From 443a423081b73816fa56088f91dc2bd0dbe10fbe Mon Sep 17 00:00:00 2001 From: NovaRain Date: Tue, 1 Jun 2021 11:05:38 +0800 Subject: [PATCH] Some edits to documents Removed txt version of arrays, hookscripts, and function notes. --- artifacts/scripting/arrays.md | 12 +- artifacts/scripting/arrays.txt | 234 ------ artifacts/scripting/hooks.yml | 23 +- artifacts/scripting/hookscripts.md | 36 +- artifacts/scripting/hookscripts.txt | 795 ------------------ artifacts/scripting/sfall function notes.md | 8 +- artifacts/scripting/sfall function notes.txt | 804 ------------------- docs/arrays.md | 16 +- 8 files changed, 51 insertions(+), 1877 deletions(-) delete mode 100644 artifacts/scripting/arrays.txt delete mode 100644 artifacts/scripting/hookscripts.txt delete mode 100644 artifacts/scripting/sfall function notes.txt diff --git a/artifacts/scripting/arrays.md b/artifacts/scripting/arrays.md index c054c8dd..b905991b 100644 --- a/artifacts/scripting/arrays.md +++ b/artifacts/scripting/arrays.md @@ -9,9 +9,7 @@ Arrays can be extremely useful for some more advanced scripting, in conjunction *** ### ARRAYS CONCEPT -Arrays are created and manipulated with the array functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of `int`, `float` and `string` in an array, and can mix all 3 in a single array. The ID returned by `create_array` or `temp_array` can then be used with the other array functions. Arrays are shared between all scripts (i.e. you can call `create_array` from one script, and then use the returned ID from another script). They are also saved across savegames. - -*You must remember to free any arrays you create with `create_array` when you are done with them, or you will leak memory.* +Arrays are created and manipulated with the array functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The ID returned by `create_array` or `temp_array` can then be used with the other array functions. Arrays are shared between all scripts (i.e. you can call `create_array` from one script, and then use the returned ID from another script). They are also saved across savegames. Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad ID or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array`, etc,) all return temporary arrays. You can use `fix_array` to make a temporary array permanent. @@ -195,7 +193,7 @@ _*mixed means any type_ #### `void resize_array(int arrayID, int size)` - changes array size - applicable to maps too, but only to reduce elements -- there are number of special negative values of "size" which perform various operations on the array, use macros `sort_array`, `sort_array_reverse`, `reverse_array`, `shuffle_array` from *sfall.h* header +- there are number of special negative values of "size" which perform various operations on the array, use macros `sort_array`, `sort_array_reverse`, `reverse_array`, `shuffle_array` from **sfall.h** header #### `void free_array(int arrayID)` - deletes any array @@ -222,7 +220,7 @@ _*mixed means any type_ - always returns 0 #### `void save_array(mixed key, int arrayID)` -- makes the array saveable; it will be saved in *sfallgv.sav* file when saving the game +- makes the array saveable; it will be saved in **sfallgv.sav** file when saving the game - array ID is associated with given "key" - array becomes permanent (if it was temporary) and "saved" - key can be of any type (int, float or string) @@ -240,7 +238,7 @@ For those who used arrays in their mods before sfall 3.4: * There is an INI parameter **arraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their ID is also permanent. It is 1 by default. -* How savegame compatibility is handled? - Saved arrays are stored in *sfallgv.sav* file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), game shouldn't crash, but all arrays will be lost. +* How savegame compatibility is handled?
