching a given search criteria. This function is an all-or-nothing
    function: it will delete all requested objects or none at all if it found
    less objects than the amount that was requested for deletion.

  Parameters:
    count    The amount of objects to be deleted. Can be QUANTITY_ANY = -359 to
             delete all objects that match the criteria.
    shape    The shape we are looking for.
    qual     The quality that is being sought. Can be QUALITY_ANY = -359 to
             match any quality.
    frame    What frame is desired. Can be FRAME_ANY = -359 to match any frame.
    unk      Flag of unknown meaning. This parameter is ignored by Exult, and
             can be omitted.

  Return:
    true if 'count' objects were found and deleted, false if no objects were
    deleted.

object UI_summon(int shape)
object UI_summon(int shape, bool unk)

    Creates a monster with shape 'shape'. The created monster has equipment as
    defined in its equipment record, and has a 'GOOD' alignment. If the creation
    is successful, the return value is a reference to the monster; otherwise,
    the return is '0'. In the originals, there was an additional 'bool'
    parameter, but it is unimplemented in Exult.

    Creates a monster of the supplied shape. This monster has equipment as
    defined in its equipment record, starts with an IN_COMBAT schedule, and will
    have the same alignment as item; for the cases in which item is not an NPC,
    the summoned monster's alignment will be GOOD instead. The monster will be
    placed within five tiles of the avatar.

  Parameters:
    shape    The shape in 'SHAPES.VGA' to be used for the summoned monster. It
             *must* have a 'monster' tab in Exult Studio.
    unk      A flag of unknown meaning. Exult ignores this flag, and it is safe
             to omit it.

  Return:
    Zero if there is no free tile near the avatar or the specified shape is not
    a valid monster shape; an object reference to the summoned monster
    otherwise.

actor UI_clone(actor npc)
actor npc->clone()

    Creates a duplicate of the supplied NPC. This duplicate is always of GOOD
    alignment and starts with an IN_COMBAT schedule. The clone is placed in a
    spot near to the original NPC.

  Parameters:
    npc    The NPC that should be cloned.

  Return:
    An object reference to the clone, or zero if the intrinsic did not receive a
    valid NPC to clone or if a suitable spot for the clone could not be found.

object UI_create_new_object(int shape)

    Creates a new object with the specified shape.

  Parameters:
    shape    The shape in 'SHAPES.VGA' of the new object. If this is a monster
             shape, the object is created without any equipment whatsoever, even
             if the shape has an associated equipment entry.

  Return:
    An object reference to the newly created object. This object is pushed into
    the 'last created' LIFO stack, and starts out in 'limbo'; it will remain
    there until placed either, in the game world through the
    'UI_update_last_created' intrinsic or inside a container through the
    'UI_give_last_created' intrinsic.

object UI_create_new_object2(int shape, int pos[])                   [SI, Exult]

    Creates a new object with the specified shape and places it in the game
    world at the supplied location.

  Parameters:
    shape    The shape in 'SHAPES.VGA' of the new object. If this is a monster
             shape, the object is created with all equipment specified by the
             shape's equipment entry.
    pos      The location where the new object is to be placed.

    The location can be specified by arrays ranging from 1 to 4 components. The
    meaning of these components is as follows:

    * 1 element: the object will be deleted (equivalent to 'remove_item'
      intrinsic);
    * 2 elements: mean a (x, y) location. The object is placed at z = 0 in the
      current game map;
    * 3 elements: mean a (x, y, z) location. The object is placed in the
      current game map;
    * 4 elements: mean a (x, y, z, map) location. The object is placed in the
      specified map unless it is -1, in which case it will be placed in the
      current game map.

  Return:
    An object reference to the newly created object. This object is placed in
    the game world exactly as if UI_update_last_created(pos) had been called,
    and hence will *not* be in the 'last created' stack.

UI_create_barge_object(int width, int height, int dir)                   [Exult]

    Creates a barge object with the specified width, height and direction.

  Parameters:
    width     The width (x), in tiles, of the barge object.
    height    The height (y), in tiles, of the barge object.
    dir       This optional parameter sets the barge's initial direction. If
              missing, it is assumed to be north (0).

  Return:
    An object reference to the newly created barge object. This object is pushed
    into the 'last created' LIFO stack, and starts out in 'limbo'; it will
    remain there until placed either, in the game world through the
    'UI_update_last_created' intrinsic or inside a container through the
    'UI_give_last_created' intrinsic.

object UI_set_last_created(object obj)
object obj->set_last_created()

    Moves the object from the game map or container where it was and places it
    in the 'last created' stack. This intrinsic does nothing if the specified
    object is already in the aforementioned stack.

  Parameters:
    obj    The object to be moved to the 'last created' stack.

  Return:
    Returns zero if the object was already in the 'last created' stack, an
    object reference to the object otherwise.

bool UI_update_last_created(int pos[])

    Pops the last object pushed in the 'last created' stack and places it in the
    game map at the supplied position.

  Parameters:
    pos    The location where the new object is to be placed.

    The location can be specified by arrays ranging from 1 to 4 components. The
    meaning of these components is as follows:

    * 1 element: the object will be deleted (equivalent to 'remove_item'
      intrinsic). The original usecode generally passed '-358' for this
      parameter, but this is likely just by convention as any value works.
    * 2 elements: mean a (x, y) location. In Exult, the object is placed at z
      = 0 in the current game map; in the original games, nothing is done and
      the update fails.
    * 3 elements: mean a (x, y, z) location. The object is placed in the
      current game map. In Exult, this always succeeds; it could fail in the
      original games.
    * 4 elements: mean a (x, y, z, map) location. Exult-only. The object is
      placed in the specified map unless it is -1, in which case it will be
      placed in the current game map.

  Return:
    For the 1-element version, false if the 'last created' stack is empty or
    true if the object was deleted. Otherwise, returns true if object was
    successfully placed on the map, false otherwise.

    **** NOTES ABOUT ORIGINAL GAMES ****
    In the original games, the function could fail to place the item in the map.
    In this case, it would try to delete an unrelated on-screen object flagged
    with the TEMPORARY flag to make room for the updated object and retry. The
    retry could fail again, in which case the update fails; otherwise, it would
    succeed. This means that, on occasion, using this function could cause
    objects to be deleted in the original.
    ** END NOTES ABOUT ORIGINAL GAMES **

bool UI_give_last_created(object obj)
bool obj->give_last_created()

    Gives the last item in the 'last created' stack to the specified container
    or NPC. This intrinsic ignores volume, and is quite likely to succeed; the
    given object is popped from the 'last created' stack only if the intrinsic
    succeeds.

  Parameters:
    obj    Container or NPC that will gain the object.

  Return:
    true if successful, false otherwise.

int[3] UI_get_object_position(object obj)
int[3] obj->get_object_position()

    Gets the current location the desired object.

  Parameters:
    obj    The object whose position is desired.

  Return:
    An array containing the (x, y, z) position of the object.

UI_move_object(object obj, int pos[], bool flag)
obj->move_object(int pos[], bool flag)

    Moves the specified object to a new location in the game world. This move is
    instantaneous, and is often used for teleportation in the original usecode.

  Parameters:
    obj     The object to be moved. Can be PARTY = -357 to teleport the entire
            party.
    pos     The object's new location. Can be a (x, y) position, a (x, y, z)
            position or a (x, y, z, map) position. If no z coordinate is
            specified, it is assumed to be zero. If no map is specified, or if
            it is set to a negative number, the avatar's map will be used
            instead.
    flag    This optional parameter controls controls whether or party members
            that are paralyzed or asleep; if true, these members will be
            teleported, otherwise, they won't defaults to false.

    If the avatar (or the party) is being teleported, the view will center in
    the new location and nearby eggs will be activated normally.

int UI_get_distance(object obj1, object obj2)
int obj1->get_distance(obj2)

    Gets the distance between two objects.

  Parameters:
    obj1    One of the two objects.
    obj2    The other object.

  Return:
    The distance between the two objects, or zero if one or both of the
    parameters is not a valid object.

int UI_find_direction(object param1, object param2)
int param1->find_direction(object param2)
int UI_find_direction(object param1, int param2[3])
int param1->find_direction(int param2[3])
int UI_find_direction(object param1, mixed param2[4])
int param1->find_direction(mixed param2[4])
int UI_find_direction(int param1[3], object param2)
int UI_find_direction(int param1[3], int param2[3])
int UI_find_direction(int param1[3], mixed param2[4])
int UI_find_direction(mixed param1[4], object param2)
int UI_find_direction(mixed param1[4], int param2[3])
int UI_find_direction(mixed param1[4], mixed param2[4])

    Get the direction from one location or object to another.

    This intrinsic is aliased under the name 'direction_from'; they are both
    equivalent in Exult.

  Parameters:
    param1    The object or location *from* which we want the direction.
    param2    The object or location *to* which we want the direction.

    Both parameters can be objects, arrays with 3 components or arrays with 4
    components. Depending on what they are, Exult will treat them differently
    and expect them to conform to a certain format; specifically:

        Type         Interpretation/Format
        object       The parameter is an object or NPC.
        int [3]      The parameter is a (x, y, z) position, such as the return
                     of a UI_get_object_position intrinsic call.
        mixed [4]    The parameter is of the form (object, x, y, z), such as the
                     return of a call to UI_click_on_item intrinsic.

  Return:
    The 8-cardinal-point direction of an arrow starting in the first parameter
    and pointing to the second parameter. It can be one of the following values:

        NORTH    = 0    NORTHEAST    = 1    EAST    = 2    SOUTHEAST    = 3
        SOUTH    = 4    SOUTHWEST    = 5    WEST    = 6    NORTHWEST    = 7

int UI_add_cont_items(object obj, int count, int shape, int          [SI, Exult]
        qual, int frame, bool temp)
int obj->add_cont_items(int count, int shape, int qual, int frame, bool temp)

    Create a number of objects inside a container.

  Parameters:
    obj      The container or NPC that will receive the created objects.
    count    The amount of objects to be created.
    shape    The shape in 'SHAPES.VGA' that should be used for the created
             objects.
    qual     The quality of the objects being created. Can be QUALITY_ANY = -359
             to create items of any quality.
    frame    What frame will be used for the created objects. Can be FRAME_ANY =
             -359 to create items of any frame.
    temp     Flag indicating whether the created items are temporary or not.

  Return:
    How many objects were actually added to the container.

int UI_remove_cont_items(object obj, int count, int shape,           [SI, Exult]
        int qual, int frame, bool unk)
int obj->remove_cont_items(int count, int shape, int qual, int frame, bool unk)

    Removes 'count' objects with shape 'shape', quality 'qual' and frame 'frame'
    that are contained by 'obj'. 'unk' is an unknown flag which is ignored by
    Exult; I *think* it is safe to omit it from the parameter list, but I am not
    sure. 'qual' and 'frame' can be wildcards:

        qual                     frame
        QUALITY_ANY    = -359    FRAME_ANY      = -359

    Return value is the number of objects actually removed.

