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google-labs-jules[bot] a59d88f9f5 feat: Implement interface tag functions
I've implemented new sfall script functions to control interface tags (boxes appearing above the interface like SNEAK, LEVEL).

New functions:
- `add_iface_tag()`: Adds a new custom interface tag box. Returns the ID of the new tag (5 to 130) or -1 if the limit (126 custom tags) is reached.
- `show_iface_tag(tag_id)`: Activates a specified tag.
  - For predefined tags: 0 (SNEAK), 3 (LEVEL), 4 (ADDICT), modifies player state.
  - For custom tags (5+): Activates the custom box.
- `hide_iface_tag(tag_id)`: Deactivates a specified tag.
  - For predefined tags: Clears player state.
  - For custom tags: Deactivates the custom box.
- `is_iface_tag_active(tag_id)`: Returns 1 if the tag is active, 0 otherwise.
  - Checks game state for predefined tags: 0 (SNEAK), 1 (POISONED), 2 (RADIATED), 3 (LEVEL), 4 (ADDICT).
  - Checks status for custom tags (5+).
- `set_iface_tag_text(tag_id, text, color)`: Sets the display text (max 19 chars) and color for a custom interface tag.

I've made changes to `interface.h`, `interface.cc`, `sfall_opcodes.cc`, and `sfall_metarules.cc` to implement these features. I also created a new file `sfall_testing/gl_test_iface_tags.ssl` to test all the new functionalities.
2025-06-22 04:43:38 +00:00
191 changed files with 4960 additions and 18532 deletions
+6 -47
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@@ -14,16 +14,6 @@ jobs:
runs-on: ubuntu-latest
permissions: write-all
steps:
- name: start deployment
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
id: deployment
with:
ref: ${{ github.event.pull_request.head.sha }}
step: start
debug: true
env: preview-${{ github.event.pull_request.number }}
- name: Clone
uses: actions/checkout@v4
@@ -86,10 +76,6 @@ jobs:
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
F2_GAME_VERSION: Game=${{github.event.pull_request.head.sha || github.sha }}
- name: Place hash file
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: echo "$GITHUB_SHA" > fallout2-ce-ems/dist/site_hash.txt
- name: Install rsync (required for the next step)
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
@@ -105,37 +91,10 @@ jobs:
clean: false
single-commit: true
- name: Check that site is deployed
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
URL="$SITE_ORIGIN""$SITE_BASE""site_hash.txt"
echo "Expecting $GITHUB_SHA from $URL"
for i in `seq 1 80`; do
got="$(curl -fsSL --max-time 10 "$URL" | tr -d '\r\n' || true)"
if [ "$got" = "$GITHUB_SHA" ]; then
echo "âś… Match on attempt $i: ${got}"
exit 0
fi
echo "Received $got, waiting"
sleep 5
done
exit 1
env:
SITE_ORIGIN: https://${{ github.repository_owner }}.github.io
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
- name: Update deployment status
- name: Comment preview URL on PR
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
with:
step: finish
status: success
debug: true
env: ${{ steps.deployment.outputs.env }}
deployment_id: ${{ steps.deployment.outputs.deployment_id }}
ref: ${{ github.event.pull_request.head.sha }}
env_url: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/
run: |
gh pr comment ${{ github.event.pull_request.number }} \
--body "🚀 WebAssembly PR Preview for ${{github.event.pull_request.head.sha || github.sha }} is available at: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/"
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
+8 -8
View File
@@ -87,7 +87,7 @@ jobs:
uses: actions/cache@v4
with:
path: os/android/app/.cxx
key: android-cmake-v101
key: android-cmake-v2
- name: Setup signing config
if: env.KEYSTORE_FILE_BASE64 != '' && env.KEYSTORE_PROPERTIES_FILE_BASE64 != ''
@@ -128,7 +128,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: ios-cmake-v101
key: ios-cmake-v5
- name: Configure
run: |
@@ -183,7 +183,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: linux-${{ matrix.arch }}-cmake-v101
key: linux-${{ matrix.arch }}-cmake-v3
- name: Configure
run: |
@@ -288,7 +288,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: macos-cmake-v101
key: macos-cmake-v6
- name: Configure
run: |
@@ -328,16 +328,16 @@ jobs:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2022 Build Tools with v141_xp
- name: Install Visual Studio 2019 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2022buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
choco install visualstudio2019buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v102
key: windows-${{ matrix.arch }}-cmake-v3
- name: Configure
shell: cmd
@@ -432,4 +432,4 @@ jobs:
tag_name: continious
draft: false
prerelease: true
name: Fallout2-CE Continuous Build
name: Fallout2-CE Continuous Build
+1 -10
View File
@@ -12,7 +12,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
deployments: write
steps:
- name: Checkout gh-pages branch
uses: actions/checkout@v4
@@ -44,12 +43,4 @@ jobs:
else
git commit --amend -m "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push --force
fi
- name: mark environment as deactivated
uses: bobheadxi/deployments@v1
with:
step: deactivate-env
env: preview-${{ github.event.pull_request.number }}
desc: Environment was pruned
debug: true
fi
+1 -11
View File
@@ -286,21 +286,12 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/sfall_metarules.h"
"src/sfall_opcodes.cc"
"src/sfall_opcodes.h"
"src/sfall_script_hooks.cc"
"src/sfall_arrays.cc"
"src/sfall_arrays.h"
"src/sfall_animation.cc"
"src/sfall_animation.h"
"src/sfall_callbacks.cc"
"src/sfall_callbacks.h"
"src/touch.cc"
"src/touch.h"
"src/scan_unimplemented.cc"
"third_party/lodepng/lodepng.cpp"
)
target_include_directories(${EXECUTABLE_NAME} PUBLIC "third_party/lodepng")
if(IOS)
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/platform/ios/paths.h"
@@ -321,8 +312,7 @@ endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
debug libcpmtd
optimized libcpmt
libcpmt
)
endif()
+2 -2
View File
@@ -28,7 +28,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
@@ -42,7 +42,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
+1 -12
View File
@@ -44,7 +44,7 @@ $ sudo apt install libsdl2-2.0-0
- Alternatively you can use Fallout 2 from Macplay/The Omni Group as a base - you need to extract game assets from the original bundle. Mount CD/DMG, right click `Fallout 2` -> `Show Package Contents`, navigate to `Contents/Resources`. Copy `GameData` folder somewhere, for example `/Applications/Fallout2`.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer. **Note**: You must use "Offline backup game installer", not the main game installer.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer:
```console
$ brew install innoextract
@@ -126,17 +126,6 @@ IFACE_BAR_SIDES_ORI=0
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
;if IFACE_BAR_WIDTH=800 - Interface bar will use 800pix wide asset from f2_res.dat.
;IFACE_BAR_WIDTH=640
[STATIC_SCREENS]
;if SPLASH_SCRN_SIZE=0 - Splash screen shows at original size if it fits, otherwise scales down while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=1 - Splash screen scales to fit the screen while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=2 - Splash screen stretches to fill the entire screen.
SPLASH_SCRN_SIZE=0
[MAPS]
;if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
;if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0
```
Recommendations:
-104
View File
@@ -1,104 +0,0 @@
# Sfall Compatibility
This document tracks Fallout 2 CE compatibility with sfall. This is for modders who need to know which Sfall features work in CE.