+ Saved arrays are stored in **sfallgv.sav** file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), game shouldn't crash, but all arrays will be lost. * Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays. diff --git a/artifacts/scripting/arrays.txt b/artifacts/scripting/arrays.txt deleted file mode 100644 index 44f2b7a3..00000000 --- a/artifacts/scripting/arrays.txt +++ /dev/null @@ -1,234 +0,0 @@ ->>> ARRAYS CONCEPT <<< - -Sfall introduces new method of storing variables - arrays. - -Array is basically a container which can store variable number of values (elements). Each element in array can be of any type. -Arrays can be extremely useful for some more advanced scripting, in conjunction with loops. - -Array elements are accessed by index or key. For example: - - // this code puts some string in array "list" at index 5: - list[5] := "Value"; - - -There are 2 different types of arrays currently available: -1) Lists - a set of values with specific size (number of elements), where all elements have numeric indexes starting from zero (0) up to array length minus one. -For example: - - // this creates list with 3 elements. Element "A" has index 0, element "B" has index 1, element "C" - 2 - list := ["A", "B", "C"]; - -Limitations: -- all indexes are numeric, starting from 0; -- to assign value to a specific index, you must first resize array to contain this index -(for example, if list is of size 3 (indexes from 0 to 2), you can't assign value to index 4 unless you change list size to 5 first). - - -2) Maps (or associative arrays) - a set of key=>value pairs, where all elements (values) are accessed by corresponding keys. -Differences from list: -- maps don't have specific size (to assign values, you don't need to resize array first); -- keys, just like values, can be of any type (but avoid using -1 as array keys or you won't be able to use some functions reliably). - -Both array types have their pros and cons and are suited for different tasks. - - ->>> ARRAYS SYNTAX <<< - -Basically arrays are implemented using number of new operators (scripting functions). But for ease of use, there are some new syntax elements: - -1) Accessing elements. Use square brackets: - - display_msg(arr[5]); - mymap["price"] := 515.23; - -2) Alternative accessing for maps. Use dot: - - display_msg(mymap.name); - mymap.price := 232.23; - -3) Array expressions. Create and fill arrays with just one expression: - - // create list with 5 values - [5, 777, 0, 3.14, "Cool Value"] - - // create map: - {5: "Five", "health": 50, "speed": 0.252} - -NOTES: -- make sure to call "fix_array" if you want new array to be available in the next frame or "save_array" if you want to use it for a longer period -(see next section for details) - - -4) Iterating in loop. Use "foreach" key word like this: - - foreach (item in myarray) begin - // this block is executed for each array element, where "item" contains current value on each step - end - - // alternative syntax: - foreach (key: item in myarray) begin - // "key" will contain current key (or numeric index, for lists) - end - -See "Script editor\docs\sslc readme.txt" file for full information on new SSL syntax features. - ->>> STORING ARRAYS <<< - -Apart from lists/maps arrays are divided by how they are stored. -There a 3 types of arrays: - -1) Temporary. They are created using temp_array function or when using array expressions. -Arrays of this type are auto-deleted at the end of the frame. So, for example, if you have a global script which runs at regular intervals, -where you create temp_array, it will not be available next time your global script is executed. - -2) Permanent. They are created using "create_array" function or "fix_array" (from pre-existing temporary array). -This type of arrays are always available (by their ID) until you start a new game or load a saved game (at which point they are deleted). - -3) Saved. If you want your array to really stay for a while, use function "save_array" to make any array "saved". However, they are, like permanent arrays, -"deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using "load_array" whenever you want to use them. -Example: - - variable savedArray; - procedure start begin - if game_loaded then begin - savedArray := load_array("traps"); - end else begin - foreach trap in traps begin - .... - end - end - end - - - ->>> PRACTICAL EXAMPLES <<< - -> Use arrays to implement variable-argument procedures: - - // define it - procedure give_item(variable critter, variable pidList) begin - foreach (pid: qty in pidList) begin - give_pid_qty(critter, pid, qty); - end - end - - // call it: - call give_item(dude_obj, {PID_SHOTGUN: 1, PID_SHOTGUN_SHELLS: 4, PID_STIMPAK: 3}); - - -> Create arrays of objects (maps) for advanced scripting: - - variable traps; - procedure init_traps begin - // just a quick example, there is a better way of doing it... - traps := load_array("traps"); - if (traps == 0) then begin - traps := []; - save_array("traps", traps); - end - foreach k: v in traps begin - traps[k] := load_array("trap_"+k); // each object is stored separately - end - end - - procedure add_trap(variable trapArray) begin - variable index; - index := len_array(traps); - save_array("trap_"+k, trapArray); - array_push(traps, trapArray); - end - - // use them: - foreach trap in traps begin - if (self_elevation == trap["elev"] and tile_distance(self_tile, trap["tile"]) < trap["radius"]) then - // kaboom!!! - end - end - - - ->>> ARRAY OPERATORS REFERENCE <<< - -*mixed means any type - -> int create_array(int size, int flags): -- creates permanent array (but not "saved") -- if size is >= 0, creates list with given size -- if size == -1, creates map (associative array) -- if size == -1 and flags == 2, creates a "lookup" map (associative array) in which the values of existing keys are read-only and can't be updated. -This type of array allows you to store a zero (0) key value -- NOTE: in earlier versions (up to 4.1.3/3.8.13) the second argument is not used, just use 0 -- returns arrayID (valid