    Looks through the contents of a container and deletes a specified amount of
    objects matching a given search criteria.

  Parameters:
    obj      The object whose contents are to be searched. Can be a container,
             an NPC or PARTY = -357 to search the whole party.
    count    The amount of objects to be deleted. Can be QUANTITY_ANY = -359 to
             delete all objects that match the criteria.
    shape    The shape we are looking for.
    qual     The quality that is being sought. Can be QUALITY_ANY = -359 to
             match any quality.
    frame    What frame is desired. Can be FRAME_ANY = -359 to match any frame.
    unk      Flag of unknown meaning. This parameter is ignored by Exult, and
             can be omitted.

  Return:
    The number of objects actually removed.

UI_remove_from_area(int shape, int frame, int ul[2], int             [SI, Exult]
        lr[2])

    Scans a rectangular area for objects matching the given criteria and deletes
    all found objects.

  Parameters:
    shape    The shape in 'SHAPES.VGA' that is to be searched.
    frame    The frame being sought.
    ul       A (x, y) position specifying the upper-left corner of the region to
             be searched.
    lr       A (x, y) position specifying the lower-right corner of the region
             to be searched

================================================================================
OBJECT INTRINSICS
================================================================================

    These intrinsics are used to get or set properties of an object, such as
    quantity, quality or current frame.

int UI_get_item_shape(object obj)
int obj->get_item_shape()

    Gets the current shape of the desired object.

  Parameters:
    obj    The object whose shape is desired.

  Return:
    The shape in 'SHAPES.VGA' of the object in question.

UI_set_item_shape(object obj, int shape)
obj->set_item_shape(int shape)

    Changes the shape of an object.

  Parameters:
    obj      The object whose shape is to be changed.
    shape    The shape in 'SHAPES.VGA' which the object will assume.

int UI_get_item_frame(object obj)
int obj->get_item_frame()

    Gets the current frame of the desired object, *without* the rotation bit.

  Parameters:
    obj    The object whose frame is desired.

  Return:
    The frame from 'SHAPES.VGA' of the object in question. Only the base frame
    is returned, without any rotation information.

UI_set_item_frame(object obj, int frame)
obj->set_item_frame(int frame)

    Sets the current frame of the desired object, preserving the rotation bit.

  Parameters:
    obj      The object whose frame is to be changed.
    frame    The desired value for the frame.

int UI_get_item_frame_rot(object obj)
int obj->get_item_frame_rot()

    Gets the current frame of the desired object, *with* the rotation bit.

  Parameters:
    obj    The object whose frame is desired.

  Return:
    The frame from 'SHAPES.VGA' of the object in question; including the
    rotation bit.

UI_set_item_frame_rot(object obj, int frame)
obj->set_item_frame_rot(int frame)

    Sets the current frame of the desired object; does *not* preserve the
    rotation bit.

  Parameters:
    obj      The object whose frame is to be changed.
    frame    The desired value for the frame.

int UI_get_item_quality(object obj)
int obj->get_item_quality()

    Gets the quality of the desired object.

  Parameters:
    obj    The object whose quality is desired.

  Return:
    The quality of the object if it has it, zero otherwise.

bool UI_set_item_quality(object obj, int qual)
bool obj->set_item_quality(int qual)

    Sets the quality of the desired object.

  Parameters:
    obj     The object whose quality is to be changed.
    qual    The desired value for the quality. Quality is unchanged if qual ==
            QUALITY_ANY.

  Return:
    Returns true if the object has a quality or if qual == QUALITY_ANY, false
    otherwise.

int UI_get_item_quantity(object obj)
int obj->get_item_quantity()
int UI_get_item_quantity(object obj, int unk)
int obj->get_item_quantity(int unk)

    Gets the quantity of the desired object.

  Parameters:
    obj    The object whose quantity is desired.
    unk    An unknown parameter from the original games. Can be omitted if
           desired, as Exult does not use it.

  Return:
    The quantity of the object if it has it, '1' otherwise.

bool UI_set_item_quantity(object obj, int quant)
bool obj->set_item_quantity(int quant)

    Sets the quantity of the desired object. The object's quantity is changed
    only if the object has it.

  Parameters:
    obj      The object whose quantity is to be changed.
    quant    The desired value for the quantity. If this value is zero, the
             object will be deleted unless it is not in the game map -- likely
             because it has been created by Usecode but not yet placed.

  Return:
    Returns true if the object has a quantity, false otherwise.

int UI_get_lift(object obj)
int obj->get_lift()

    Gets how far above the ground the object is.

  Parameters:
    obj    The object whose lift is desired.

  Return:
    The object's z coordinate.

UI_set_lift(object obj, int lift)
obj->set_lift(int lift)

    Moves the object on the vertical direction to a desired height off the
    ground.

  Parameters:
    obj     The object whose lift is to be set.
    lift    How far above the ground the object is going to be. Must be in the
            range 0 to 20, but heights above 15 will not be saved (as of
            2009/02/26).

int UI_get_item_flag(object obj, int flag)
int obj->get_item_flag(int flag)

    Inspects the chosen flag of the given object.

  Parameters:
    obj     The object whose flag we wish to inspect. Not all flags are
            available for all objects.
    flag    What we want to know. This is a number in the 0 to 63 range.

    The flag parameter is a numeric value describing a (usually boolean) bit of
    information about the object in question. Valid pre-defined values for the
    flag are:

        INVISIBLE           = 0    Object is invisible (rendered with
                                   'invisible' palette, or not at all).
        ASLEEP              = 1    Object is asleep. Only really useful for
                                   NPCs.
        CHARMED             = 2    Object is charmed (attacks allies). Only
                                   really useful for NPCs.
        CURSED              = 3    Object is cursed (stats malus). Only really
                                   useful for NPCs.
        DEAD                = 4    Object is dead. Only really useful for
                                   NPC/monster. *DONT set on dead bodies, causes
                                   bugs.*
        IN_PARTY            = 6    Object is an NPC in the party.
        PARALYZED           = 7    Object is paralyzed and unable to move.
                                   Normal objects will be stationary by default.
        PARALYSED           = 7    Canadian/British spelling.
        POISONED            = 8    Object is afflicted with poison. Can be set
                                   on objects, but will only do anything to
                                   NPCs.
        PROTECTION          = 9    Object is protected from harm. Only really
                                   useful for NPCs.
        ON_MOVING_BARGE    = 10    Object is on a 'barge' object that is moving.
        OKAY_TO_TAKE       = 11    Object will not trigger stealing usecode if
                                   you take it.
        MIGHT              = 12    Object has might (Stats boon).  Only really
                                   useful for NPCs.
        IMMUNITIES         = 13    Object has several immunities. Can be
                                   inspected only.
        CANT_DIE           = 14    Object can't die. Used for testing purposes,
                                   and certain critical NPCs (such as L.B.). Can
                                   be inspected only.
        IN_ACTION          = 15    Object is executing the usecode called by the
                                   Dance spell.
        DONT_MOVE          = 16    SI: The NPC cannot move.
        DONT_RENDER        = 16    BG: The NPC cannot move, and is not rendered
                                   at all.
        SI_ON_MOVING_BARGE = 17    SI: Object is on a special instance of the SI
                                   barges. (Turtle for example.)
        TEMPORARY          = 18    Object is temporary and will decay once the
                                   chunk it is in is un-cached.
        ACTIVE_SAILOR      = 20    Object is the 'captain' of a barge.  When
                                   getting the flag, you will actually get the
                                   current captain.
        OKAY_TO_LAND       = 21    Set in usecode for flying carpet, TRUE if you
                                   can land currently.
        BG_DONT_MOVE       = 22    BG: BG's version of DONT_MOVE.
        SI_DONT_RENDER     = 22    SI: SI's version of DONT_RENDER.
        IN_DUNGEON         = 23    If set on PC or an NPC, they won't trigger
                                   the stealing usecode if they take food
                                   objects.
        IS_SOLID           = 24    Used by gangplank usecode to determine if an
                                   object is solid.
        CONFUSED           = 25    This will be set if the avatar failed
                                   copyright protection questions in SI. Only
                                   really meaningful used on the avatar.
        ACTIVE_BARGE       = 26    Object is a barge object moving, or on a
                                   barge object that is moving. Set in usecode,
                                   and mostly used for the SI 'NPC' ships such
                                   as the turtle.
        MET                = 28    Object has been talked to previously. Should
                                   be set in a conversation Usecode script. This
                                   determines conversation behavior, and whether
                                   the NPC's real name or shape name is
                                   displayed when they are single-clicked on. BG
                                   originally used global flags for this, which
                                   amounts to an extra 250-odd flags. What a
                                   waste of time.
        SI_TOURNAMENT      = 29    Literal plot immunity: the NPC can die only
                                   if the plot allows it. If enough damage is
                                   taken in a single blow, the object will call
                                   usecode (eventid = 7) on death. Used for the
                                   List Field in SI.
        SI_ZOMBIE          = 30    Object will not respond to normal cues. Used
                                   for sick Neyobi, insane party members/Cantra.
        NO_SPELL_CASTING   = 31    Object cannot cast spells. Set when the
                                   magebane strikes the object.
        POLYMORPH          = 32    Object is polymorphed.
        TATTOOED           = 33    Object has been tattooed. Set after the lady
                                   tattoos you by usecode. Causes the avatar
                                   portraits to use a different 'tattooed' shape
                                   num.
        READ               = 34    Object can read serpent- or rune-script text.
                                   Only really meaningful used on the avatar.
        PETRA              = 35    Object has switched bodies with Petra. This
                                   changes the portraits of NPCs according to a
                                   list in the 'avatar_data.txt' file. Only
                                   really meaningful for NPCs in that list.
        FLIGHT             = 36    Object can fly. Only really useful for NPCs.
        FREEZE             = 37    Object is freezing. Only really useful for
                                   NPCs.
        NAKED              = 38    Object is naked. On the avatar, causes
                                   him/her to use the appropriate 'naked' shape.
                                   On other NPCs there no effect. To actually
                                   make NPCs naked, use set_polymorph instead.

  Return:
    For most flags, true if the flag is set (that is, in effect), false
    otherwise. There is one exception, however: The 'ACTIVE_SAILOR' and
    'ACTIVE_BARGE' flags have a peculiar behavior in that they actually returns
    an object reference to the last object to have that flag set, or zero if no
    object has been set, or if the flag has been cleared with 'clear_item_flag'
    intrinsic for the given flag.

    With the exception of the OKAY_TO_TAKE, TEMPORARY and INVISIBLE flags, these
    flags are valid for NPCs only. You can get, set or clear any of those values
    and Exult will not complain; however, it will also not save the values of
    the flags except for the three mentioned before. Moreover, the INVISIBLE
    flag will not be saved for objects unless they are of 'quality flags' class.