For now, this covers opcodes/metarules, and hooks. In the future, it will include other ways of modifying the engine (like ini files), and other Sfall-specific behaviour.
## Opcodes / Metarules
See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/) for documentation on specific functions.
| Group | Opcodes In Group | Compatibility | Notes |
| --- | --- | --- | --- |
| Direct memory access| read_byte,short,int,string<br>write_byte,short,int,string<br>call_offset_vX | đźš« | Not possible. Open an issue if you need functionality not covered by other opcodes. |
| Stats | get/set_pc_base_stat<br>get/set_pc_extra_stat<br>get/set_critter_base_stat<br>get/set_critter_extra_stat | âś… | CE uses engine stat helpers here instead of sfall's direct proto-field behavior, so derived-stat update behavior can differ. |
| Stats / Alter min/max | get/set_stat_min/max<br>set_pc_stat_min/max<br>set_npc_stat_min/max | not implemented | - |
| Skills | get/set_critter_skill_points<br>get/set_available_skill_points<br>set_skill_max<br>set_critter_skill_mod<br>set_base_skill_mod<br>mod_skill_points_per_level | not implemented | - |
| Graphics | graphics_funcs_available<br>force_graphics_refresh<br>get_screen_width<br>get_screen_height<br>set_palette | implemented: only get_screen_width, get_screen_height | - |
| Shaders | load_shader<br>free_shader<br>activate_shader<br>deactivate_shader<br>set/get_shader_* | đźš« | likely will not implement direct compatibility
| Perks and traits | set_perk_image<br>set_perk_*<br>set_pyromaniac_mod<br>apply_heaveho_fix<br>set_swiftlearner_mod<br>set_fake_perk<br>set_fake_trait<br>set_selectable_perk<br>set_perkbox_title<br>hide_real_perks<br>show_real_perks<br>perk_add_mode<br>clear_selectable_perks<br>has_fake_perk<br>has_fake_trait<br>add_trait<br>remove_trait<br>seq_perk_freq | not implemented | - |
| Virtual file system | fs_create<br>fs_copy<br>fs_find<br>fs_read/write_*<br>fs_delete<br>fs_size<br>fs_pos<br>fs_seek<br>fs_resize | đźš« | Open an issue if you have a use case for these |
| Combat / Knockback | set_weapon_knockback<br>set_target_knockback<br>set_attacker_knockback<br>remove_weapon_knockback<br>remove_target_knockback<br>remove_attacker_knockback | not implemented | - |
| Maps and encounters | in_world_map<br>force_encounter<br>force_encounter_with_flags<br>set_map_time_multi<br>get/set_map_enter_position<br>exec_map_update_scripts<br>get/set_terrain_name<br>set_town_title<br>get/set_can_rest_on_map<br>set_rest_heal_time<br>set_rest_mode<br>set_worldmap_heal_time | implemented: in_world_map, force_encounter, force_encounter_with_flags, set_map_time_multi | - |
| Maps and encounters / Worldmap | get_world_map_x/y_pos<br>set_world_map_pos | âś… | - |
| Audio | eax_available<br>set_eax_environment<br>play_sfall_sound<br>stop_sfall_sound | not implemented | *eax* opcodes will not be implemented |
| Combat / Weapons and ammo | get/set_weapon_ammo_pid<br>get/set_weapon_ammo_count | âś… | - |
| Sfall / Version | sfall_ver_major<br>sfall_ver_minor<br>sfall_ver_build | âś… | CE currently reports `4.3.4` |
| Utility / Math | log, exponent, round, sqrt, abs, sin, cos, tan, arctan, ceil, ^, floor2, div | âś… | - |
| Keyboard and mouse | key_pressed<br>tap_key<br>get_mouse_x/y<br>get_mouse_buttons | âś… | - |
| Lists | list_begin<br>list_next<br>list_end<br>list_as_array<br>party_member_list | âś… | - |
| Explosions | metarule2_explosions<br>set_attack_explosion_pattern<br>set_attack_explosion_art<br>set_attack_explosion_radius<br>set_attack_is_explosion_fire<br>set_explosion_radius<br>set_dynamite_damage<br>set_plastic_damage<br>get_explosion_damage<br>set_explosion_max_targets<br>item_make_explosive | âś… except item_make_explosive | - |
| Animations | reg_anim_combat_check<br>reg_anim_destroy<br>reg_anim_animate_and_hide<br>reg_anim_light<br>reg_anim_change_fid<br>reg_anim_take_out<br>reg_anim_turn_towards<br>reg_anim_callback<br>reg_anim_animate_and_move | âś… except reg_anim_callback | - |
| Art and appearance | art_exists<br>refresh_pc_art<br>art_cache_clear<br>set_hero_race<br>set_hero_style | implemented: art_exists, refresh_pc_art, art_cache_clear | - |
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… except objects_in_radius | - |
| Utility | sprintf<br>typeof<br>atoi<br>atof | âś… | - |
| Utility / Strings | string_split<br>substr<br>strlen<br>charcode<br>get_string_pointer<br>string_find<br>string_find_from<br>string_format<br>string_format_array<br>string_replace<br>string_to_case<br>string_compare | âś… except get_string_pointer | `get_string_pointer` is deprecated and intentionally omitted. |
| Interface / Tags | show_iface_tag<br>hide_iface_tag<br>is_iface_tag_active<br>set_iface_tag_text<br>add_iface_tag | implemented: all except set_iface_tag_text, add_iface_tag | CE only handles built-in interface tags here; custom tag creation/text is not supported yet. |
| Global variables | set_sfall_global<br>get_sfall_global_int<br>get_sfall_global_float | implemented: all except get_sfall_global_float | Current CE storage is int-backed; `set_sfall_global` stores integer values and there is no float getter yet. |
| Hooks / Hook functions | init_hook<br>get_sfall_arg<br>get_sfall_args<br>get_sfall_arg_at<br>set_sfall_return<br>set_sfall_arg<br>register_hook<br>register_hook_proc<br>register_hook_proc_spec | âś… except init_hook | See below for implemented hooks. `init_hook` is deprecated and will not be implemented. register_hook_proc and register_hook_proc_spec both add hooks to the *end* of the hook list, instead of beginning and end, respectively. |
| Arrays / Array functions | create_array<br>temp_array<br>fix_array<br>get/set_array<br>resize_array<br>free_array<br>scan_array<br>len_array<br>save/load_array<br>array_key<br>arrayexpr | âś… except save_array, load_array | - |
| Perks and traits / NPC perks | set_fake_perk_npc<br>set_fake_trait_npc<br>set_selectable_perk_npc<br>has_fake_perk_npc<br>has_fake_trait_npc | not implemented | - |