until array is deleted) - -> int temp_array(int size, int flags): -- works exactly like "create_array", only created array becomes "temporary" - -> void fix_array(int arrayID): -- changes "temporary" array into "permanent" ("permanent" arrays are not automatically saved into savegames) - -> void set_array(int arrayID, mixed key, mixed value): -- sets array value -- if used on list, "key" must be numeric and within valid index range (0..size-1) -- if used on map, key can be of any type -- to "unset" a value from map, just set it to zero (0) -- NOTE: to add a value of 0 for the key, use the float value of 0.0 -- this works exactly like statement: - arrayID[key] := value; - -> mixed get_array(int arrayID, mixed key): -- returns array value by key or index -- if key doesn't exist or index is not in valid range, returns 0 -- works exactly like expression: - (arrayID[key]) - -> void resize_array(int arrayID, int size): -- changes array size -- applicable to maps too, but only to reduce elements -- there are number of special negative values of "size" which perform various operations on the array, -use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfall.h header - -> void free_array(int arrayID): -- deletes any array -- if array was "saved", it will be removed from a savegame - -> mixed scan_array(int arrayID, mixed value): -- searches for a first occurence of given value inside given array -- if value is found, returns it's index (for lists) or key (for maps) -- if value is not found, returns -1 (be careful, as -1 can be a valid key for a map) - -> int len_array(int arrayID): -- returns number of elements or key=>value pairs in a given array -- if array is not found, returns -1 (can be used to check if given array exist) - -> mixed array_key(int arrayID, int index): -- don't use it directly; it is generated by the compiler in foreach loops -- for lists, returns index back (no change) -- for maps, returns a key at the specified numeric index (don't rely on the order in which keys are stored though) -- can be checked if given array is associative or not, by using index (-1): 0 - array is list, 1 - array is map - -> int arrayexpr(mixed key, mixed value): -- don't use it directly; it is used by compiler to create array expressions -- assigns value to a given key in an array, created by last "create_array" or "temp_array" call -- always returns 0 - -> void save_array(mixed key, int arrayID): -- makes the array saveable; it will be saved in sfallgv.sav file when saving the game -- arrayID is associated with given "key" -- array becomes permanent (if it was temporary) and "saved" -- key can be of any type (int, float or string) -- if you specify 0 as the key for the array ID, it will make the array "unsaved" - -> int load_array(mixed key): -- load array from savegame data by the same key provided in "save_array" -- arrayID is returned or zero (0) if none found - - - ->>> BACKWARD COMPATIBILITY NOTES <<< - -For those who used arrays in their mods before sfall 3.4: -1) There is an INI parameter "arraysBehavior" in "Misc" section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that "create_array" will create permanent arrays which are "saved" by default and their ID is also permanent. It is 1 by default. -2) How savegame compatibility is handled? -Saved arrays are stored in sfallgv.sav file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), game shouldn't crash, but all arrays will be lost. -3) Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays. - diff --git a/artifacts/scripting/hooks.yml b/artifacts/scripting/hooks.yml index 18b6daf7..db2bd133 100644 --- a/artifacts/scripting/hooks.yml +++ b/artifacts/scripting/hooks.yml @@ -189,7 +189,7 @@ This is fired before the object is used, and the relevant `use_obj` script procedures are run. You can disable default item behavior. - __NOTE:__ you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. + __NOTE:__ You can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. ``` Critter arg0 - The user @@ -257,9 +257,9 @@ Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...) - __NOTE:__ these hook scripts can become very CPU-intensive and you should avoid using them. - For this reason, they may be removed in future versions. - If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`. + __NOTE:__ These hook scripts can become very CPU-intensive and you should avoid using them. + For this reason, these hooks are not thoroughly supported in sfall, and may be removed in future versions.
+ If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`.
If you want script to be called every time NPC moves by hex in combat, use `HOOK_MOVECOST` hook. ``` @@ -316,7 +316,7 @@ * DX codes: see **dik.h** header or https://kippykip.com/b3ddocs/commands/scancodes.htm * [VK codes](http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx) - __NOTE:__ if you want to override a key, the new key DX scancode should be the same for both pressed and released events. + __NOTE:__ If you want to override a key, the new key DX scancode should be the same for both pressed and released events. ``` int arg0 - event type: 1 - pressed, 0 - released @@ -360,7 +360,8 @@ Runs when checking an attempt to steal or plant an item in other inventory using Steal skill. This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.). - Example message (vanilla behavior): `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3*2), obj_name(arg2)));` + Example message (vanilla behavior):
+ `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3 * 2), obj_name(arg2)));` ``` Critter arg0 - Thief @@ -376,7 +377,9 @@ doc: | Runs when checking if one critter sees another critter. This is used in different situations like combat AI. You can override the result. - __NOTE:__ `obj_can_see_obj` calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors. If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails. You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls. + __NOTE:__ `obj_can_see_obj` calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors.