UI_set_item_flag(object obj, int flag)
obj->set_item_flag(int flag)

    Sets the desired flag for the given object. Many flags have immediate
    effects when set; most do not. See the get_item_flag intrinsic for flag
    values.

  Parameters:
    obj     The object whose flag we wish to set. Not all flags are available
            for all objects.
    flag    What flag we want to set. This is a number in the 0 to 63 range; it
            can be any of the values for the 'flag' parameter of the
            set_item_flag intrinsic.

    In the special case of the 'ACTIVE_SAILOR' and 'ACTIVE_BARGE' flags, stores
    the supplied object, instead of a flag value. This stored object will be
    returned by future calls of the 'get_item_flag' intrinsic for the given
    flag.

    With the exception of the OKAY_TO_TAKE, TEMPORARY and INVISIBLE flags, these
    flags are valid for NPCs only. You can get, set or clear any of those values
    and Exult will not complain; however, it will also not save the values of
    the flags except for the three mentioned before. Moreover, the INVISIBLE
    flag will not be saved for objects unless they are of 'quality flags' class.

UI_clear_item_flag(object obj, int flag)
obj->clear_item_flag(int flag)

    Clears the desired flag for the given object. Many flags have immediate
    effects when cleared; most do not. See the get_item_flag intrinsic for flag
    values.

  Parameters:
    obj     The object whose flag we wish to clear. Not all flags are available
            for all objects.
    flag    What flag we want to clear. This is a number in the 0 to 63 range;
            it can be any of the values for the 'flag' parameter of the
            set_item_flag intrinsic.

    In the special case of the 'ACTIVE_SAILOR' and 'ACTIVE_BARGE' flags, the
    object that they stores is set to zero. This will be the return of any
    future calls to the 'get_item_flag' intrinsic for the given flag.

    With the exception of the OKAY_TO_TAKE, TEMPORARY and INVISIBLE flags, these
    flags are valid for NPCs only. You can get, set or clear any of those values
    and Exult will not complain; however, it will also not save the values of
    the flags except for the three mentioned before. Moreover, the INVISIBLE
    flag will not be saved for objects unless they are of 'quality flags' class.

object UI_get_barge(object obj)
object obj->get_barge()

    Checks the barge upon which the supplied object is on.

  Parameters:
    obj    The object to be inspected.

  Return:
    Returns zero if no valid object is passed, or if the object is not lying on
    a barge. Otherwise, returns the object reference of the barge (shape 961)
    object upon which the supplied object lies.

UI_set_barge_dir(object obj, int dir)                                [SI, Exult]
obj->set_barge_dir(int dir)

    If 'obj' is a barge object, sets its direction (along with all objects
    laying on 'obj') to 'dir'. 'dir' can be one of the constants defined for
    'find_direction' intrinsic.

  Parameters:
    obj    The object to be animated.
    dir    The 8-cardinal-point direction that the barge should face. This can
           be one of the values returned by the find_direction intrinsic.

bool UI_on_barge()

    Determines if the entire party is inside the same barge as the avatar.

    ****** SI SPECIFIC ******
    In SI, this intrinsic also forces the barge to refresh the list of all
    objects lying on it.
    **** END SI SPECIFIC ****

  Return:
    If the avatar is on a barge and all party members are on that same barge,
    returns true; in all other cases, returns false.

object UI_get_container(object obj)
object obj->get_container()

    Gets the container of the supplied object.

  Parameters:
    obj    The object whose container is desired.

  Return:
    Return is zero if the object is directly in the game world, or an object
    reference to its immediate container otherwise.

UI_remove_item(object obj)
obj->remove_item()

    Removes the object from the game world and from the 'last created' stack. If
    the object is not an NPC, it will de deleted; NPCs will still exist.

  Parameters:
    obj    The object to be deleted.

int UI_get_usecode_fun(object obj)                                       [Exult]
int obj->get_usecode_fun()

    Gets the usecode function number of an object. This takes into consideration
    a NPC's assigned function (if any) and the correct shape <> function mapping
    for shapes > 1024.

  Parameters:
    obj    The object whose usecode function we desire.

  Return:
    The usecode function number that is assigned to the object.

UI_set_usecode_fun(actor npc, function fun)                              [Exult]
npc->set_usecode_fun(function fun)

    Assigns a new usecode function to an NPC.

  Parameters:
    npc    The NPC whose usecode function will be changed.
    fun    The new usecode function.

int UI_get_map_num(object obj)                                           [Exult]
int obj->get_map_num()

    Checks which map an object is in.

  Parameters:
    obj    The object whose map is desired.

  Return:
    The map in which the object is located, or -1 if the object is nowhere.

int UI_get_item_weight(object obj)                                   [SI, Exult]
int obj->get_item_weight()

    Checks an object's weight.

  Parameters:
    obj    The object whose weight is desired.

  Return:
    The object's weight.

bool UI_is_on_keyring(int qual)                                             [SI]

    Checks if a key is in the keyring. Note that the keyring is a global object;
    multiple keyrings will share the same list of keys.

  Parameters:
    qual    The quality of the key to be checked.

  Return:
    true if the key is on the keyring, false otherwise.

UI_add_to_keyring(int qual)                                                 [SI]

    Adds a key to the keyring. Note that the keyring is a global object;
    multiple keyrings will share the same list of keys.

  Parameters:
    qual    The quality of the key to be added.

bool UI_remove_from_keyring(int qual)                                [Exult: SI]

    Removes a key from the keyring. Note that the keyring is a global object;
    multiple keyrings will share the same list of keys.

  Parameters:
    qual    The quality of the key to be removed.

  Return:
    If the key was on the keyring, returns true; otherwise, returns false.

int UI_apply_damage(int base, int hits, int type, object obj)

    Causes random damage of a given type to the desired object, subject to
    armor.

  Parameters:
    base    The 'strength' of the attack; only one third of this value (rounded
            down) is used to deal damage. This parameter is ignored depending on
            damage type; specifically, damage of LIGHTNING_DAMAGE type ignores
            this parameter.
    hits    The 'weapon points' of the attack. If this parameter is equal to 127
            or more, this intrinsic will ignore all armor and deal a fixed 127
            points of damage of the specified type, ignoring the 'base'
            parameter.
    type    The type of the damage. If the target is immune to this damage type,
            he will take no damage from this intrinsic; conversely, a monster
            vulnerable to this type of damage takes doubled damage.
            Armor-granted immunities also protect the target from the effects of
            this intrinsic. If the damage type is LIGHTNING_DAMAGE,
            ETHEREAL_DAMAGE or SONIC_DAMAGE, this intrinsic will ignore armor.
    obj     The object to be damaged.

    The type of the damage is a numerical value that describes what kind of
    damage should be caused. It can be one of the following values:

        NORMAL_DAMAGE = 0        Normal damage.
        FIRE_DAMAGE = 1          Damage from heat sources.
        MAGIC_DAMAGE = 2         Damage from a magical source.
        LIGHTNING_DAMAGE = 3     Damage from electrical sources such as
                                 lightning. Extremely painful, even a single
                                 point of damage causes the screen to flash a
                                 red color. This damage ignores all armor and
                                 does not depend on the attacker's strength.
        POISON_DAMAGE = 3        Damage from poison. Extremely painful, even a
                                 single point of damage causes the screen to
                                 flash a red color. This damage ignores all
                                 armor and does not depend on the attacker's
                                 strength.
        STARVATION_DAMAGE = 3    Damage from starvation. Extremely painful, even
                                 a single point of damage causes the screen to
                                 flash a red color. This damage ignores all
                                 armor and does not depend on the attacker's
                                 strength.
        FREEZING_DAMAGE = 3      Damage from frostbite. Extremely painful, even
                                 a single point of damage causes the screen to
                                 flash a red color. This damage ignores all
                                 armor and does not depend on the attacker's
                                 strength.
        ETHEREAL_DAMAGE = 4      Special magical damage, basically magic damage
                                 not blocked by normal magic resistance or
                                 armor.
        SONIC_DAMAGE = 5         Sound-based damage. This damage type ignores
                                 armor.

    The damage is calculated from a series of generated random numbers. It
    proceeds along the following steps:

        * If the target is wearing any armor that makes him/her immune to the
          specified damage type, he takes no damage from this intrinsic.
        * If hits is 127 or more, 127 points of damage are caused to the
          target. This case ignores all armor.
        * If base/3 (rounded down) is zero, it does not affect damage;
          likewise, if hits is zero, it does not affect damage. A random number
          will be generated for each of them that are nonzero, ranging from 1 to
          base/3 or from 1 to hits, as appropriate. These two random numbers are
          added together.
        * If the damage type does not ignore armor, the armor value of
          everything worn by the target is computed. Monster-specified armor
          values are also added to this value. If the total armor is at least
          zero, a random number in the range 1 to (total armor) is generated and
          subtracted from the damage total above.
        * If the target has immunities granted by his monster data, he will
          take no damage; if he has any vulnerabilities, the remaining damage,
          if positive, will be doubled.

  Return:
    Returns true if any damage is caused on a valid target, false otherwise.

UI_reduce_health(object obj, int hits, int type)
obj->reduce_health(int hits, int type)

    Causes a fixed amount of damage of the specified type to a target. This
    intrinsic ignores armor and armor-granted immunities.

  Parameters:
    obj     The object to be damaged.
    hits    How much damage is to be caused.
    type    The type of the damage. If the target is immune to this damage type,
            he will take no damage from this intrinsic; conversely, a monster
            vulnerable to this type of damage takes doubled damage.
            Armor-granted immunities are ignored.

    The type of the damage is a numerical value that describes what kind of
    damage should be caused. It can be one of the following values:

        NORMAL_DAMAGE = 0        Normal damage.
        FIRE_DAMAGE = 1          Damage from heat sources.
        MAGIC_DAMAGE = 2         Damage from a magical source.
        LIGHTNING_DAMAGE = 3     Damage from electrical sources such as
                                 lightning. Extremely painful, even a single
                                 point of damage causes the screen to flash a
                                 red color. This damage ignores all armor and
                                 does not depend on the attacker's strength.
        POISON_DAMAGE = 3        Damage from poison. Extremely painful, even a
                                 single point of damage causes the screen to
                                 flash a red color. This damage ignores all
                                 armor and does not depend on the attacker's
                                 strength.
        STARVATION_DAMAGE = 3    Damage from starvation. Extremely painful, even
                                 a single point of damage causes the screen to
                                 flash a red color. This damage ignores all
                                 armor and does not depend on the attacker's
                                 strength.
        FREEZING_DAMAGE = 3      Damage from frostbite. Extremely painful, even
                                 a single point of damage causes the screen to
                                 flash a red color. This damage ignores all
                                 armor and does not depend on the attacker's
                                 strength.
        ETHEREAL_DAMAGE = 4      Special magical damage, basically magic damage
                                 not blocked by normal magic resistance or
                                 armor.
        SONIC_DAMAGE = 5         Sound-based damage. This damage type ignores
                                 armor.

int UI_attack_object(object attacker, object target, int weapon)
int attacker->attack_object(object target, int weapon)

    Causes a NPC to attack the object with a given weapon. This intrinsic does
    not animate the NPC in any way; it only emulates a hit with the selected
    weapon.