| Global scripts / Global script functions | set_global_script_repeat<br>set_global_script_type<br>available_global_script_types | implemented: all except available_global_script_types | `GlobalScriptPaths` masks now match archive-backed scripts regardless of `/` vs `\` separators, matching Windows-style `.dat` contents on non-Windows hosts. |
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: only get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier | - |
| Car | set_car_current_town<br>car_gas_amount<br>set_car_intface_art | implemented: all except set_car_intface_art | - |
| Interface / Windows and images | art_frame_data<br>interface_art_draw<br>interface_print<br>draw_image<br>draw_image_scaled<br>get_window_under_mouse<br>create_win<br>get_window_attribute<br>message_box<br>set_window_flag<br>win_fill_color<br>interface_overlay<br>dialog_message<br>get_text_width<br>hide_window<br>show_window | implemented: only message_box, get_text_width, show_window | - |
| Interface / Outline | outlined_object<br>get_outline<br>set_outline | implemented: all except get_outline | - |
| Interface / Main interface | intface_is_hidden<br>intface_redraw<br>intface_hide<br>intface_show<br>set_quest_failure_value | implemented: only intface_redraw | `intface_redraw` only supports the zero-argument form; the optional-argument path is explicitly unimplemented. |
| Interface / Inventory | display_stats<br>inventory_redraw<br>critter_inven_obj2<br>get_current_inven_size<br>item_weight | implemented: only critter_inven_obj2 | - |
| Interface / Cursor | get/set_cursor_mode | âś… | - |
| Locks | lock_is_jammed<br>unjam_lock<br>set_unjam_locks_time | not implemented | - |
| INI settings | modified_ini<br>get_ini_setting<br>get_ini_string<br>get_ini_section<br>get_ini_sections<br>get_ini_config<br>get_ini_config_db<br>set_ini_setting | âś… except modified_ini, get_ini_config, get_ini_config_db | `modified_ini` is intentionally omitted as deprecated. |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>set_script<br>get_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get_object_data<br>set_object_data<br>get_flags<br>set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get_script, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop_game<br>resume_game<br>mark_movie_played<br>game_loaded<br>get_game_mode<br>get_uptime<br>signal_close_game | implemented: game_loaded, get_game_mode, get_uptime | - |
| Other | input_funcs_available<br>get_year<br>set_dm_model<br>set_df_model<br>set_pipboy_available<br>get_kill_counter<br>mod_kill_counter<br>active_hand<br>toggle_active_hand<br>set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>inc_npc_level<br>get_npc_level<br>get/set_viewport_x/y<br>set_hp_per_level_mod<br>get/set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>hero_select_win<br>create_message_window<br>get_light_level<br>gdialog_get_barter_mod<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>message_str_game<br>sneak_success<br>create_spatial<br>unwield_slot<br>get_inven_ap_cost<br>add_g_timer_event<br>add_extra_msg_file<br>get_metarule_table<br>metarule_exist<br>npc_engine_level_up<br>remove_timer_event<br>set_drugs_data<br>spatial_radius | implemented: get_year, active_hand, toggle_active_hand, create_message_window, message_str_game, add_extra_msg_file, metarule_exist | `input_funcs_available`, `nb_create_char` are deprecated in sfall and intentionally absent in CE. `add_extra_msg_file` does not support the explicit `fileNumber` form in CE. |
## Hooks
| Hook | ID | Compatibility | Notes |
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
| CalcAPCost | `HOOK_CALCAPCOST` | đźš« | - |
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | CE passes the raw `Attack*` as the final mixed argument, matching sfall's shape. |
| OnDeath | `HOOK_ONDEATH` | đźš« | - |
| FindTarget | `HOOK_FINDTARGET` | đźš« | (maybe) |
| UseObjOn | `HOOK_USEOBJON` | âś… | - |
| UseObj | `HOOK_USEOBJ` | âś… | CE notes an sfall-matching inconsistency around return code `2` behavior between interface contexts. |
| RemoveInvenObj | `HOOK_REMOVEINVENOBJ` | đźš« | - |
| BarterPrice | `HOOK_BARTERPRICE` | âś… | - |
| MoveCost | `HOOK_MOVECOST` | đźš« | - |
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
| KeyPress | `HOOK_KEYPRESS` | âś… | Third hook arg is currently `0`; CE notes that sfall used VK codes there. |
| MouseClick | `HOOK_MOUSECLICK` | đźš« | - |
| UseSkill | `HOOK_USESKILL` | đźš« | - |
| Steal | `HOOK_STEAL` | đźš« | Et tu |
| WithinPerception | `HOOK_WITHINPERCEPTION` | đźš« | Et tu |
| InventoryMove | `HOOK_INVENTORYMOVE` | đźš« | Et tu |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
| CombatTurn | `HOOK_COMBATTURN` | đźš« | - |
| StdProcedure | `HOOK_STDPROCEDURE` | đźš« | Et tu |
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | đźš« | - |
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
| GameModeChange | `HOOK_GAMEMODECHANGE` | âś… | - |
| UseAnimObj | `HOOK_USEANIMOBJ` | đźš« | Et tu; (maybe) |
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | đźš« | - |
| DescriptionObj | `HOOK_DESCRIPTIONOBJ` | đźš« | Et tu |
| UseSkillOn | `HOOK_USESKILLON` | đźš« | Et tu |
| OnExplosion | `HOOK_ONEXPLOSION` | đźš« | (maybe) |
| SubCombatDamage | `HOOK_SUBCOMBATDAMAGE` | đźš« | (maybe) |
| SetLighting | `HOOK_SETLIGHTING` | đźš« | Et tu; (maybe) |
| Sneak | `HOOK_SNEAK` | đźš« | - |
| TargetObject | `HOOK_TARGETOBJECT` | đźš« | (maybe) |
| Encounter | `HOOK_ENCOUNTER` | đźš« | Et tu |
| AdjustPoison | `HOOK_ADJUSTPOISON` | đźš« | (maybe) |
| AdjustRads | `HOOK_ADJUSTRADS` | đźš« | (maybe) |
| RollCheck | `HOOK_ROLLCHECK` | đźš« | - |
| BestWeapon | `HOOK_BESTWEAPON` | đźš« | - |
| CanUseWeapon | `HOOK_CANUSEWEAPON` | đźš« | - |
| BuildSfxWeapon | `HOOK_BUILDSFXWEAPON` | đźš« | - |
-1
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@@ -1,2 +1 @@
*.int
sfall
-56
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@@ -1,56 +0,0 @@
#include "sfall.h"
#include "dik.h"
#include "define_lite.h"
#include "define_extra.h"
#include "test_utils.h"
variable refresh_pc_art_test_done := false;
procedure run_refresh_pc_art_test begin