+ If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails.
+ You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls. This is fired after the default calculation is made. @@ -430,7 +433,7 @@ Runs before causing a critter or the player to wield/unwield an armor or a weapon (except when using the inventory by PC). An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations. - __NOTE:__ when replacing a previously wielded armor or weapon, the unwielding hook will not be executed. + __NOTE:__ When replacing a previously wielded armor or weapon, the unwielding hook will not be executed. If you need to rely on this, try checking if armor/weapon is already equipped when wielding hook is executed. ``` @@ -449,7 +452,7 @@ Runs after calculating character figure FID on the inventory screen, whenever the game decides that character appearance might change. Also happens on other screens, like barter. - __NOTE:__ FID has following format: 0x0ABBCDDD, where A is object type, BB - animation code (always 0 in this case), C - weapon code, DDD - FRM index in LST file. + __NOTE:__ FID has following format: `0x0ABBCDDD`, where: `A` - object type, `BB` - animation code (always 0 in this case), `C` - weapon code, `DDD` - FRM index in LST file. ``` int arg0 - the vanilla FID calculated by the engine according to critter base FID and armor/weapon being used @@ -596,7 +599,7 @@ doc: | Runs before using any skill on any object. Lets you override the critter that uses the skill. - __NOTE:__ the user critter can't be overridden when using Steal skill. + __NOTE:__ The user critter can't be overridden when using Steal skill. ``` Critter arg0 - the user critter (usually dude_obj) diff --git a/artifacts/scripting/hookscripts.md b/artifacts/scripting/hookscripts.md index 1fb7db72..aa70b7cd 100644 --- a/artifacts/scripting/hookscripts.md +++ b/artifacts/scripting/hookscripts.md @@ -56,7 +56,7 @@ Use zero (0) as the second argument to unregister the hook from the current glob #### `void register_hook_proc_spec(int hookID, procedure proc)` Works very similar to `register_hook_proc`, except that it registers the current script at the end of the hook script execution chain (i.e. the script will be executed after all previously registered scripts for the same hook, including the `hs_*.int` script). All scripts hooked to a single hook point with this function are executed in exact order of how they were registered, as opposed to the description below, which refers to using `register_hook` and `register_hook_proc` functions. -__NOTE:__ you can hook several scripts to a single hook point, for example if it's different mods from different authors or just some different aspects of one larger mod. In this case scripts are executed in reverse order of how they were registered. When one of the scripts in a chain returns value with `set_sfall_return`, the next script may override this value if calls `set_sfall_return` again. Sometimes you need to multiply certain value in a chain of hook scripts. +__NOTE:__ You can hook several scripts to a single hook point, for example, if it's different mods from different authors or just some different aspects of one larger mod. In this case scripts are executed in reverse order of how they were registered. When one of the scripts in a chain returns value with `set_sfall_return`, the next script may override this value if calls `set_sfall_return` again. Sometimes you need to multiply certain value in a chain of hook scripts. Example: let's say we have a Mod A which reduces all "to hit" chances by 50%. The code might look like this: ```js @@ -256,7 +256,7 @@ Runs when: This is fired before the object is used, and the relevant `use_obj_on` script procedures are run. You can disable default item behavior. -__NOTE:__ you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. +__NOTE:__ You can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. ``` Critter arg0 - The target @@ -276,7 +276,7 @@ Runs when: This is fired before the object is used, and the relevant `use_obj` script procedures are run. You can disable default item behavior. -__NOTE:__ you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. +__NOTE:__ You can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. ``` Critter arg0 - The user @@ -305,7 +305,7 @@ Obj arg4 - The destination object when the item is moved to another object, Runs whenever the value of goods being purchased is calculated. -__NOTE:__ the hook is executed twice when entering the barter screen or after transaction: the first time is for the player and the second time is for NPC. +__NOTE:__ The hook is executed twice when entering the barter screen or after transaction: the first time is for the player and the second time is for NPC. ``` Critter arg0 - the critter doing the bartering (either dude_obj or inven_dude) @@ -347,9 +347,9 @@ int ret0 - the new AP cost Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...) -__NOTE:__ these hook scripts can become very CPU-intensive and you should avoid using them. -For this reason, they may be removed in future versions. -If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`. +__NOTE:__ These hook scripts can become very CPU-intensive and you should avoid using them. +For this reason, these hooks are not thoroughly supported in sfall, and may be removed in future versions.