  Parameters:
    attacker    Who is attacking.
    target      What is being attacked. Must be an object or NPC.
    weapon      What shape in 'SHAPES.VGA' to use as the source of the weapon
                information in the attack, or -1 for an unarmed attack. If this
                is a missile or thrown weapon, it will consume the appropriate
                ammunition (if any) and fire the correct projectile.

    If the NPC is targeting a tile, the attack will only be meaningful if the
    weapon causes an explosion.

  Return:
    true if a melee attack hits or if a ranged attack fires its projectile;
    returns false if the melee attack missed or if the attack could not be
    realized for any reason (including an invalid attacker, an invalid target,
    being out of range, lack of adequate ammunition for the given weapon) if
    attacking a valid target with a valid weapon, false otherwise.

UI_fire_projectile(object obj, int dir, int proj, int attpts, int weapon, int
        ammo)
obj->fire_projectile(int dir, int proj, int weapon, int ammo)

    Causes the given object to fire a high-speed missile in the supplied
    direction.

  Parameters:
    obj       The object that will fire the projectile.
    dir       Numeric value indicating the direction in which the projectile
              will be fired.
    proj      The shape in 'SHAPES.VGA' of the projectile to be fired.
    attpts    Numeric value determining the likelihood that the missile will
              hit. Works like the 'att' parameter in the roll_to_win intrinsic
              in a contest against the target's COMBAT property.
    weapon    The shape in 'SHAPES.VGA' whose weapon information will be used
              when the missile hits.
    ammo      The shape in 'SHAPES.VGA' whose ammunition information will be
              used when the missile hits.

    The direction into which the projectile is filed is the 8-cardinal-point
    direction in which the projectile will travel. It can be one of the
    following values:

        NORTH    = 0    NORTHEAST    = 1    EAST    = 2    SOUTHEAST    = 3
        SOUTH    = 4    SOUTHWEST    = 5    WEST    = 6    NORTHWEST    = 7

================================================================================
NPC INTRINSICS
================================================================================

    These intrinsics allow you to get or set NPC-specific properties of a NPC,
    such as schedules, alignment or stats.

int UI_get_npc_object(int npc)
int npc->get_npc_object()
int[] UI_get_npc_object(int npc[])

    Gets the NPC object references of one or more NPC numbers.

  Parameters:
    npc    The NPC number, or array of NPC numbers, whose object references are
           desired.

  Return:
    If the input is an array of NPC numbers, the return is an array of NPC
    object references. The output array places the NPC references in the same
    order they are in the input array.

    Otherwise, the return is the object reference of the given NPC number.

int UI_get_schedule_type(actor npc)
int npc->get_schedule_type()

    Gets the current schedule of an NPC.

  Parameters:
    npc    The NPC whose schedule is desired.

  Return:
    Zero if 'npc' is not a valid NPC; otherwise, an integer associated to the
    NPC's current schedule. This is the same value that is reported in the cheat
    screen, and can be one of the following values:

        IN_COMBAT    = 0     PACE_HORIZONTAL    = 1     PACE_VERTICAL    = 2
        TALK         = 3     DANCE              = 4     EAT              = 5
        FARM         = 6     TEND_SHOP          = 7     MINE             = 8
        MINER        = 8     HOUND              = 9     STANDTHERE       = 10
        LOITER       = 11    WANDER             = 12    BLACKSMITH       = 13
        SLEEP        = 14    WAIT               = 15    MAJOR_SIT        = 16
        GRAZE        = 17    BAKE               = 18    SEW              = 19
        SHY          = 20    LAB                = 21    THIEF            = 22
        WAITER       = 23    SPECIAL            = 24    KID_GAMES        = 25
        TAG          = 25    EAT_AT_INN         = 26    DUEL             = 27
        SPAR         = 27    PREACH             = 28    PATROL           = 29
        DESK_WORK    = 30    FOLLOW_AVATAR      = 31

    ****** SI SPECIFIC ******
    If the NPC is traversing a path created by a call to either,
    UI_path_run_usecode or UI_si_path_run_usecode intrinsics, this intrinsic
    will return the value WALK_TO_SCHEDULE = 32 instead of the values above.
    **** END SI SPECIFIC ****

UI_set_schedule_type(actor npc, int sched)
npc->set_schedule_type(int sched)

    Gets the current schedule of an NPC.

  Parameters:
    npc      The NPC whose schedule we wish to change.
    sched    The new schedule type. Can be any of the values listed as the
             return of a get_schedule_type intrinsic call.

    ****** SI SPECIFIC ******
     The SI-specific value WALK_TO_SCHEDULE = 32 *cannot* be set with this
    intrinsic; only a call to either, UI_path_run_usecode or
    UI_si_path_run_usecode intrinsics can do that.
    **** END SI SPECIFIC ****

UI_modify_schedule(actor npc, int time, int sched, int               [SI, Exult]
        pos[2])
npc->modify_schedule(int time, int sched, int pos[2])

    Changes the schedule table of an NPC for the desired time period. This new
    schedule is persistent across save games. The NPC will execute his/her new
    schedule in the map he/she currently resides when the time comes.

  Parameters:
    npc      The NPC whose schedule table is to be changed.
    time     An integer specifying the time period of the new schedule. Must be
             an integer in the 0-7 range, such as those returned by the
             part_of_day intrinsic.
    sched    An integer specifying the new schedule. Must be an integer in the
             0-31 range, such as those returned by the get_schedule_type
             intrinsic.
    loc      A (x, y) location, specifying the location of the new schedule.

UI_set_new_schedules(actor npc, int time, int sched, int             [SI, Exult]
        loc[2])
UI_set_new_schedules(actor npc, int time[n], int sched[n], int loc[2n])
npc->set_new_schedules(int time, int sched, int loc[2])
npc->set_new_schedules(int time[n], int sched[n], int loc[2n])

    Changes the schedule table of an NPC. This new schedule table is persistent
    across save games. The NPC will execute his/her new schedules in the map
    he/she currently resides.

  Parameters:
    npc      The NPC whose schedule table is to be changed.
    time     An integer, or array of integers, specifying the time periods of
             the new schedules. Each element of the array is an integer in the
             0-7 range, such as those returned by the part_of_day intrinsic.
    sched    An integer, or array of schedules, specifying the new schedules.
             There must be one such schedule for each time period supplied in
             the 'time' parameter. Each element of this array is an integer in
             the 0-31 range, such as those returned by the get_schedule_type
             intrinsic.
    loc      An array of (x, y) positions, specifying the new schedule
             locations. This array must have a (x, y) location for each time
             period supplied in the 'time' parameter.

UI_run_schedule(actor npc)                                           [SI, Exult]
npc->run_schedule()

    Forces an NPC to return to his/her regularly scheduled activities.

  Parameters:
    npc    The NPC that should be minding his own business.

UI_revert_schedule(actor npc)                                        [SI, Exult]
npc->revert_schedule()

    Reverts the schedules of a NPC to those stored in 'STATIC/schedule.dat'. Can
    be risky for NPCs not in the original games.

  Parameters:
    npc    The NPC whose schedule is to be reset.

int UI_get_npc_prop(object obj, int prop)
int UI_get_npc_prop(object obj, string prop)
int obj->get_npc_prop(int prop)
int obj->get_npc_prop(string prop)

    Gets the current value of an object's or NPC's property. Despite the name,
    this intrinsic can also be called for any object, although most properties
    will be unavailable for anything but NPCs.

  Parameters:
    obj     The object or NPC whose property is desired.
    prop    String or integer specifying the property to be inspected.

    If the desired property has been specified as an integer, it must be in the
    range from 0 to 11. It can be one of the following values:

        STRENGTH     = 0    DEXTERITY    = 1     INTELLIGENCE      = 2
        HEALTH       = 3    COMBAT       = 4     MANA              = 5
        MAX_MANA     = 6    TRAINING     = 7     EXPERIENCE        = 8
        FOODLEVEL    = 9    SEX_FLAG     = 10    MISSILE_WEAPON    = 11

  Return:
    Returns the current value of the specified property. The following
    properties are special cases:

    HEALTH            This is the only meaningful property for non-NPC objects.
                      Returns the current remaining hit points of the object or
                      NPC.
    SEX_FLAG          The return is true if the NPC is female, false otherwise.
    MISSILE_WEAPON    The return is true if the NPC is using a missile weapon or
                      a good thrown weapon (such as a spear), false otherwise.

    This intrinsic returns zero for any property which is not meaningful for the
    supplied object; this includes string properties that have not been
    previously set with a UI_set_npc_prop intrinsic call.

    ****** BG SPECIFIC ******
    Standard BG does not have sex data for anyone but the avatar, so the return
    is almost always 'false'. This is not a limitation of the engine or of
    Exult, just a statement about the game data.
    **** END BG SPECIFIC ****

UI_set_npc_prop(object obj, int prop, int delta)
UI_set_npc_prop(object obj, string prop, int delta)
obj->set_npc_prop(int prop, int delta)
obj->set_npc_prop(string prop, int delta)

    Changes an object's or NPC's property by the specified value. Despite the
    name, this intrinsic can also be called for any object, although most
    properties will be unavailable for anything but NPCs.

  Parameters:
    obj      The object or NPC whose property is to be changed.
    prop     String or integer specifying the property to be changed.
    delta    The desired numeric *change* in the specified property.

    If the desired property has been specified as an integer, it must be one of
    the values listed in the UI_get_npc_prop intrinsic description. The
    following values are special cases:

    HEALTH            This is the only meaningful property for non-NPC objects.
                      Changes the remaining hit points of the object or NPC. If
                      the remaining hit points become zero, an object will
                      become *indestructible*.
    EXPERIENCE        This property is changed by /half/ of the specified value.
    SEX_FLAG          A nonzero 'delta' sets the NPC to female, while a zero
                      'delta' sets the NPC to male.
    MISSILE_WEAPON    Nothing happens when this property value is supplied.

    ****** BG SPECIFIC ******
    In the original BG, you could not set the sex flag except by hex-editing the
    game data. Exult does not suffer from this limitation.
    **** END BG SPECIFIC ****

    If the desired property has been specified as a string, it will be created
    if it does not exist; its initial value is assumed to be zero in this case.
    Only NPCs can have such properties, and they will be displayed in the NPC's
    stats window.

