Added signal_close_game script function

Updated documents and version number.
This commit is contained in:
NovaRain
2024-04-24 08:54:35 +08:00
parent a5e7a77588
commit 01ab4cfef7
8 changed files with 40 additions and 16 deletions
+10 -5
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@@ -376,6 +376,10 @@
detail: int has_fake_trait(string name)
opcode: 0x81c2
doc: Returns the number of levels the player has of the traits with the given name or ID of extra trait.
- name: add_trait
detail: void add_trait(int traitID)
doc: adds the specified trait to the player
macro: sfall.h
- name: remove_trait
detail: void remove_trait(int traitID)
opcode: 0x8225
@@ -1063,10 +1067,6 @@
slot: 0 - armor slot, 1 - right slot, 2 - left slot (see `INVEN_TYPE_*` in **define.h**)
- name: add_trait
detail: void add_trait(int traitID)
doc: adds the specified trait to the player
macro: sfall.h
- name: get_inven_ap_cost
detail: int get_inven_ap_cost
doc: Returns the current AP cost to access the inventory in combat
@@ -1078,6 +1078,11 @@
`fixedParam`: the value that is passed to the `timed_event_p_proc` procedure for the `fixed_param` function
macro: sfall.h
- name: signal_close_game
detail: void signal_close_game
doc: Works in a similar way to vanilla function: `metarule(METARULE_SIGNAL_END_GAME, 0)`, but it will then close the game instead of only returning the player to the main menu
macro: sfall.h
- name: Utility
items:
- name: sprintf
@@ -1520,7 +1525,7 @@
macro: sfall.h
- name: objects_in_radius
detail: objects_in_radius", int tile, int radius, int elevation, int type)
detail: array objects_in_radius(int tile, int radius, int elevation, int type)
doc: |
- returns an array of objects of a type (see `OBJ_TYPE_*` constants in **define_extra.h**) within the specified radius from the given tile
- passing -1 to the `type` argument or _not specifying it_ will return all objects within the radius
+1
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@@ -391,6 +391,7 @@
#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
#define show_win sfall_func0("show_window")
#define show_window(winName) sfall_func1("show_window", winName)
#define signal_close_game sfall_func0("signal_close_game")
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
+6 -1
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@@ -244,7 +244,7 @@ FUNCTION REFERENCE
- Returns FID of a roof tile at given tile number and elevation. Note that FID of 1 is used when there is no actual roof.
-----
##### `void reg_anim_combat_check`
##### `void reg_anim_combat_check(int enable)`
- Allows enabling all `reg_anim_*` functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before `reg_anim_begin() ... reg_anim_end()` code block.
**Some additional `reg_anim_*` functions were introduced. They all work in the same convention as vanilla functions and use the same underlying code.**
@@ -1134,6 +1134,11 @@ sfall_funcX metarule functions
- Plays the specified animation while simultaneously moving the object to the given tile
- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends
----
#### signal_close_game
`void sfall_func0("signal_close_game")`
- Works in a similar way to vanilla function: `metarule(METARULE_SIGNAL_END_GAME, 0)`, but it will then close the game instead of only returning the player to the main menu
****
_See other documentation files (arrays.md, hookscripts.md) for related functions reference._
+10 -8
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@@ -33,14 +33,16 @@ void RegAnimCombatCheck(DWORD newValue) {
char oldValue = regAnimCombatCheck;
regAnimCombatCheck = (newValue > 0);
if (oldValue != regAnimCombatCheck) {
SafeWrite8(0x459C97, regAnimCombatCheck); // reg_anim_func
SafeWrite8(0x459D4B, regAnimCombatCheck); // reg_anim_animate
SafeWrite8(0x459E3B, regAnimCombatCheck); // reg_anim_animate_reverse
SafeWrite8(0x459EEB, regAnimCombatCheck); // reg_anim_obj_move_to_obj
SafeWrite8(0x459F9F, regAnimCombatCheck); // reg_anim_obj_run_to_obj
SafeWrite8(0x45A053, regAnimCombatCheck); // reg_anim_obj_move_to_tile
SafeWrite8(0x45A10B, regAnimCombatCheck); // reg_anim_obj_run_to_tile
SafeWrite8(0x45AE53, regAnimCombatCheck); // reg_anim_animate_forever
SafeWriteBatch<BYTE>(regAnimCombatCheck, {
0x459C97, // reg_anim_func
0x459D4B, // reg_anim_animate
0x459E3B, // reg_anim_animate_reverse
0x459EEB, // reg_anim_obj_move_to_obj
0x459F9F, // reg_anim_obj_run_to_obj
0x45A053, // reg_anim_obj_move_to_tile
0x45A10B, // reg_anim_obj_run_to_tile
0x45AE53 // reg_anim_animate_forever
});
}
}
@@ -159,6 +159,7 @@ static const SfallMetarule metarules[] = {
{"set_unjam_locks_time", mf_set_unjam_locks_time, 1, 1, -1, {ARG_INT}},
{"set_window_flag", mf_set_window_flag, 3, 3, -1, {ARG_INTSTR, ARG_INT, ARG_INT}},
{"show_window", mf_show_window, 0, 1, -1, {ARG_STRING}},
{"signal_close_game", mf_signal_close_game, 0, 0},
{"spatial_radius", mf_spatial_radius, 1, 1, 0, {ARG_OBJECT}},
{"string_compare", mf_string_compare, 2, 3, 0, {ARG_STRING, ARG_STRING, ARG_INT}},
{"string_find", mf_string_find, 2, 3, -1, {ARG_STRING, ARG_STRING, ARG_INT}},
@@ -355,5 +355,13 @@ void mf_set_scr_name(OpcodeContext& ctx) {
ObjectName::SetName(sid, ctx.arg(0).strValue());
}
void mf_signal_close_game(OpcodeContext& ctx) {
// force ESC key in the main menu
SafeWrite8(0x481B2A, 0xB8);
SafeWrite32(0x481B2B, VK_ESCAPE); // mov eax, 27
fo::var::game_user_wants_to_quit = 2; // return to the main menu
}
}
}
+2
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@@ -96,5 +96,7 @@ void mf_set_quest_failure_value(OpcodeContext&);
void mf_set_scr_name(OpcodeContext&);
void mf_signal_close_game(OpcodeContext&);
}
}
+2 -2
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@@ -25,6 +25,6 @@
#define VERSION_MAJOR 4
#define VERSION_MINOR 4
#define VERSION_BUILD 3
#define VERSION_REV 1
#define VERSION_REV 2
#define VERSION_STRING "4.4.3.1"
#define VERSION_STRING "4.4.3.2"