+If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`.
If you want script to be called every time NPC moves by hex in combat, use `HOOK_MOVECOST` hook. ``` @@ -385,7 +385,7 @@ int ret1 - The new maximum damage Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent. By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. -To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg3), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini. +To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini. ``` Item arg0 - The weapon @@ -409,7 +409,7 @@ Runs once every time when any key was pressed or released. - DX codes: see **dik.h** header or https://kippykip.com/b3ddocs/commands/scancodes.htm - VK codes: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx -__NOTE:__ if you want to override a key, the new key DX scancode should be the same for both pressed and released events. +__NOTE:__ If you want to override a key, the new key DX scancode should be the same for both pressed and released events. ``` int arg0 - event type: 1 - pressed, 0 - released @@ -457,7 +457,8 @@ Runs when checking an attempt to steal or plant an item in other inventory using This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.). -Example message (vanilla behavior): `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3*2), obj_name(arg2)));` +Example message (vanilla behavior):
+`display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3 * 2), obj_name(arg2)));` ``` Critter arg0 - Thief @@ -474,7 +475,9 @@ int ret0 - overrides hard-coded handler (1 - force success, 0 - force fail, Runs when checking if one critter sees another critter. This is used in different situations like combat AI. You can override the result. -__NOTE:__ `obj_can_see_obj` calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors. If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails. You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls. +__NOTE:__ `obj_can_see_obj` calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors.
+If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails.
+You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls. This is fired after the default calculation is made. @@ -531,7 +534,7 @@ int ret0 - Override setting (-1 - use engine handler, any other value - prev Runs before causing a critter or the player to wield/unwield an armor or a weapon (except when using the inventory by PC). An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations. -__NOTE:__ when replacing a previously wielded armor or weapon, the unwielding hook will not be executed. +__NOTE:__ When replacing a previously wielded armor or weapon, the unwielding hook will not be executed. If you need to rely on this, try checking if armor/weapon is already equipped when wielding hook is executed. ``` @@ -551,7 +554,7 @@ int ret0 - overrides hard-coded handler (-1 - use engine handler, any other Runs after calculating character figure FID on the inventory screen, whenever the game decides that character appearance might change. Also happens on other screens, like barter. -__NOTE:__ FID has following format: 0x0ABBCDDD, where A is object type, BB - animation code (always 0 in this case), C - weapon code, DDD - FRM index in LST file. +__NOTE:__ FID has following format: `0x0ABBCDDD`, where: `A` - object type, `BB` - animation code (always 0 in this case), `C` - weapon code, `DDD` - FRM index in LST file. ``` int arg0 - the vanilla FID calculated by the engine according to critter base FID and armor/weapon being used @@ -666,6 +669,7 @@ int ret1 - overrides the result of engine calculation: 0/1 - failure, 2/3 - Runs when using the examine action icon to display the description of an object. You can override the description text. An example usage would be to add an additional description to the item based on player's stats/skills. + Does not run if the script of the object overrides the description. ``` @@ -680,7 +684,7 @@ int ret0 - a pointer to the new text received by using get_string_pointer fu Runs before using any skill on any object. Lets you override the critter that uses the skill. -__NOTE:__ the user critter can't be overridden when using Steal skill. +__NOTE:__ The user critter can't be overridden when using Steal skill. ``` Critter arg0 - the user critter (usually dude_obj) @@ -776,7 +780,7 @@ int ret1 - overrides the duration time for the current result Runs before or after Fallout engine executes a standard procedure (handler) in any script of any object. -__NOTE:__ this hook will not be executed for `start`, `critter_p_proc`, `timed_event_p_proc`, and `map_update_p_proc` procedures. +__NOTE:__ This hook will not be executed for `start`, `critter_p_proc`, `timed_event_p_proc`, and `map_update_p_proc` procedures. ``` int arg0 - the number of the standard script handler (see define.h) @@ -867,7 +871,7 @@ int arg1 - the value of roll result (see ROLL_* constants), which is calcula for ROLL_CRITICAL_FAILURE: random(1, 100) <= -random_chance / 10 int arg2 - the chance value int arg3 - the bonus value, used when checking critical success -int arg4 - random chance (calculated as: chance - random(1, 100)), where a negative value is a failure check (ROLL_FAILURE) +int