  Return:
    Always returns '0'.

string UI_get_npc_name(object obj)
string obj->get_npc_name()
string[] UI_get_npc_name(object obj[])

    Gets the name of one or more objects. Despite the name, this intrinsic can
    be called for any object, not just NPCs; for non-NPCs, the return is the
    text displayed when you click the object.

  Parameters:
    obj    The object, or array of objects, whose names are desired.

  Return:
    If the input is an array of objects, the return is an array with the names
    of these objects. The output array places the object names in the same order
    as the objects are in the input array.

    Otherwise, the return is the name of the given object.

UI_set_npc_name(actor npc, string name)
npc->set_npc_name(string name)

    Changes the name of an NPC.

  Parameters:
    npc     The NPC whose name is to be changed.
    name    The new name.

UI_is_npc(mixed obj)
obj->is_npc()

    Determines if a given object is an NPC.

  Parameters:
    obj    The object to be checked.

  Return:
    true if the object is an NPC, false otherwise.

bool UI_is_dead(actor npc)
bool npc->is_dead()

    Checks if the NPC is dead or alive. This is equivalent to checking if the
    'DEAD' flag is set.

  Parameters:
    npc    Who we want to check.

  Return:
    Returns true if the NPC is dead, false otherwise.

int UI_get_npc_number(actor npc)
int npc->get_npc_number()

  Parameters:
    npc    The NPC whose number is desired. This is intended to receive an
           object reference, but accepts integers as normal.

  Return:
    The NPC's number. This is a negative number for all 'true' NPCs, -356 for
    the avatar, 1 for monsters or zero for anything that is not a valid NPC.

int UI_get_alignment(actor npc)
int npc->get_alignment()

    Gets the NPC's attitude towards the avatar.

  Parameters:
    npc    The NPC whose alignment is desired.

  Return:
    Returns a number describing the NPC's attitude towards the avatar. Can be
    one of the following values:

        NEUTRAL    = 0    GOOD    = 1    EVIL    = 2
        CHAOTIC    = 3

UI_set_alignment(actor npc, int align)
npc->set_alignment(int align)

    Sets an NPC's attitude towards the avatar. This change forces the NPC to
    reevaluate his targets, and may stop the NPC from fleeing.

  Parameters:
    npc      The NPC to be adjusted.
    align    The new attitude towards the avatar. Can be any of the return
             values of get_alignment intrinsic.

UI_remove_npc(actor npc)
npc->remove_npc()

    Removes the NPC from the game world. The NPC is effectively placed in
    'limbo', and has its schedule set to 'WAIT'.

  Parameters:
    npc    The NPC to be removed.

UI_kill_npc(actor npc)
npc->kill_npc()

    Kills the specified victim.

  Parameters:
    npc    The soon-to-be-dead NPC.

int UI_get_attack_mode(actor npc)                                    [SI, Exult]
int npc->get_attack_mode()

    Gets the NPC's attack mode.

  Parameters:
    npc    The NPC whose attack mode is desired.

  Return:
    A numeric value specifying how the NPC behaves in combat. Possible values
    are:

        NEAREST    = 0    WEAKEST    = 1    STRONGEST    = 2    BERSERK    = 3
        PROTECT    = 4    DEFEND     = 5    FLANK        = 6    FLEE       = 7
        RANDOM     = 8    MANUAL     = 9

UI_set_attack_mode(actor npc, int mode)
npc->set_attack_mode(int mode)

    Changes the NPC's attack mode to the desired value.

  Parameters:
    npc     The NPC whose attack mode is to be changed.
    mode    Numeric value determining how the NPC should behave in combat. Can
            be one of the return values of get_attack_mode intrinsic.

int UI_get_npc_id(actor npc)                                         [SI, Exult]
int npc->get_npc_id()

    Retrieves a NPC's identity. This identity has no real effect other than that
    given to it by usecode.

  Parameters:
    npc    The NPC whose identity is sought.

  Return:
    If given a valid NPC, this intrinsic returns that NPC's identity; otherwise
    it returns zero.

UI_set_npc_id(actor npc, int id)                                     [SI, Exult]
npc->set_npc_id(int id)

    Changes an NPC's identity. This identity has no real effect other than that
    given to it by usecode.

  Parameters:
    npc    The NPC whose identity is to be changed.
    id     The new identity value. Must be an integer in the 0-31 range; values
           outside this range are accepted but incorrectly saved.

actor UI_get_oppressor(actor npc)                                    [SI, Exult]
actor npc->get_oppressor()

    Gets whoever is attacking the supplied NPC. This oppressor can be set
    through usecode, but it is also automatically set to whomever has last
    attacked (caused damage to) the supplied NPC. It is also set whenever an NPC
    acquires a new target -- this NPC will be set as its target's oppressor.

  Parameters:
    npc    The NPC whose oppressor is desired.

  Return:
    Returns the NPC number of the supplied NPC's oppressor, or zero if no valid
    NPC was supplied. The return value has the opposite sign from what you get
    from a get_npc_number intrinsic call.

UI_set_oppressor(actor npc, actor opp)                               [SI, Exult]
npc->set_oppressor(opp)

    Sets the supplied NPCs oppressor to another NPC.

  Parameters:
    npc    The NPC whose oppressor is to be changed.
    opp    The NPC that is to be the new oppressor, which must be distinct from
           the NPC we are altering. Must be a true NPC; an egg- or usecode-
           spawned monster has no real NPC number in Exult, and cannot be an
           oppressor.

object UI_get_readied(actor npc, int spot)                           [SI, Exult]
object npc->get_readied(int spot)

    Inspects the given equipment slot in an NPC.

  Parameters:
    npc     The NPC we wish to inspect.
    spot    What equipment slot we wish to inspect. Can be any of the values of
            'spot' for is_readied intrinsic.

  Return:
    Returns zero for an invalid spot or if the spot is empty, otherwise returns
    an object reference to the object that resides in the desired spot.

bool UI_is_readied(actor npc, int spot, int shape, int frame)
npc->is_readied(int spot, int shape, int frame)

    Returns 'true' if an object with shape 'shape' and frame 'frame' is readied
    in ready spot 'spot' of 'npc', 'false' otherwise. 'frame' can be the
    wildcard 'FRAME_ANY'. Valid values for 'spot' are:

    For SI, it is better to use 'get_readied' intrinsic instead.

    Checks to see if the given NPC is wearing a piece of equipment on a
    specified location.

  Parameters:
    npc      The NPC whose equipment is to be inspected.
    spot     The spot we are checking.
    shape    The shape we are looking for.
    frame    The frame we are looking for. Can be FRAME_ANY = -359 to match any
             frame.

    ****** BG SPECIFIC ******
    In BG, the 'spot' parameter is limited to the 0-12 range. It can take any of
    the following values:

      BG_BACKPACK     =  0    Containers worn on the back, such as backpacks
      BG_WEAPON_HAND  =  1    Item wielded in weapon hand
      BG_SHIELD_HAND  =  2    Off-hand is also called the shield hand
      BG_OFF_HAND     =  2    Item wielded in off-hand
      BG_BELT         =  3    Items worn around the waist such as belts, and
                              girdles
      BG_NECK         =  4    Items worn around the neck such as amulets, and
                              necklaces
      BG_TORSO        =  5    Worn on the torso, such as armor
      BG_LEFT_RING    =  6    Item worn on left finger (ring)
      BG_RIGHT_RING   =  7    Item worn on right finger (ring)
      BG_QUIVER       =  8    Arrows held in quiver
      BG_HEAD         =  9    Items worn on the head such as headbands, helms,
                              etc
      BG_LEGS         = 10    Worn on legs, such as greaves
      BG_FEET         = 11    Worn on feet, such as boots
      BG_USECODE      = 12    Exult-only. Usecode container, used for containing
                              eggs 'carried' by player
      BG_CLOAK        = 13    Exult-only. Items worn around the neck and back
                              such as cloaks and capes
      BG_GLOVES       = 14    Exult-only. Items worn on both hands, such as
                              gloves
      BG_TRIPLE_BOLTS = 15    Special slot used by triple crossbow bolts
      BG_EARS         = 16    Exult-only. Earrings, such as the serpent earrings
      BG_BACK_SHIELD  = 17    Exult-only. Shield slung across the back
      BG_BACK_2H      = 19    Exult-only. Weapon slung across the back
      BG_BOTH_HANDS   = 20    Special slot for item wielded with both hands
      BG_LRGLOVES     = 21    Special slot for item wielded with both ring slots
      BG_AMULET       = 22    Exult-only. Items worn on the neck such as a
                              collar

    **** END BG SPECIFIC ****

    ****** SI SPECIFIC ******
    In SI, the 'spot' parameter is limited to the 0-17 range. It can take any of
    the following values:

      SI_OFF_HAND     =  0    Items wielded in the off-hand
      SI_SHIELD_HAND  =  0    Off-hand is also called shield hand
      SI_WEAPON_HAND  =  1    Items wielded in the weapon hand
      SI_CLOAK        =  2    Items worn around the neck and back such as cloaks
                              and capes
      SI_AMULET       =  3    Items worn on the neck such as a collar
      SI_HEAD         =  4    Items worn on the head such as a helm
      SI_GLOVES       =  5    Items worn on both hands, such as gloves
      SI_USECODE      =  6    Usecode container, used for containing eggs
                              'carried' by player
      SI_RIGHT_RING   =  7    Ring or item worn on right hand
      SI_LEFT_RING    =  8    Ring or item worn on left hand
      SI_EARS         =  9    Earrings, such as the serpent earrings
      SI_QUIVER       = 10    Arrows held in quiver
      SI_BELT         = 11    Worn across the waist, such as belts and girdles
      SI_TORSO        = 12    Worn on the torso, such as armor
      SI_FEET         = 13    Worn on feet, such as boots
      SI_LEGS         = 14    Worn on legs, such as greaves
      SI_BACKPACK     = 15    Containers worn on the back, such as backpacks
      SI_BACK_SHIELD  = 16    Shield slung across the back
      SI_BACK_2H      = 17    Weapon slung across the back
      SI_TRIPLE_BOLTS = 18    Exult-only. Special slot used by triple crossbow
                              bolts
      SI_BOTH_HANDS   = 20    Special slot for item wielded with both hands
      SI_LRGLOVES     = 21    Exult-only. Special slot for item wielded with
                              both ring slots

    **** END SI SPECIFIC ****

  Return:
    Returns true if the NPC is wearing an object of the specified shape and
    frame on the inspected slot, false if not.

int UI_get_weapon(actor npc)                                         [SI, Exult]
int npc->get_weapon()

    Inspect what type of weapon an NPC is using.

  Parameters:
    npc    The NPC whose weapon is to be inspected.

  Return:
    Zero if no weapon, one- or two-handed, is wielded by the NPC. Otherwise, the
    shape in 'SHAPES.VGA' of the weapon being used.