variable old_gender := get_critter_stat(dude_obj, STAT_gender);
variable new_gender := 1 - old_gender;
variable dude_pid := obj_pid(dude_obj);
variable old_proto_fid := get_proto_data(dude_pid, PROTO_FID);
set_pc_base_stat(STAT_gender, new_gender);
call assertEquals("gender changes immediately", get_critter_stat(dude_obj, STAT_gender), new_gender);
call assertEquals("proto fid unchanged before refresh", get_proto_data(dude_pid, PROTO_FID), old_proto_fid);
refresh_pc_art;
variable refreshed_proto_fid := get_proto_data(dude_pid, PROTO_FID);
call assertNotEquals("refresh_pc_art updates dude proto fid", refreshed_proto_fid, old_proto_fid);
if (not critter_inven_obj(dude_obj, INVEN_TYPE_WORN)) then begin
call assertEquals("refresh_pc_art updates unarmored dude art", obj_art_fid(dude_obj) bwand 0xFFF, refreshed_proto_fid bwand 0xFFF);
end
set_pc_base_stat(STAT_gender, old_gender);
refresh_pc_art;
call assertEquals("refresh_pc_art restores original proto fid", get_proto_data(dude_pid, PROTO_FID), old_proto_fid);
refresh_pc_art_test_done := true;
call report_test_results("hook_refresh_pc_art");
end
procedure keypress_handler begin
variable pressed := get_sfall_arg_at(0);
variable key := get_sfall_arg_at(1);
if (not pressed) then return;
if (key != DIK_X) then return;
if (refresh_pc_art_test_done) then begin
display_msg("refresh_pc_art test already ran");
return;
end
call run_refresh_pc_art_test;
end
procedure start begin
if (not game_loaded) then return;
display_msg("refresh_pc_art test ready: press X");
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
end
@@ -1,26 +0,0 @@
#include "test_utils.h"
#include "sfall.h"
// to test, copy test_extra_msg_file.msg into <game folder>/text/English/game/
procedure start begin
variable auto_id;
variable duplicate_auto_id;
display_msg("Testing add_extra_msg_file...");
call assertEquals("metarule exists", metarule_exist("add_extra_msg_file"), 1);
auto_id := add_extra_msg_file("test_extra_msg_file.msg");
call assertNotEquals("auto id is not load error", auto_id, -2);
call assertTrue("auto id lower bound", auto_id >= 0x3000);
call assertTrue("auto id upper bound", auto_id <= 0x3FFF);
call assertEquals("auto message", message_str_game(auto_id, 100), "auto extra msg");
duplicate_auto_id := add_extra_msg_file("TEST_EXTRA_MSG_FILE.MSG");
call assertEquals("duplicate file returns existing id", duplicate_auto_id, auto_id);
call assertEquals("missing file", add_extra_msg_file("missing_extra_msg_file.msg"), -2);
call report_test_results("add_extra_msg_file");
end
-33
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@@ -1,33 +0,0 @@
#include "test_utils.h"
#include "sfall.h"
procedure start begin
display_msg("Testing iface_tag functions...");
// assumes no iface tags active in the save game
// SNEAK
show_iface_tag(0);
call assertTrue("show_iface_tag(SNEAK)", is_iface_tag_active(0));
hide_iface_tag(0);
call assertFalse("hide_iface_tag(SNEAK)", is_iface_tag_active(0));
// LEVEL
show_iface_tag(3);
call assertTrue("show_iface_tag(LEVEL)", is_iface_tag_active(3));
hide_iface_tag(3);
call assertFalse("hide_iface_tag(LEVEL)", is_iface_tag_active(3));
// ADDICTED
show_iface_tag(4);
call assertTrue("show_iface_tag(ADDICTED)", is_iface_tag_active(4));
hide_iface_tag(4);
call assertFalse("hide_iface_tag(ADDICTED)", is_iface_tag_active(4));
// POISONED
call assertFalse("hide_iface_tag(POISONED)", is_iface_tag_active(1));
// RADIATED
call assertFalse("hide_iface_tag(RADIATED)", is_iface_tag_active(2));
call report_test_results("iface_tag");
end
+189
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@@ -0,0 +1,189 @@
#include "constants.h"
#include "headers/define_extra.h" // For sfall functions if not in constants
procedure start;
procedure description_proc; // For visual checks during game
variable new_tag1_id = -1;
variable new_tag2_id = -1;
variable max_tags_test_id = -1;
procedure start begin
// Test Predefined Tags
debug_msg("Testing Predefined Interface Tags...");
// SNEAK (0)
debug_msg("Activating SNEAK (0)...");
show_iface_tag(0);
if (is_iface_tag_active(0)) then
debug_msg("SNEAK is active. (Visual check needed)");
else
debug_msg("ERROR: SNEAK failed to activate or is_iface_tag_active(0) failed.");
hide_iface_tag(0);
if (not is_iface_tag_active(0)) then
debug_msg("SNEAK is inactive.");
else
debug_msg("ERROR: SNEAK failed to deactivate or is_iface_tag_active(0) failed after hide.");
// POISONED (1) - Test requires making the player poisoned by other means to truly verify show/hide effect on game state
// For now, just test is_iface_tag_active if it reflects direct calls or underlying state.
// The opcodes show_iface_tag/hide_iface_tag are not meant to directly poison/cure the player for tags 1 and 2.
// They are for custom tags or the specific PC flags (0,3,4). is_iface_tag_active *should* work for 1 and 2.
debug_msg("Checking POISONED (1) (depends on game state): " + is_iface_tag_active(1));
// Similar for RADIATED (2)
debug_msg("Checking RADIATED (2) (depends on game state): " + is_iface_tag_active(2));
// LEVEL (3)
debug_msg("Activating LEVEL (3)...");
show_iface_tag(3);
if (is_iface_tag_active(3)) then
debug_msg("LEVEL is active. (Visual check needed)");
else
debug_msg("ERROR: LEVEL failed to activate or is_iface_tag_active(3) failed.");
hide_iface_tag(3);
if (not is_iface_tag_active(3)) then
debug_msg("LEVEL is inactive.");
else
debug_msg("ERROR: LEVEL failed to deactivate or is_iface_tag_active(3) failed after hide.");
// ADDICT (4)
debug_msg("Activating ADDICT (4)...");
show_iface_tag(4);
if (is_iface_tag_active(4)) then
debug_msg("ADDICT is active. (Visual check needed)");
else
debug_msg("ERROR: ADDICT failed to activate or is_iface_tag_active(4) failed.");
hide_iface_tag(4);
if (not is_iface_tag_active(4)) then
debug_msg("ADDICT is inactive.");
else
debug_msg("ERROR: ADDICT failed to deactivate or is_iface_tag_active(4) failed after hide.");
debug_msg("Predefined tag tests complete.");
debug_msg("---");
// Test Custom Tags
debug_msg("Testing Custom Interface Tags...");
// Add first custom tag
new_tag1_id = add_iface_tag;
if (new_tag1_id != -1) then