arg4 - random chance, calculated as: (chance - random(1, 100)), where a negative value is a failure check (ROLL_FAILURE) int ret0 - overrides the roll result ``` diff --git a/artifacts/scripting/hookscripts.txt b/artifacts/scripting/hookscripts.txt deleted file mode 100644 index a87fa766..00000000 --- a/artifacts/scripting/hookscripts.txt +++ /dev/null @@ -1,795 +0,0 @@ -------------------------------------- ------------ HOOK SCRIPTS ------------ -------------------------------------- - -Hook scripts are specially named scripts that are run by sfall at specific points to allow mods to override normally hardcoded behaviour in a more flexible way than sfall's normal ini configuration. - -In addition to the bit of code it overrides, the script will be run once when first loaded and again at each player reload to allow for setup. Hook scripts have access to a set of arguments supplied to sfall, but aren't required to use them all. They also return one or more values, but again they're optional, and you only need to return a value if you want to override the default. - -To aid in mods compatibility, avoid using hs_xxx .int scripts. Instead it is recommended to use a normal global script combined with register_hook_proc or register_hook. - -Example setup for a hook-script based mod: - -procedure tohit_hook_handler begin - display_msg("Modifying hit_hook " + get_sfall_arg); - set_hit_chance_max(100); - set_sfall_return(100); -end - -procedure start begin - if game_loaded then begin - register_hook_proc(HOOK_TOHIT, tohit_hook_handler); - end -end - -------------------------------------------- - -There are script functions available, specific to hook scripts: - -> int init_hook() -The hook script equivalent of game_loaded; it returns 1 when the script is loaded for the first time or when the player reloads the game, and 0 otherwise. - -> mixed get_sfall_arg() -Gets the next argument from sfall. Each time it's called it returns the next argument, or otherwise it returns 0 if there are no more arguments left. -You can arbitrarily get the value of any argument using the sfall_func1("get_sfall_arg_at", argNum) function. - -> array get_sfall_args() -Returns all hook arguments as a new temp array. - -> void set_sfall_return(int value) -Used to return the new values from the script. Each time it's called it sets the next value, or if you've already set all return values it does nothing. - -> void set_sfall_arg(int argNum, int value) -Changes argument value. The argument number (argNum) is 0-indexed. This is useful if you have several hook scripts attached to one hook point (see below). - -> void register_hook(int hookID) -Used from a normal global script if you want to run it at the same point a full hook script would normally run. In case of this function, "start" proc will be executed in a current global script. You can use all above functions like normal. - -> void register_hook_proc(int hookID, procedure proc) -The same as register_hook, except that you specifically define which procedure in the current script should be called as a hook (instead of "start" by default). Pass procedure the same as how you use dialog option functions. This IS the recommended way to use hook scripts, as it gives both modularity (each mod logic in a separate global script, no conflicts if you don't use "hs_*.int" scripts) and flexibility (you can place all related hook scripts for specific mod in a single script!). - -> void register_hook_proc_spec(int hookID, procedure proc) -Works very similar to register_hook_proc, except that it registers the current script at the end of the hook script execution chain (i.e. the script will be executed after all previously registered scripts for the same hook, including the hs_*.int script). All scripts hooked to a single hook point with this function are executed in exact order of how they were registered, as opposed to the description below, which refers to using register_hook/register_hook_proc functions. - -NOTE: you can hook several scripts to a single hook point, for example if it's different mods from different authors or just some different aspects of one larger mod. In this case scripts are executed in reverse order of how they were registered. When one of the scripts in a chain returns value with "set_sfall_return", the next script may override this value if calls "set_sfall_return" again. Sometimes you need to multiply certain value in a chain of hook scripts. -Example: let's say we have a Mod A which reduces all "to hit" chances by 50%. The code might look like this: - - original_chance = get_sfall_arg; - set_sfall_return(original_chance / 2); - -Mod B also want to affect hit chances globally, by increasing them by 50%. Now in order for both mods to work well together, we need to add this line to Mod A hook script: - - set_sfall_arg(0, (original_chance / 2)); - -This basically changes hook argument for the next script. Mod B code: - - original_chance = get_sfall_arg; - set_sfall_return(original_chance * 1.5); - set_sfall_arg(0, (original_chance * 1.5)); - -So if you combine both mods together, they will run in chain and the end result will be a 75% from original hit chance (hook register order doesn't matter in this