UI_set_opponent(actor npc, object obj)
npc->set_opponent(object obj)

    Makes the supplied NPC target the desired object. This does not make the NPC
    attack unless his schedule is IN_COMBAT. This intrinsic will reevaluate if
    the NPC's oppressor is actually attacking him, and will invalidate the
    oppressor if not.

  Parameters:
    npc    The NPC whose opponent we wish to set.
    obj    What the target should be set to. If the target is an NPC, his/her
           oppressor will be set to the attacking NPC.

UI_sit_down(actor npc, object obj)
npc->sit_down(object obj)

    Causes the specified NPC to sit on the given chair. 'npc' sit on 'obj'.
    'obj' must be a chair/seat shape (currently, hardcoded to 873/292). For
    barge seats, also runs the barge usecode when everyone in the party is
    seated.

  Parameters:
    npc    The NPC that is going to sit down.
    obj    The chair that should be sat upon.

     If the chair is shape 292 (a barge seat), if there is a barge containing
    the chair and if all party members are sitting, then Exult will run the
    barge's usecode (function 0x634).

UI_get_body_npc(object obj)                                          [SI, Exult]
obj->get_body_npc()

    Inspects what NPC (is associated with the given dead body.

  Parameters:
    obj    The object to be inspected.

  Return:
    If the supplied object is the dead body of an NPC, returns the NPC's number,
    as reported by get_npc_num intrinsic call; otherwise, returns zero.

actor UI_resurrect(object obj)
actor obj->resurrect()

    Brings a dead body back to life. If 'obj' is the body of an NPC, resurrects
    the NPC and returns a reference to the NPC; otherwise, returns a null ('0')
    reference.

  Parameters:
    obj    The body that is to be resurrected. Monsters cannot be brought back
           to life in this manner, so it must be the body of a true NPC. This
           body will be deleted after the usecode ends, and all of its contents
           will be transferred to the resurrected NPC.

  Return:
    Zero if the supplied object was not the body of an NPC, otherwise an object
    reference to the resurrected NPC.

UI_resurrect_npc(actor npc)                                                 [SI]
npc->resurrect_npc()

    Brings the desired NPC back to life. If the NPC has a body, this body will
    be completely ignored; moreover, the NPC will be back without any equipment
    that was left on his body when he died.

  Parameters:
    npc    Who is to be resurrected.

UI_set_polymorph(actor npc, int shape)                               [SI, Exult]
npc->set_polymorph(int shape)

    Makes an NPC take a different, temporary shape. The polymorphed shape is
    persistent across save games. The NPC can be returned to its normal shape by
    unsetting the NPC's POLYMORPH flag with a call to clear_item_flag intrinsic.

  Parameters:
    npc      The NPC to be polymorphed.
    shape    The shape in 'SHAPES.VGA' that the NPC will take.

int UI_get_temperature(actor npc)                                    [SI, Exult]
int npc->get_temperature()

    Inspects a NPC's temperature. The NPC's temperature changes over time
    depending on whether or not his FREEZE flag is set.

  Parameters:
    npc    The NPC whose temperature is sought.

  Return:
    A numeric value in the 0-63 range specifying how cold the NPC is; 0 being
    normal temperature and 63 being freezing cold.

UI_set_temperature(actor npc, int temp)                              [SI, Exult]
npc->set_temperature(int temp)

    Changes a NPC's temperature. The NPC's temperature changes over time
    depending on whether or not his FREEZE flag is set.

  Parameters:
    npc     The NPC whose temperature is to be changed.
    temp    The new value for the temperature. This is value in the 0-63 range
            specifying how cold the NPC is; 0 being normal temperature and 63
            being freezing cold.

int UI_get_temperature_zone(object obj)                              [SI, Exult]
int obj->get_temperature_zone()

    Inspects a NPC's temperature zone. The temperature zone is a grouping of
    temperature ranges that determine how the NPC is affected by the cold. Like
    the NPC's temperature, it changes over time depending on whether or not his
    FREEZE flag is set.

  Parameters:
    obj    The NPC whose temperature zone is sought.

  Return:
    Zero if anything but an NPC is supplied; otherwise, a number in the 1-5
    range, equal to the frame of the stats gump that should be displayed.

int UI_get_npc_warmth(object obj)                                    [SI, Exult]
int obj->get_npc_warmth()

    Inspects the warmth given by a NPC's equipment.

  Parameters:
    obj    The object to be checked.

  Return:
    The combined warmth given by all objects worn by the NPC, or -75 if supplied
    with anything but a valid NPC.

================================================================================
PARTY INTRINSICS
================================================================================

    These intrinsics relate to obtaining or modifying the list of party members.

actor[] UI_get_party_list()
actor[] UI_get_party_list2()

    Gets a list of all party members.

  Return:
    An array containing object references to all of the party's members,
    including the avatar.

UI_add_to_party(actor npc)
npc->add_to_party()

    Makes the specified NPC join the avatar's party, if there is enough room.
    The NPC's schedule is changed to FOLLOW_AVATAR, and his/her alignment is
    changed to GOOD.

  Parameters:
    npc    Who should be added to the party.

UI_remove_from_party(actor npc)
npc->remove_from_party()

    Removes the specified NPC from the avatar's party. The NPC's alignment is
    changed to NEUTRAL.

  Parameters:
    npc    Who should be removed from the party.

object[] UI_get_dead_party(object obj)
object[] obj->get_dead_party()

    Gets a list of all dead party members near a given object.

  Parameters:
    obj    The object around which dead bodies will be searched.

  Return:
    An array containing object references to the bodies of all dead party
    members within 50 tiles of the given object, or zero if no party members
    were found.

================================================================================
AVATAR INTRINSICS
================================================================================

    All intrinsics in this section are about obtaining or modifying properties
    specific to the Avatar.

actor UI_get_avatar_ref()

    Gets an object reference to the avatar.

  Return:
    The Avatar's object reference.

bool UI_in_combat()

    Checks if the avatar is in combat.

  Return:
    true if the avatar is in combat mode, false otherwise.

bool UI_is_pc_female()

    Determines the avatar's gender.

  Return:
    true if the avatar is a woman, false otherwise.

int UI_get_skin_colour()                                             [SI, Exult]

    Obtains the avatar's skin color.

  Return:
    A numeric value describing the avatar's skin color. The return values are
    determined by a table in 'avatar_data.txt'.

bool UI_is_pc_inside()

    Determines if the avatar has a roof over his head.

  Return:
    Returns true if there is a roof above the avatar's head, false otherwise.

bool UI_wearing_fellowship()

    Determines if the avatar is wearing a fellowship amulet.

  Return:
    Returns 'true' if the avatar is wearing a fellowship amulet (shape 955,
    frame 1), 'false' otherwise.

bool UI_approach_avatar(actor npc)                                   [SI, Exult]
bool npc->approach_avatar()
bool UI_approach_avatar(actor npc, int unk1, int unk2)
bool npc->approach_avatar(int unk1, int unk2)

    Makes a NPC approach the avatar at fairly high speed.

    *Warning:* If the NPC is initially at more than 10 tiles from the avatar,
    Exult will let him/her walk for about 1/5 seconds before returning,
    effectively halting the game in the mean time.

    *NOTICE:* In the original, this intrinsic *seems:* to create the NPC
    off-screen, while it approaches the avatar due to si_path_run_usecode or the
    'TALK' schedule. This requires further investigation; this means that *this
    intrinsic is subject to change*.

  Parameters:
    npc     Who should approach the avatar.
    unk1    Unknown parameter from the original. Exult does not use this
            parameter, but *this is subject to change*. Ignore this parameter at
            your own peril.
    unk2    Unknown parameter from the original. Exult does not use this
            parameter, but *this is subject to change*. Ignore this parameter at
            your own peril.

  Return:
    false if the NPC is dead or cannot reach the avatar, true otherwise.

UI_call_guards()

    Causes guard to come and attack a thieving avatar.

UI_attack_avatar()

    Causes everyone nearby to attack thieving avatar.

UI_stop_arresting()

    Any guards approaching the avatar to arrest will stop what they are doing
    and will start to wander instead.

UI_save_pos(object obj)                                              [SI, Exult]
obj->save_pos()

    Saves the current position/map of an object. This persists across save
    games, but there is only one 'slot' in which the position is saved.
    Therefore, only the last stored position is available.

  Parameters:
    obj    The object whose position we want.

UI_teleport_to_saved_pos(object obj, bool flag)                      [SI, Exult]
obj->teleport_to_saved_pos(bool flag)

    Teleports the avatar and party to the last saved position. Note that only
    the last position stored by the UI_save_pos intrinsic is available.

  Parameters:
    obj     If this is not the avatar, nothing happens. Otherwise, the party is
            teleported to the stored position.
    flag    This optional parameter controls controls whether or party members
            that are paralyzed or asleep; if true, these members will be
            teleported, otherwise, they won't defaults to false.

================================================================================
WEATHER/TIME INTRINSICS
================================================================================

    These intrinsics allow you to check or alter the weather, the game clock and
    usecode timers.

int UI_get_timer(int timer)

    Gets how many hours elapsed since the timer was set.

  Parameters:
    timer    Numeric value indicating the timer to be inspected.

  Return:
    If the specified timer has been initialized by a previous call to
    'UI_set_timer' intrinsic, the return is the number of hours since the
    initialization (or reinitialization) of the timer. Uninitialized timers
    return a random number in the 0-12 hour range.

UI_set_timer(int timer)

    Resets a timer to the current game time.

  Parameters:
    timer    Numeric value indicating the timer to be initialized.

int UI_game_day()

    Gets the game day.

  Return:
    The current game day, starting with day 0.

int UI_game_hour()

    Gets the game hour.

  Return:
    The current game hour in 24-hour format.

int UI_game_minute()

    Gets the game minutes.

  Return:
    The current game minute (0-59).

int UI_part_of_day()

    Gets the number of 3-hour periods that have elapsed in full since midnight.

  Return:
    Returns an integer in the 0-7 range corresponding to the number of 3-hour
    periods that have elapsed in full since midnight. More specifically, the
    return value is equal to 'UI_game_hour()%3'. The following constants are
    defined for convenience:

        MIDNIGHT    = 0    EARLY        = 1    DAWN       = 2    MORNING    = 3
        NOON        = 4    AFTERNOON    = 5    EVENING    = 6    NIGHT      = 7

UI_nap_time(object obj)
obj->nap_time()

    Makes the avatar lay down to sleep in the specified bed. What constitutes a
    bed is currently hard-coded (as of 2009/02/27). Once the avatar reaches the
    bed, Exult will call usecode function 0x622. If the bed is occupied, causes
    one of the party members to pop up and say so.

  Parameters:
    obj    The bed where the avatar should sleep. This bed should be unoccupied.

UI_advance_time(int amount)

    Advances the game time forward.