debug_msg("Added custom tag 1 with ID: " + new_tag1_id + " (expected 5 if first)");
else
debug_msg("ERROR: Failed to add custom tag 1.");
return; // Stop if first add fails
// Show it
show_iface_tag(new_tag1_id);
if (is_iface_tag_active(new_tag1_id)) then
debug_msg("Custom tag 1 is active. (Visual check: should show 'NEW' in green)");
else
debug_msg("ERROR: Custom tag 1 failed to activate or is_iface_tag_active failed.");
// Set its text and color
set_iface_tag_text(new_tag1_id, "HELLO TAG1", 2); // Color 2 (White from issue description's reference)
debug_msg("Set text for custom tag 1 to 'HELLO TAG1' (color white). (Visual check needed)");
// Verify text length truncation (19 chars)
set_iface_tag_text(new_tag1_id, "ThisIsAVeryLongTextStringIndeed", 3); // Color 3 (Yellow)
debug_msg("Set text for custom tag 1 to 'ThisIsAVeryLongTextStringIndeed' (color yellow) - should be truncated. (Visual check needed)");
// Add second custom tag
new_tag2_id = add_iface_tag;
if (new_tag2_id != -1) then
debug_msg("Added custom tag 2 with ID: " + new_tag2_id + " (expected 6 if second)");
else
debug_msg("ERROR: Failed to add custom tag 2.");
// Continue to test tag1 hide
if (new_tag2_id != -1) then
show_iface_tag(new_tag2_id);
set_iface_tag_text(new_tag2_id, "AWESOME", 6); // Color 6 (GoodColor/Green)
debug_msg("Custom tag 2 ('AWESOME', green) should be active. (Visual check needed)");
end
// Hide first custom tag
hide_iface_tag(new_tag1_id);
if (not is_iface_tag_active(new_tag1_id)) then
debug_msg("Custom tag 1 is now inactive.");
else
debug_msg("ERROR: Custom tag 1 failed to deactivate.");
if (new_tag2_id != -1 and is_iface_tag_active(new_tag2_id)) then
debug_msg("Custom tag 2 should still be active. (Visual check needed)");
else if (new_tag2_id != -1) then
debug_msg("ERROR: Custom tag 2 became inactive or failed check.");
end
// Test max tags
debug_msg("Attempting to add maximum custom tags (up to 126)...");
variable i;
variable current_tags = 2; // Assuming new_tag1_id and new_tag2_id were successful (IDs 5 and 6)
if (new_tag1_id == -1) then current_tags = 0;
if (new_tag1_id != -1 and new_tag2_id == -1) then current_tags = 1;
for (i = current_tags; i < 126; i++) begin
max_tags_test_id = add_iface_tag;
if (max_tags_test_id == -1) then begin
debug_msg("ERROR: Failed to add tag at iteration " + i + ". Max tags might be less than 126 or error in add_iface_tag.");
break;
end
// Minimal show/set_text to ensure they are processed
show_iface_tag(max_tags_test_id);
set_iface_tag_text(max_tags_test_id, "Tag " + max_tags_test_id, 0); // Default color
end
if (i == 126) then
debug_msg("Successfully added up to 126 custom tags (IDs 5 through 130). Last ID: " + max_tags_test_id);
else
debug_msg("Stopped adding tags at count " + i + ". Last successful ID: " + max_tags_test_id);
end
// Test adding one more tag (should fail if 126 was the limit)
max_tags_test_id = add_iface_tag;
if (max_tags_test_id == -1) then
debug_msg("Correctly failed to add tag beyond limit (127th attempt).");
else
debug_msg("ERROR: Added tag beyond 126 limit! ID: " + max_tags_test_id);
end
// Test invalid IDs
debug_msg("Testing invalid tag IDs...");
show_iface_tag(-1); // Invalid
show_iface_tag(1000); // Likely invalid (beyond max added)
hide_iface_tag(-2);
hide_iface_tag(1001);
debug_msg("is_iface_tag_active(-3): " + is_iface_tag_active(-3));
debug_msg("is_iface_tag_active(1002): " + is_iface_tag_active(1002));
set_iface_tag_text(-4, "INVALID", 0);
set_iface_tag_text(1003, "INVALID", 0);
debug_msg("Invalid ID tests complete (check console for debug prints from C++).");
debug_msg("---");
debug_msg("Interface Tag testing complete. Check console and game screen.");
debug_msg("Will keep some tags active for 10 seconds for visual check then clear...");
// Keep some tags visible for a moment if run in game
// This part is for easier visual checking if you load a game with this script.
// For automated testing, the debug_msg output is key.
if (game_loaded) then begin
if (new_tag1_id != -1) then hide_iface_tag(new_tag1_id); // ensure it's hidden from previous test
if (new_tag2_id != -1) then show_iface_tag(new_tag2_id); // ensure tag2 is visible
set_iface_tag_text(new_tag2_id, "Testing Done!", 4); // Peanut butter color
game_time_advance(game_ticks(10)); // Wait 10 seconds
if (new_tag2_id != -1) then hide_iface_tag(new_tag2_id);
debug_msg("Visual check period ended.");
end
end
// This can be used with `debug_map_scripts` or similar to run on map enter
// procedure map_enter_p_proc begin call start; end
// procedure map_update_p_proc begin call start; end // If you want it to run repeatedly (not recommended for this test script)
// For `description_proc` usage with `debug(F5)`:
// Create a global script that calls `start` from `description_proc`
// Example:
// procedure description_proc begin
// if (game_loaded) then call start;
// end
-73
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@@ -1,73 +0,0 @@
#include "lib.arrays.h" // For arrays_equal, len_array, etc.
#include "test_utils.h" // For assertEquals, VALTYPE_STR, report_test_results
// To test: copy test.ini into the game folder before running
procedure ini_test_suite begin
variable result_array, expected_array, key_type, value_type, count, key_val_pair;
display_msg("--- Testing ini functions");
// Test Case 1: Valid file, valid section
result_array := get_ini_section("test.ini", "ValidSection");
call assertEquals("TC1 Size", len_array(result_array), 3);
call assertEquals("TC1 Key1", result_array["Key1"], "Value1");
call assertEquals("TC1 Key2", result_array["Key2"], "2");
call assertEquals("TC1 EmptyValue", result_array["EmptyValue"], "");
count := 0;
foreach key_val_pair in result_array begin
count += 1;
call assertEquals("TC1 Key Type " + count, typeof(key_val_pair[0]), VALTYPE_STR);
call assertEquals("TC1 Value Type " + count, typeof(key_val_pair[1]), VALTYPE_STR);
end
// basic fetchers
call assertEquals("TC2 Specific Key1 Value", result_array["Key1"], "Value1");
call assertEquals("TC2 get_ini_setting string", get_ini_setting("test.ini|ValidSection|Key1"), 0);