case, if you use "set_sfall_arg" in both hooks). - - -The defines to use for the hookID are in sfall.h. - -------------------------------------------- ------------ HOOK SCRIPT TYPES ------------- -------------------------------------------- - -HOOK_TOHIT (hs_tohit.int) - -Runs when Fallout is calculating the chances of an attack striking a target -Runs after the hit chance is fully calculated normally, including applying the 95% cap - -int arg0 - The hit chance (capped) -Critter arg1 - The attacker -Critter arg2 - The target of the attack -int arg3 - The targeted bodypart -int arg4 - Source tile (may differ from attacker's tile, when AI is considering potential fire position) -int arg5 - Attack Type (one of ATKTYPE_*) -int arg6 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target -int arg7 - The raw hit chance before applying the cap - -int ret0 - the new hit chance - -------------------------------------------- - -HOOK_AFTERHITROLL (hs_afterhitroll.int) - -Runs after Fallout has decided if an attack will hit or miss - -int arg0 - If the attack will hit: 0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit -Critter arg1 - The attacker -Critter arg2 - The target of the attack -int arg3 - The bodypart -int arg4 - The hit chance - -int ret0 - Override the hit/miss -int ret1 - Override the targeted bodypart -Critter ret2 - Override the target of the attack - -------------------------------------------- - -HOOK_CALCAPCOST (hs_calcapcost.int) - -Runs whenever Fallout is calculating the AP cost of using the weapon (or unarmed attack). Doesn't run for using other item types or moving. -Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the AP cost of whatever is in the player's hands at the time the wrong AP cost will be shown. It will be fixed the next time the interface is redrawn. -You can get the weapon object by checking item slot based on attack type (ATKTYPE_LWEP1, ATKTYPE_LWEP2, etc) and then calling critter_inven_obj. - -Critter arg0 - The critter performing the action -int arg1 - Attack Type (see ATKTYPE_* constants) -int arg2 - Is aimed attack (1 or 0) -int arg3 - The default AP cost -Item arg4 - The weapon for which the cost is calculated. If it is 0, the pointer to the weapon can still be obtained by the aforementioned method - -int ret0 - The new AP cost - -------------------------------------------- - -HOOK_DEATHANIM1 (hs_deathanim1.int) - -Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees. -Does not run for critters in the knockdown/out state. - -int arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed) -Critter arg1 - The attacker -Critter arg2 - The target -int arg3 - The amount of damage -int arg4 - Unused, always -1. Use this if you are using the same procedure for HOOK_DEATHANIM1 and HOOK_DEATHANIM2 (since sfall 4.1/3.8.24) - -int ret0 - The pid of an object to override the attacking weapon with - -------------------------------------------- - -HOOK_DEATHANIM2 (hs_deathanim2.int) - -Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than HOOK_DEATHANIM1, but performs no validation. -When using critter_dmg function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with obj_art_fid == 0x20001F5. -Does not run for critters in the knockdown/out state. - -Item arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed) -Critter arg1 - The attacker -Critter arg2 - The target -int arg3 - The amount of damage -int arg4 - The death anim id calculated by Fallout - -int ret0 - The death anim id to override with - -------------------------------------------- - -HOOK_COMBATDAMAGE (hs_combatdamage.int) - -Runs when: -1) Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation. -2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies. -Does not run for misses, or non-combat damage like dynamite explosions. - -Critter arg0 - The target -Critter arg1 - The attacker -int arg2 - The amount of damage to the target -int arg3 - The amount of damage to the attacker -int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags) -int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags) -int arg6 - The weapon used in the attack -int arg7 - The bodypart that was struck -int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled) -int arg9 - Number of bullets actually hit the target (1 for melee attacks) -int arg10 - The amount of knockback to the target -int arg11 - Attack Type (see ATKTYPE_* constants) -mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data) - -int ret0 - The damage to the target -int ret1 - The damage to the attacker -int ret2 - The special effect flags for the target -int ret3 - The special effect flags for the attacker -int ret4 - The amount of knockback to the target - -------------------------------------------- - -HOOK_ONDEATH (hs_ondeath.int) - -Runs immediately after a critter dies for any reason. No return values; this is just a convenience for when you need to do something after death for a large number of different critters and don't want to have to script each and every one of them. - -Critter arg0 - The critter that just died - -------------------------------------------- - -HOOK_FINDTARGET (hs_findtarget.int) - -Runs when the AI is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the