  Parameters:
    amount    Number of game ticks that should be advanced; 25 ticks are equal
              to one game minute, and 1500 ticks are equal to one game hour.

UI_stop_time(int length)

    Stops time for all but the avatar and party.

  Parameters:
    length    How long the effect should last. The actual duration, in seconds,
              is equal to one fourth of this value.

int UI_get_weather()

    Returns the current weather state. Return values are:

  Return:
    A numeric value indicating what the current weather is. Possible values are:

      CLEAR_WEATHER = 0    No clouds, no precipitation.
      SNOWING = 1          Snowing.
      RAIN = 2             Raining
      SPARKLE = 3          Magical storm, causes magic to fail.
      FOG = 4              Nothing happens.
      OVERCAST = 5         Light cloud cover.
      CLOUDY = 6           Heavy cloud cover.

UI_set_weather(int type)

    Modifies the current weather to the desired type. The new weather lasts for
    15 game minutes.

  Parameters:
    type    Numeric value indicating what the weather should be. Can be any of
            the values returned by UI_get_weather intrinsic.

================================================================================
USER INTERFACE INTRINSICS
================================================================================

    With these intrinsics, you can ask the user for input or display feedback
    for his actions.

mixed[4] UI_click_on_item()

    Displays the targeting square and waits for the player to click on
    something.

  Return:
    An array with 4 elements. The first element is the object clicked, or zero
    if the player clicked a tile; the remaining 3 elements make up the (x, y, z)
    location of the object or tile clicked.

    If used after a 'set_intercept_item' intrinsic call, the preassigned object
    or tile is returned in the same manner as if the player had clicked it.

    This intrinsic has a special case: when event == WEAPON (weapon hit), and if
    item is a valid object, the return will be overridden to be it (although a
    'set_intercept_item' intrinsic call takes precedence over this special
    case).

UI_set_intercept_item(object obj)                                        [Exult]
obj->set_intercept_item()
UI_set_intercept_item(int obj[2])
UI_set_intercept_item(int obj[3])
UI_set_intercept_item(mixed obj[4])

    Preassigns the return of the next 'UI_click_on_item' intrinsic' call.

  Parameters:
    obj    What we want to set the return of the next the next
           'UI_click_on_item' intrinsic' call to. Can be an object reference, a
           location (2 or 3 coordinates) or even the return of another
           'UI_click_on_item' intrinsic' call.

int UI_input_numeric_value(int min, int max, int step, int default)

    Prompts the player for numerical input with the bar slider.

  Parameters:
    min        The lowest number allowed.
    max        The highest number allowed.
    step       The distance between any two consecutive numbers that can be
               chosen.
    default    The initial value selected; this value is forced to conform to
               the boundaries specified above.

  Return:
    The number chosen by the player.

bool UI_mouse_exists()

    Determines if a mouse exists.

  Return:
    Exult always returns true; the original games will return true if a mouse if
    present, false otherwise.

UI_flash_mouse(int cursor)

    Momentarily changes the mouse cursor to another shape.

  Parameters:
    cursor    Numeric parameter indicating what the new shape will be. Valid
              values are:

        CURSOR_X              = 1    CURSOR_OUT_OF_RANGE    = 2
        CURSOR_OUT_OF_AMMO    = 3    CURSOR_TOO_HEAVY       = 4
        CURSOR_WONT_FIT       = 5

UI_ambient_light(bool onoff)                                         [SI, Exult]

    Toggles on or off a permanent version of the light spell.

  Parameters:
    onoff    Flag specifying whether we want to turn the light on or off: true
             to turn it off, false to turn it on.

UI_cause_light(int length)

    Creates a light which illuminates the screen.

  Parameters:
    length    How long the created light will last. The duration is in game
              minutes.

UI_infravision(actor npc, bool onoff)                                [SI, Exult]
npc->infravision(bool onoff)

    Toggles infravision for the given NPC.

  Parameters:
    npc      The NPC that should have infravision toggled. This intrinsic has
             effect only for party members.
    onoff    Flag specifying whether we want infravision or not: true to turn it
             on, false to turn it off.

UI_set_light(object obj, bool onoff)
obj->set_light(bool onoff)

    Marks the given light source as being added to or removed from its
    containing NPC.

  Parameters:
    obj      The light source that is being added or removed.
    onoff    Flag specifying whether we want to add or remove the light source:
             true to add it to its containing NPC, false to remove it.

UI_earthquake(int length)

    Causes the screen to shake. Also plays the earthquake SFX at the start of
    the effect.

  Parameters:
    length    The earthquake's duration, in ticks.

UI_armageddon()

    Ends the world and kills everyone in it. This is the Armageddon spell from
    BG; use with care :-). This intrinsic also exists in the original SI, though
    unlike what happens in BG, it seems to leave no survivors.

    Who survives armageddon seems to be hard-coded in the original games; in
    Exult, you can control who survives this intrinsic by setting the 'Survives
    Armageddon' flag in the 'NPC Flags' tab in Exult Studio.

    Those 'killed' by this intrinsic cannot be resurrected, and they do not
    leave lootable corpses.

    Monster eggs are disabled, as are intrinsics that call guards to attack a
    thieving avatar.

UI_restart_game()

    Stops the music and restarts the game from the last save. The original games
    started from the beginning of the game; Exult does it differently to
    preserve the last quicksave.

UI_run_endgame(bool flag)

    Runs the endgame.

  Parameters:
    flag    Boolean value specifying the manner in which the game was finished.
            If it is true, will set the game-completion flag that allows the
            endgame to be viewed from the title screen.

    ****** BG SPECIFIC ******
    If 'flag' is 'false', the avatar stepped through the Black Gate; if 'true',
    the avatar destroyed the Black Gate.
    **** END BG SPECIFIC ****

    ****** SI SPECIFIC ******
    'flag' has no effect in the endgame.
    **** END SI SPECIFIC ****

UI_error_message([special])

    Prints the input variables to 'stdout'.

  Parameters:
    One to twelve parameters of any type, whether or not they are arrays. Please
    note that the original games only one parameter was accepted.

string UI_printf(string out[])                                           [Exult]

    Prints formatted text to 'stdout'.

  Parameters:
    out    An array of strings. The first element is the 'format' string. The
           format string gives the basic text, and has a placeholder for each of
           the other elements of the array; each element past the first writes
           its text at the next available placeholder. Placeholders are the '%s'
           sequence, without the single quotes, embedded in the format string.

  Return:
    An empty string.

================================================================================
DISPLAY INTRINSICS
================================================================================

    All intrinsics in this section are related to showing things to the player,
    be they other portions of the game map or objects from 'SPRITES.VGA'.

UI_center_view(object obj)                                               [Exult]
obj->center_view()

    Centers the screen on a given object.

  Parameters:
    obj    The object that the screen should be centered on.

UI_display_area(int pos[])

    Displays the specified location on-screen. Overlays sprite shape 10 over the
    screen.

  Parameters:
    pos    The location about which the screen is to be centered. Can be a
           3-element (x, y, z) location or a 4-element (x, y, z, map) location.
           If map is omitted or is -1, the current map is used.

UI_set_camera(object obj)
obj->set_camera()

    Centers the screen on a given object.

  Parameters:
    obj    The object that the screen should be centered on. If it is an NPC,
           the camera will follow that NPC.

UI_view_tile(int[2] pos)

    Centers screen around a given tile. It is usually better to use
    UI_display_area instead.

  Parameters:
    pos    The (x, y) location to be displayed.

UI_wizard_eye(int length)

    Lets the player move the screen around, keeping the avatar in its present
    location. Overlays sprite shape 10 over the screen.

  Parameters:
    length    The duration of the effect, in ticks. Actual duration is increased
              by 50% in Exult.

UI_fade_palette(int length, int unk, bool type)

    Causes the screen to fade to/from black and plays music.

  Parameters:
    length    The length, in ticks, of the fade; that is, how long it will take
              for the fade to happen.
    unk       Reserved; unknown. This is an unknown parameter from the original
              games; it is unimplemented in Exult. It cannot be left out,
              however.
    type      The type of fade. If true, fades from black; if false, fades to
              black.

UI_fade_palette_sleep(int length, int unk, bool type)                [SI, Exult]

    Causes the screen to fade to/from black.

    When fading to black, plays music 24; otherwise, plays music 22.

  Parameters:
    length    The length, in ticks, of the fade; that is, how long it will take
              for the fade to happen.
    unk       Reserved; unknown. This is an unknown parameter from the original
              games; it is unimplemented in Exult. It cannot be left out,
              however.
    type      The type of fade. If true, fades from black; if false, fades to
              black.

UI_set_time_palette()

    Resets palette to default palette, based on time of day and number of
    lights.

UI_item_say(object obj, string bark)
obj->item_say(string bark)

    Causes text to be displayed near the object.

  Parameters:
    obj     The object which is to display the text.
    bark    Text to be displayed.

UI_clear_item_say(object obj)                                        [SI, Exult]
obj->clear_item_say()

    Deletes the string (if any) being displayed near the desired object.

  Parameters:
    obj    The object in question.

UI_display_runes(int gump, string runes)

    Displays the selected gump on screen and prints lines of runic text
    on-screen. What font is used to draw the text depends on the gump shown, and
    is currently hard-coded (as of 2009/02/26).

  Parameters:
    gump     The shape in 'GUMPS.VGA' that will be used.
    runes    An array containing one element per line of runes to display.

    If the avatar's READ flag is set, some symbols are converted into pairs of
    letters. Specifically:

    (    TH
    )    EE
    *    NG
    +    EA
    ,    ST

    Additionally, all lowercase letters will be turned into uppercase letters,
    and pipes ('|') will be converted to spaces.

    When compiling code, UCC accepts some escape sequences to make these strings
    easier to read:

    (    \{th}
    )    \{ee}
    *    \{ng}
    +    \{ea}
    ,    \{st}
    |    \{dot}

UI_book_mode(object obj)
obj->book_mode()

    Displays a book or scroll on screen. Text in the book or scroll is supplied
    through normal conversation methods.

  Parameters:
    obj    The object whose shape is to be used to determine what shape from
           'GUMPS.VGA' is to be shown. This association is currently hard-coded
           (as of 2009/02/27): if the shape of the supplied object is equal to
           797, a scroll gump will be displayed; otherwise, a book gump will be
           displayed.

    ****** SI SPECIFIC ******
    There is one additional shape which displays a scroll gump: shape 707. This
    shape, and shape 705 (serpentine book), will both display text using
    serpentine characters; if the avatar's 'READ' flag is set, any serpentine
    runes will be translated into normal runes.
    **** END SI SPECIFIC ****

UI_book_mode_ex(bool is_scroll, int font)                                [Exult]
UI_book_mode_ex(bool is_scroll, int font, int gump)

    Displays a book or scroll on screen. Text in the book or scroll is supplied
    through normal conversation methods.