call assertEquals("TC2 get_ini_string string", get_ini_string("test.ini|ValidSection|Key1"), "Value1");
call assertEquals("TC2 get_ini_setting int", get_ini_setting("test.ini|ValidSection|Key2"), 2);
call assertEquals("TC2 get_ini_string int", get_ini_string("test.ini|ValidSection|Key2"), "2");
call assertEquals("TC2 get_ini_setting empty int", get_ini_setting("test.ini|ValidSection|EmptyValue"), 0);
call assertEquals("TC2 get_ini_string empty string", get_ini_string("test.ini|ValidSection|EmptyValue"), "");
// INI file not found
result_array := get_ini_section("nonexistent.ini", "AnySection");
call assertEquals("TC3 Size", len_array(result_array), 0);
call assertEquals("TC3 Is Map", array_key(result_array, -1), 1); // Should still be an associative array
call assertEquals("TC3 get_ini_setting missing file", get_ini_setting("notexist.ini|ValidSection|Key2"), -1);
call assertEquals("TC3 get_ini_setting missing key", get_ini_setting("test.ini|ValidSection|MissingKey"), -1);
call assertEquals("TC3 get_ini_string", get_ini_string("notexist.ini|ValidSection|Key2"), "");
// Valid file, section not found
result_array := get_ini_section("test.ini", "NonExistentSection");
call assertEquals("TC4 Size", len_array(result_array), 0);
call assertEquals("TC4 Is Map", array_key(result_array, -1), 1);
call assertEquals("TC4 get_ini_setting", get_ini_setting("test.ini|NonExistentSection|Key2"), -1);
call assertEquals("TC4 get_ini_string", get_ini_string("test.ini|NonExistentSection|Key2"), "");
// Valid file, empty section
result_array := get_ini_section("test.ini", "EmptySection");
call assertEquals("TC5 Size", len_array(result_array), 0);
call assertEquals("TC5 Is Map", array_key(result_array, -1), 1);
call assertEquals("TC5 get_ini_setting", get_ini_setting("test.ini|EmptySection|Key2"), -1);
call assertEquals("TC5 get_ini_string", get_ini_string("test.ini|EmptySection|Key2"), "");
// set ini setting
set_ini_setting("test_set.ini|ValidSection|Key3", "OldValue");
call assertEquals("TC6 set_ini_setting 1", get_ini_string("test_set.ini|ValidSection|Key3"), "OldValue");
set_ini_setting("test_set.ini|ValidSection|Key3", "NewValue");
call assertEquals("TC6 set_ini_setting 2", get_ini_string("test_set.ini|ValidSection|Key3"), "NewValue");
set_ini_setting("test_set.ini|ValidSection|Key3", 2);
call assertEquals("TC6 set_ini_setting int", get_ini_setting("test_set.ini|ValidSection|Key3"), 2);
// get_init_sections
result_array := get_ini_sections("test.ini");
call assertEquals("TC7 get_ini_sections size", len_array(result_array), 3);
call assertTrue("TC7 get_ini_sections", scan_array(result_array, "TestMisc") >= 0);
call report_test_results("ini");
end
procedure start begin
call ini_test_suite();
end
-14
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@@ -1,14 +0,0 @@
#include "sfall.h"
// this is the basic message_box function used by RPU and Et Tu
#define message_box_warning(text) message_box4(text, 0x01, 134, 145)
procedure start begin
// I don't see a practice way to auto test message_box, so this is just a way to do manual testing
variable ret = message_box1("Basic Dialog\nwith multiple lines\nand such.");
display_msg("chose: " + ret);
message_box2("Basic Dialog\nwith default flags.", -1); // -1 means use default flags
message_box2("Basic Dialog\nsmall.", 0x02);
message_box_warning("Missing config values\n(just testing).");
end
-30
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@@ -1,30 +0,0 @@
#include "test_utils.h"
#include "sfall.h"
procedure start begin
display_msg("Testing metarule_exist functions...");
call assertEquals("string_format", metarule_exist("string_format"), 1);
call assertEquals("metarule_exist", metarule_exist("metarule_exist"), 1);
// This will fail on sFall
call assertEquals("opcode_exists", metarule_exist("opcode_exists"), 1);
if metarule_exist("opcode_exists") then begin // And example if how to use it
#define opcode_exists(opcode) sfall_func1("opcode_exists", opcode)
#define OP_GET_UPTIME 0x81B3
#define OP_NOOP 0x8000
#define OP_WRITE_INT 0x81D1
call assertEquals("opcode_exists OP_GET_UPTIME", opcode_exists(OP_GET_UPTIME), 1);
call assertEquals("opcode_exists OP_NOOP", opcode_exists(OP_NOOP), 1);
// Probably will never be implemented on fallout2-ce
call assertEquals("opcode_exists OP_WRITE_INT", opcode_exists(OP_WRITE_INT), 0);
call assertEquals("opcode_exists 0xFFFF", opcode_exists(0xFFFF), 0);
end else begin
display_msg("Opcode exists metarule is not available, skipping tests.");
end
call report_test_results("metarule_exist");
end
@@ -1,234 +0,0 @@
#include "sfall.h"
#include "dik.h"
#include "command_lite.h"
#include "define_extra.h"
#include "test_utils.h"
#define REG_ANIM_BEGIN 1
#define REG_ANIM_END 3
#define ANIMATION_REQUEST_UNRESERVED 1
#define TEST_ITEM_PID 40
#define TEST_FID_SOURCE_PID 76
#define TEST_LIGHT_VALUE 0x12340002
#define TEST_TAKE_OUT_FRAME WPN_ANIM_PISTOL
#define TEST_STAND_ANIM 0
#define TEST_WALK_ANIM 1
#define reg_anim_begin() reg_anim_func(REG_ANIM_BEGIN, ANIMATION_REQUEST_UNRESERVED)
#define reg_anim_end() reg_anim_func(REG_ANIM_END, 0)
variable hook_registered := false;
variable pending_test := 0;
variable pending_frames := 0;
variable test_move_critter_obj := 0;
variable test_takeout_critter_obj := 0;
variable test_light_obj := 0;
variable test_fid_obj := 0;
variable test_fid_source_obj := 0;
variable test_hide_obj := 0;
variable test_destroy_obj := 0;
variable expected_turn_tile := 0;
variable expected_move_tile := 0;
variable initial_rotation := 0;
variable initial_tile := 0;
variable initial_fid := 0;
variable expected_fid := 0;
variable initial_hide_visibility := 0;
variable initial_destroy_visibility := 0;
variable test_objects_ready := false;
variable pending_timeout_frames := 0;
variable noncombat_test_completed := false;
// Manual checks:
// X:
// - No registered animation should run in combat.
// - The temp critters should not move or draw a weapon.
// V:
// - `reg_anim_combat_check(0)` should allow the registered animations in combat.
// N:
// - Outside combat, the full opcode surface should run and be checked.
procedure setup_test_objects begin
variable elev := elevation(dude_obj);
test_move_critter_obj := create_object_sid(obj_pid(dude_obj), tile_num_in_direction(dude_tile, dude_cur_rot, 3), elev, -1);
test_takeout_critter_obj := create_object_sid(obj_pid(dude_obj), tile_num_in_direction(dude_tile, (dude_cur_rot + 1) % 6, 3), elev, -1);
test_light_obj := create_object_sid(TEST_ITEM_PID, tile_num_in_direction(dude_tile, (dude_cur_rot + 2) % 6, 4), elev, -1);
test_fid_obj := create_object_sid(TEST_ITEM_PID, tile_num_in_direction(dude_tile, (dude_cur_rot + 3) % 6, 4), elev, -1);
test_fid_source_obj := create_object_sid(TEST_FID_SOURCE_PID, tile_num_in_direction(dude_tile, (dude_cur_rot + 4) % 6, 4), elev, -1);
test_hide_obj := create_object_sid(TEST_ITEM_PID, tile_num_in_direction(dude_tile, (dude_cur_rot + 5) % 6, 4), elev, -1);
test_destroy_obj := create_object_sid(TEST_ITEM_PID, tile_num_in_direction(dude_tile, dude_cur_rot, 5), elev, -1);
initial_rotation := obj_get_rot(test_move_critter_obj);
initial_tile := tile_num(test_move_critter_obj);
expected_turn_tile := tile_num_in_direction(initial_tile, (initial_rotation + 3) % 6, 1);
expected_move_tile := tile_num_in_direction(initial_tile, initial_rotation, 1);
initial_fid := get_object_data(test_fid_obj, OBJ_DATA_FID);
expected_fid := get_object_data(test_fid_source_obj, OBJ_DATA_FID);
initial_hide_visibility := obj_is_visible_flag(test_hide_obj);
initial_destroy_visibility := obj_is_visible_flag(test_destroy_obj);
pending_frames := 0;
test_objects_ready := true;
end
procedure ensure_test_objects begin
if (test_objects_ready) then return;
call setup_test_objects();
end
procedure queue_full_sequence begin
reg_anim_begin();
reg_anim_turn_towards(test_move_critter_obj, expected_turn_tile, -1);
reg_anim_take_out(test_takeout_critter_obj, TEST_TAKE_OUT_FRAME, -1);
reg_anim_light(test_light_obj, TEST_LIGHT_VALUE, -1);
reg_anim_change_fid(test_fid_obj, expected_fid, -1);
reg_anim_animate_and_hide(test_hide_obj, TEST_STAND_ANIM, -1);
reg_anim_destroy(test_destroy_obj);
reg_anim_animate_and_move(test_move_critter_obj, expected_move_tile, TEST_WALK_ANIM, -1);
reg_anim_end();
end
procedure start_blocked_test begin
pending_test := 1;
pending_timeout_frames := 30;
call ensure_test_objects();
call queue_full_sequence();
display_msg("Started blocked-case test.");
end
procedure start_enabled_test begin
pending_test := 2;
pending_timeout_frames := 120;
call ensure_test_objects();
reg_anim_combat_check(0);
call queue_full_sequence();
display_msg("Started enabled-case test.");
end
procedure start_noncombat_test begin
pending_test := 3;
pending_timeout_frames := 120;
call ensure_test_objects();
call queue_full_sequence();
display_msg("Started non-combat opcode test.");
end
procedure keypress_handler begin
variable
pressed := get_sfall_arg_at(0),
key := get_sfall_arg_at(1);
if (not pressed) then return;
if (pending_test != 0) then begin
if (key == DIK_X or key == DIK_V or key == DIK_N) then
display_msg("A reg_anim_combat_check test is already running.");
return;
end
if (combat_data and key == DIK_X) then begin
display_msg("X: combat should block all reg_anim calls in this sequence.");
call start_blocked_test();
end else if (combat_data and key == DIK_V) then begin
display_msg("V: reg_anim_combat_check(0) should allow the registered animations in combat.");
call start_enabled_test();
end else if ((not combat_data) and key == DIK_N) then begin
if (noncombat_test_completed) then begin
display_msg("N already ran once. Reload the map or game before running it again.");
return;
end
display_msg("N: outside combat, the full reg_anim opcode sequence should run.");
call start_noncombat_test();
end else if (key == DIK_X or key == DIK_V) then begin
display_msg("Enter combat before running X or V.");
end else if (key == DIK_N) then begin
display_msg("Leave combat before running N.");
end
end
procedure report_blocked_results begin
variable errors_before := test_suite_errors;
call assertEquals("turn_towards blocked", obj_get_rot(test_move_critter_obj), initial_rotation);
call assertEquals("animate_and_move blocked", tile_num(test_move_critter_obj), initial_tile);
call assertEquals("change_fid blocked", get_object_data(test_fid_obj, OBJ_DATA_FID), initial_fid);
call assertEquals("animate_and_hide blocked", obj_is_visible_flag(test_hide_obj), initial_hide_visibility);
call assertEquals("destroy blocked", obj_is_visible_flag(test_destroy_obj), initial_destroy_visibility);
if (test_suite_errors == errors_before) then
display_msg("PASS blocked automatic checks");
else
display_msg("FAIL blocked automatic checks");
call report_test_results("reg_anim_combat_check_blocked");
end
procedure report_enabled_results begin
variable errors_before := test_suite_errors;
call assertNotEquals("turn_towards runs in combat when enabled", obj_get_rot(test_move_critter_obj), initial_rotation);
call assertEquals("animate_and_move runs in combat when enabled", tile_num(test_move_critter_obj), expected_move_tile);
call assertEquals("change_fid runs in combat when enabled", get_object_data(test_fid_obj, OBJ_DATA_FID), expected_fid);
if (test_suite_errors == errors_before) then
display_msg("PASS enabled automatic checks");
else
display_msg("FAIL enabled automatic checks");
call report_test_results("reg_anim_combat_check_enabled");
end
procedure report_noncombat_results begin
variable errors_before := test_suite_errors;
noncombat_test_completed := true;
call assertNotEquals("turn_towards outside combat", obj_get_rot(test_move_critter_obj), initial_rotation);
call assertEquals("animate_and_move outside combat", tile_num(test_move_critter_obj), expected_move_tile);
call assertEquals("change_fid outside combat", get_object_data(test_fid_obj, OBJ_DATA_FID), expected_fid);
call assertEquals("animate_and_hide outside combat", obj_is_visible_flag(test_hide_obj), 0);
if (test_suite_errors == errors_before) then
display_msg("PASS non-combat automatic checks");
else
display_msg("FAIL non-combat automatic checks");
call report_test_results("reg_anim_full_noncombat");
display_msg("Manual check: outside combat, the other clone should play take out, light should visibly apply if supported by the object type, and destroy_obj should be gone.");
end
procedure poll_pending_test begin
if (pending_test == 0) then return;
pending_frames += 1;
if (pending_frames < pending_timeout_frames) then return;
variable current_test := pending_test;
pending_test := 0;
pending_frames := 0;
pending_timeout_frames := 0;
if (current_test == 1) then begin
call report_blocked_results();
end else if (current_test == 2) then begin
call report_enabled_results();
end else if (current_test == 3) then begin
call report_noncombat_results();
end
end
procedure start begin
set_global_script_repeat(1);
if (not hook_registered and game_loaded) then begin
hook_registered := true;
call ensure_test_objects();
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
display_msg("reg_anim_combat_check test loaded. Enter combat for X/V, or stay out of combat for N (one-shot).");
end
call poll_pending_test();
end
-78
View File
@@ -1,78 +0,0 @@
#include "sfall.h"
#include "test_utils.h"
variable blocker_obj := 0;
procedure cleanup begin
if (blocker_obj) then begin
destroy_object(blocker_obj);
blocker_obj := 0;
end
end
procedure start begin
variable elev := elevation(dude_obj);
variable dude_tile := tile_num(dude_obj);
variable dir;
variable step_tile := -1;