  Parameters:
    is_scroll    Flag determining whether to display a scroll (true) or a book
                 gump (false). This determines the area occupied by the text,
                 and will determine what shape from 'GUMPS.VGA' to display if
                 none is specified.
    font         Integer that determines what shape from 'FONTS.VGA' will be
                 used to render the text.
    gump         Numerical value determining what shape from 'GUMPS.VGA' will be
                 used. The text area is not affected by this parameter.

    **** IMPORTANT NOTES ****
    Unlike the 'UI_book_mode' intrinsic, this intrinsic performs *no*
    translation of any kind if the avatar's 'READ' flag is set. This is an
    intentional design feature -- for example, text written in Gargish and being
    displayed in a Gargish font should be translated by more than a mere font
    substitution. Also, the gump shapes should be 'compatible' with the standard
    book/scroll shapes as Exult will write the text in the same region of the
    screen as it does for standard books/scrolls.
    ** END IMPORTANT NOTES **

UI_close_gumps()

    Closes all gumps.

    **** IMPORTANT NOTES ****
    This intrinsic does nothing if called when event == READIED or event ==
    UNREADIED. See 'UI_close_gumps2' if you need it to work in these cases.
    ** END IMPORTANT NOTES **

UI_close_gumps2()                                                        [Exult]

    Closes all gumps.

UI_close_gump(object obj)
obj->close_gump()

    Closes an object's gump.

  Parameters:
    obj    The object whose gump is to be closed.

    **** IMPORTANT NOTES ****
    This intrinsic does nothing if called when event == READIED or event ==
    UNREADIED. See 'UI_close_gump2' if you need it to work in these cases.
    ** END IMPORTANT NOTES **

UI_close_gump2(object obj)                                               [Exult]
obj->close_gump2()

    Closes an object's gump.

  Parameters:
    obj    The object whose gump is to be closed.

bool UI_in_gump_mode()

    Returns 'true' if showing gumps, 'false' otherwise.

UI_display_map()                                                            [BG]

    Displays the main game map. Will also display the sextant crosshairs if the
    party has a sextant.

UI_si_display_map(int num)                                                  [SI]

    Displays the specified map on screen.

  Parameters:
    num    Index of the map to be displayed. This is converted into a shape in
           'SPRITES.VGA' in a hard-coded manner.

UI_display_map_ex(int mapshp, bool show_loc)                             [Exult]

    Displays the given map centered in the screen.

  Parameters:
    mapshp      The shape in 'SPRITES.VGA' to be displayed as a map.
    show_loc    true to show the sextant crosshairs, false otherwise. Showing
                the crosshairs does not depend on being underground or actually
                having sextants.

UI_lightning()

    Causes a lightning effect. The screen flashes, and the corresponding sound
    effect is played.

UI_sprite_effect(int sprite, int x, int y, int vel_x, int vel_y, int frame, int
        reps)

    Displays a graphical effect at the given location.

  Parameters:
    sprite    The shape in 'SPRITES.VGA' to be displayed.
    x         The initial horizontal location at which the sprite will be
              displayed.
    y         The initial vertical location at which the sprite will be
              displayed.
    vel_x     The horizontal speed at which the sprite will move. This is added
              to the location at every tick.
    vel_y     The vertical speed at which the sprite will move. This is added to
              the location at every tick.
    frame     The initial frame in 'SPRITES.VGA' of the sprite. This is
              increased by one every tick, and may loop back to zero when it
              reaches the last frame (depending on the value of the 'reps'
              parameter).
    reps      Number of repetitions to execute. If zero, the sprite will be
              displayed for a tick and then go away. If positive, how many times
              the sprite frame will go through all of its frames. If negative,
              the sprite will go through all of its frames *once*.

UI_obj_sprite_effect(object obj, int sprite, int rel_x, int rel_y, int vel_x,
        int vel_y, int frnum, int reps)
obj->obj_sprite_effect(int sprite, int rel_x, int rel_y, int vel_x, int vel_y,
        int frnum, int reps)

    Creates a sprite effect from 'SPRITES.VGA'. This sprite effect is tied to
    'obj'; if 'obj' moves, the sprite will move along. 'sprite' is the sprite's
    shape number, ('rel_x', 'rel_y') is the relative (x, y) offset of the sprite
    relative to the position of 'obj', ('vel_x', 'vel_y') is the (x, y) speed
    (i.e., change in coordinates at every tick, and in addition to any motion of
    'obj'). 'frnum' is the initial frame of the sprite effect. If 'reps' < 0,
    the sprite effect goes through all frames (at the rate of one frame per
    tick) and deletes itself; otherwise, 'reps' is the total number of ticks the
    animation will last before deleting itself, looping the sprite's frames if
    it is needed.

    Displays a graphical effect around a given object. This sprite effect is
    linked to the object, and will move with it.

  Parameters:
    obj       The object about which the effect will happen.
    sprite    The shape in 'SPRITES.VGA' to be displayed.
    rel_x     The initial horizontal offset from the object at which the sprite
              will be displayed.
    rel_y     The initial vertical offset from the object at which the sprite
              will be displayed.
    vel_x     The horizontal speed at which the sprite will move. This is added
              to the horizontal offset at every tick.
    vel_y     The vertical speed at which the sprite will move. This is added to
              the vertical offset at every tick.
    frame     The initial frame in 'SPRITES.VGA' of the sprite. This is
              increased by one every tick, and may loop back to zero when it
              reaches the last frame (depending on the value of the 'reps'
              parameter).
    reps      Number of repetitions to execute. If zero, the sprite will be
              displayed for a tick and then go away. If positive, how many times
              the sprite frame will go through all of its frames. If negative,
              the sprite will go through all of its frames *once*.

================================================================================
OTHER INTRINSICS
================================================================================

    All intrinsics that did not fit in the previous categories.

bool UI_add_spell(int index, int unk, object obj)

    Adds a spell to a spellbook.

  Parameters:
    index    The spell to be added. This index starts at zero, and must be in
             the 0-71 range.
    unk      Reserved, must be zero. This is an unknown parameter from the
             original games; it doesn't seem to have any effects there, and is
             unused in Exult. You must still pass it to calls to this intrinsic,
             though.
    obj      What spellbook the spell should be added to.

  Return:
    false if the supplied object is not a spellbook or if it already has the
    spell; true otherwise.

bool UI_has_spell(object obj, int index)                                 [Exult]

    Checks if a spellbook has one particular spell.

  Parameters:
    obj      The spellbook to be inspected.
    index    The spell to be checked. This index starts at zero, and must be in
             the 0-71 range.

  Return:
    true if the supplied object is a spellbook and contains the spell; false
    otherwise.

bool UI_remove_spell(object obj, int index)                              [Exult]

    Removes the specified spell from the desired spellbook.

  Parameters:
    obj      The spellbook that will be modified.
    index    The spell to be removed. This index starts at zero, and must be in
             the 0-71 range.

  Return:
    true if the supplied object is a spellbook and had the spell; false
    otherwise.

UI_remove_all_spells(object obj)                                     [SI, Exult]
obj->remove_all_spells()

    Removes all spells from the desired spellbook.

  Parameters:
    obj    The spellbook to be cleared. This intrinsic has no effect if this is
           not a valid spellbook.

int UI_get_array_size([special])

    Gets how many elements an array has.

  Parameters:
    [special]    A single array of any type or size.

  Return:
    If supplied with a valid array, returns the number of elements in the array;
    otherwise, returns 1.

UI_mark_virtue_stone(object obj)                                            [BG]
obj->mark_virtue_stone()

    Imprints a virtue stone with its current location. Any subsequent calls to
    recall_virtue_stone that target that same stone will teleport the avatar's
    party to this stored location. The stored location includes the map where
    the stone is.

  Parameters:
    obj    The virtue stone to be marked.

UI_recall_virtue_stone(object obj, bool flag)                               [BG]
obj->recall_virtue_stone(bool flag)

    Teleports the party to the virtue stone's stored location. The stone is
    forcibly given to the avatar if needed.

  Parameters:
    obj     The virtue stone that contains the destination.
    flag    This optional parameter controls controls whether or party members
            that are paralyzed or asleep; if true, these members will be
            teleported, otherwise, they won't defaults to false.

UI_set_orrery(int pos[3], int state)                                        [BG]

    Sets the position of the planets in the orrery at Moonglow.

  Parameters:
    pos      The location of the orrery.
    state    Numeric value in the 0 to 9 range determining the relative
             positions of the planets.

    The intrinsic tries to find 'Planet Britannia' near the specified location;
    it will delete the nearby planets, if any, and create new ones in the
    required positions.

int UI_is_water(object param)
int param->is_water()
int UI_is_water(int param[2])
int UI_is_water(int param[3])
int UI_is_water(mixed param[4])

    Determines if a given tile or object is a water tile.

  Parameters:
    param    The object or location to be tested.

    The parameter can be an object, an array with 2 components, an array with 3
    components, or an array with 4 components. The interpretation of the
    parameter is as follows:

        Type         Interpretation/Format
        object       Exult specific: The parameter is an object or NPC, whose
                     shape is tested for the water flag.
        int [2]      The parameter is a (x, y) position specifying a tile to be
                     tested.
        int [3]      The parameter is a (x, y, z) position, such as the return
                     of a UI_get_object_position intrinsic call. Of this
                     position, (x, y) specifies a tile to be tested.
        mixed [4]    Exult specific: The parameter is of the form (object, x, y,
                     z), such as the return of a call to UI_click_on_item
                     intrinsic. If object is not null, it's shape is tested for
                     the water flag. Otherwise, (x, y) is used to find and test
                     the corresponding tile.

  Return:
    true if the specified tile or object is a water tile, false otherwise.

string UI_a_or_an(string text)

    Checks whether a bit of text starts with a vowel or not.

  Parameters:
    text    The string being inspected.

  Return:
    If the first letter of the supplied string is in the "aeiouyAEIOUY" set,
    returns 'an'; otherwise, returns 'a'.

bool UI_is_dest_reachable(actor npc, int pos[])                          [Exult]
bool npc->is_dest_reachable(int pos[])

    Checks if a NPC can walk from its present location to a specified position.

  Parameters:
    npc    The NPC we wish to check.
    pos    Where we want check if the NPC can go.

  Return:
    true if the NPC can walk to the supplied destination, false otherwise.

bool UI_can_avatar_reach_pos(int pos[])                                     [SI]

    Checks if the avatar can walk from its present location to a specified
    position. This is similar to, but more limited than, the is_dest_reachable
    Exult intrinsic.

  Parameters:
    pos    Where we want check if the avatar can go. Must have at least two
           elements; if it has exactly two elements, Exult will assume the z
           coordinate of the destination to be zero.

  Return:
    false if the supplied position is invalid or if the avatar cannot reach the
    supplied destination, true otherwise.