variable step_dir := -1;
variable block_tile := -1;
variable path;
variable objs;
variable ground_fid;
variable roof_fid;
display_msg("Testing tile/path functions...");
call cleanup();
for (dir := 0; dir < 6; dir += 1) begin
variable candidate := tile_num_in_direction(dude_tile, dir, 1);
if (candidate != dude_tile and obj_blocking_tile(candidate, elev, BLOCKING_TYPE_BLOCK) == 0) then begin
if (step_tile == -1) then begin
step_tile := candidate;
step_dir := dir;
end
if (block_tile == -1 and candidate != step_tile) then begin
block_tile := candidate;
end
end
end
call assertNotEquals("found reachable neighboring tile", step_tile, -1);
if (step_tile != -1) then begin
path := path_find_to(dude_obj, step_tile, BLOCKING_TYPE_BLOCK);
call assertEquals("one-step path length", len_array(path), 1);
if (len_array(path) == 1) then
call assertEquals("one-step path direction", get_array(path, 0), step_dir);
end
if (block_tile != -1) then begin
blocker_obj := create_object_sid(obj_pid(dude_obj), block_tile, elev, -1);
call assertNotEquals("spawned blocking critter", blocker_obj, 0);
if (blocker_obj) then begin
path := path_find_to(dude_obj, tile_num(blocker_obj), BLOCKING_TYPE_BLOCK);
call assertEquals("occupied destination returns empty path", len_array(path), 0);
end
end else begin
display_msg("Skipping occupied-destination path check: no free adjacent tile for blocker.");
end
objs := tile_get_objs(dude_tile, elev);
call assertTrue("tile_get_objs contains dude", scan_array(objs, dude_obj) != -1);
ground_fid := get_tile_ground_fid(dude_tile, elev);
roof_fid := get_tile_roof_fid(dude_tile, elev);
call assertTrue("ground fid is non-negative", ground_fid >= 0);
call assertTrue("roof fid is non-negative", roof_fid >= 0);
call assertEquals("ground helper matches ext", ground_fid, get_tile_fid_ext(dude_tile, elev, 0));
call assertEquals("roof helper matches ext", roof_fid, get_tile_fid_ext(dude_tile, elev, 1));
call assertTrue("tile_light returns non-negative intensity", tile_light(elev, dude_tile) >= 0);
call assertEquals("tile_by_position metarule exists", metarule_exist("tile_by_position"), 1);
call assertEquals("tile_by_position matches tile_under_cursor", tile_by_position(get_mouse_x, get_mouse_y), tile_under_cursor);
tile_refresh_display;
call cleanup();
call report_test_results("tile_path");
end
-7
View File
@@ -1,7 +0,0 @@
#include "sfall.h"
procedure start begin
// this isn't a unit test, just a way to easily test different values manually
display_msg("Setting world map mult");
set_map_time_multi(1.0);
end
-166
View File
@@ -1,166 +0,0 @@
#include "../sfall/sfall.h"
#include "../sfall/dik.h"
#include "../sfall/define_lite.h"
#include "../test_utils.h"
#include "../sfall/lib.arrays.h"
variable last_game_mode;
variable gamemodechange_assertions_enabled := false;
variable gamemodechange_reported := false;
procedure test_with_args(variable arg1) begin
display_msg("test_w_arg" + arg1);
end
procedure test_wo_args begin
display_msg("test_wo_args");
end
procedure tohit_handler begin
variable
attacker := get_sfall_arg_at(1),
target := get_sfall_arg_at(2),
chanceRaw := get_sfall_arg_at(7);
display_msg(string_format("tohit %s -> %s (%d)", obj_name(attacker), obj_name(target), chanceRaw));
if (attacker == dude_obj) then
set_sfall_return(100);
else if (target == dude_obj) then
set_sfall_return(0);
end
procedure useobj_handler begin
variable
user := get_sfall_arg,
item := get_sfall_arg;
display_msg(string_format("useobj %s (%s)", obj_name(user), obj_name(item)));
set_sfall_return(2);
end
procedure useobjon_handler begin
variable args := get_sfall_args,
target := args[0],
user := args[1],
item := args[2];
display_msg(string_format("useobjon %s (%s) -> %s [len: %d]", obj_name(user), obj_name(item), obj_name(target), len_array(args)));
set_sfall_return(0);
end
procedure keypress_handler begin
variable
pressed := get_sfall_arg_at(0),
key := get_sfall_arg_at(1);
display_msg(string_format("keypress %d dx: %d", pressed, key));
if (not pressed) then return;
if (key == DIK_F2) then begin
display_msg(string_format("tile %d, elev %d, map %d", tile_under_cursor, elevation(dude_obj), cur_map_index));
end if (key == DIK_F3) then begin
if (key_pressed(DIK_LCONTROL)) then begin
variable cr := obj_under_cursor(true, false);
if (cr) then
critter_dmg(cr, 1000, DMG_BYPASS_ARMOR);
end else
move_to(dude_obj, tile_under_cursor, elevation(dude_obj));
end
end
procedure gamemodechange_handler begin
variable
event_type := get_sfall_arg_at(0),
previous_mode := get_sfall_arg_at(1),
current_mode := get_game_mode;
display_msg(string_format("gamemodechange event=%d prev=%d cur=%d", event_type, previous_mode, current_mode));
if (not gamemodechange_assertions_enabled) then begin
last_game_mode := current_mode;
return;
end
call assertTrue("gamemodechange event_type is 0 or 1", event_type == 0 or event_type == 1);
call assertEquals("gamemodechange previous mode", previous_mode, last_game_mode);
if (event_type == 0) then
call assertNotEquals("gamemodechange mode changed", current_mode, previous_mode);
else if (not gamemodechange_reported) then begin
gamemodechange_reported := true;
call report_test_results("hook_gamemodechange");
end
last_game_mode := current_mode;
end
procedure combatdamage_handler begin
variable args := get_sfall_args;
display_msg(sprintf("combatdamage %s", debug_array_str(args)));
set_sfall_return(10); // target dmg
set_sfall_return(5);
set_sfall_return(0);
set_sfall_return(DAM_HIT); // attacker flag
set_sfall_return(10); // knockback
end
procedure barterprice_handler begin
variable
args := get_sfall_args,
value := args[2],
caps := args[4],
offerValue := args[7],
offerTable := args[6],
offerCaps := item_caps_total(offerTable);
display_msg(sprintf("barterprice %s", debug_array_str(args)));
set_sfall_return((value - caps) * 2 + caps);
set_sfall_return((offerValue - offerCaps) / 2 + offerCaps);
end
#define ANIM_fall_back (20)
#define ANIM_fall_front (21)
#define ANIM_fire_dance (33)
procedure deathanim_handler begin
variable
args := get_sfall_args;
display_msg(sprintf("deathanim %s", debug_array_str(args)));
set_sfall_return(ANIM_fire_dance);
end
procedure start begin
//call test_with_args(777);
display_msg("start hook test");
if (not game_loaded) then return;
add_obj_to_inven(dude_obj, create_object_sid(40, 0, 0, -1));
add_obj_to_inven(dude_obj, create_object_sid(76, 0, 0, -1));
add_obj_to_inven(dude_obj, create_object_sid(85, 0, 0, -1));
last_game_mode := get_game_mode;
gamemodechange_assertions_enabled := true;
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
register_hook_proc(HOOK_TOHIT, tohit_handler);
register_hook_proc(HOOK_USEOBJ, useobj_handler);
register_hook_proc(HOOK_USEOBJON, useobjon_handler);
register_hook_proc(HOOK_GAMEMODECHANGE, gamemodechange_handler);
register_hook_proc(HOOK_COMBATDAMAGE, combatdamage_handler);
register_hook_proc(HOOK_BARTERPRICE, barterprice_handler);
register_hook_proc(HOOK_DEATHANIM2, deathanim_handler);
end
procedure map_enter_p_proc begin
display_msg("Map Enter hook test");
end
-17
View File
@@ -1,17 +0,0 @@
[ValidSection]
Key1=Value1
Key2=2
EmptyValue=
[SectionWithSpaces]
LeadingSpaceKey = LeadingSpaceValue
TrailingSpaceKey = TrailingSpaceValue
Both Sides Space Key = Both Sides Space Value
SimpleKey=SimpleValue
[EmptySection]
; This is TestMisc, it's not empty but won't be directly tested for content here.
[TestMisc]
Alpha=Beta
Gamma=Delta

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