AI caps of the attacker. -This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. - -The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries, but this is fixed in sfall 4.2.3/3.8.23. -Use set_sfall_return to give the 4 targets, in order of preference. If you want to specify less than 4 targets, fill in the extra spaces with 0's or pass -1 to skip the return value. - -NOTE: The engine can choose targets by the following criteria: -1) The nearest enemy to the attacker. -2) The enemy that attacked the attacker. -3) The enemy that attacked an NPC from the same team as the attacker. -4) The enemy that is attacked by an NPC from the same team as the attacker. - -Critter arg0 - The attacker -Critter arg1 - A possible target -Critter arg2 - A possible target -Critter arg3 - A possible target -Critter arg4 - A possible target - -Critter ret0 - The first choice of target -Critter ret1 - The second choice of target -Critter ret2 - The third choice of target -Critter ret3 - The fourth choice of target - -------------------------------------------- - -HOOK_USEOBJON (hs_useobjon.int) - -Runs when: -1) a critter uses an object on another critter. (Or themselves) -2) a critter uses an object from inventory screen AND this object does not have "Use" action flag set and it's not active flare or explosive. -3) player or AI uses any drug - -This is fired before the object is used, and the relevant use_obj_on script procedures are run. You can disable default item behavior. -NOTE: you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. - -Critter arg0 - The target -Critter arg1 - The user -int arg2 - The object used - -int ret0 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler) - -------------------------------------------- - -HOOK_USEOBJ (hs_useobj.int) - -Runs when: -1) a critter uses an object from inventory which have "Use" action flag set or it's an active flare or dynamite. -2) player uses an object from main interface - -This is fired before the object is used, and the relevant use_obj script procedures are run. You can disable default item behavior. -NOTE: you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. - -Critter arg0 - The user -Obj arg1 - The object used - -int ret0 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler) - -------------------------------------------- - -HOOK_REMOVEINVENOBJ (hs_removeinvenobj.int) - -Runs when an object is removed from a container or critter's inventory for any reason - -Obj arg0 - the owner that the object is being removed from -Item arg1 - the item that is being removed -int arg2 - the number of items to remove -int arg3 - The reason the object is being removed (see RMOBJ_* constants) -Obj arg4 - The destination object when the item is moved to another object, 0 otherwise - -------------------------------------------- - -HOOK_BARTERPRICE (hs_barterprice.int) - -Runs whenever the value of goods being purchased is calculated. -NOTE: the hook is executed twice when entering the barter screen or after transaction: the first time is for the player and the second time is for NPC. - -Critter arg0 - the critter doing the bartering (either dude_obj or inven_dude) -Critter arg1 - the critter being bartered with -int arg2 - the default value of the goods -Critter arg3 - table of requested goods (being bought from NPC) -int arg4 - the amount of actual caps in the barter stack (as opposed to goods) -int arg5 - the value of all goods being traded before skill modifications -Critter arg6 - table of offered goods (being sold to NPC) -int arg7 - the total cost of the goods offered by the player -int arg8 - 1 if the "offers" button was pressed (not for a party member), 0 otherwise -int arg9 - 1 if trading with a party member, 0 otherwise - -int ret0 - the modified value of all of the goods (pass -1 if you just want to modify offered goods) -int ret1 - the modified value of all offered goods - -------------------------------------------- - -HOOK_MOVECOST (hs_movecost.int) - -Runs when calculating the AP cost of movement - -Critter arg0 - the critter doing the moving -int arg1 - the number of hexes being moved -int arg2 - the original AP cost - -int ret0 - the new AP cost - -------------------------------------------- - -(DEPRECATED) -HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int) -HOOK_HEXAIBLOCKING (hs_hexaiblocking.int) -HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int) -HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int) - -Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...) - -NOTE: these hook scripts can become very CPU-intensive and you should avoid using them. -For this reason, they may be removed in future versions. -If you want to check if some tile or path is blocked, use functions: obj_blocking_tile, obj_blocking_line, path_find_to. -If you want script to be called every time NPC moves by hex in combat, use HOOK_MOVECOST hook. - -Critter arg0 - the critter doing the moving -int arg1 - the tile number being checked -int arg2 - the elevation being checked -int arg3 - 1 if the hex would normally be blocking - -Obj ret0 - 0 if the hex doesn't block, or any sort of object pointer if it does - -------------------------------------------- - -HOOK_ITEMDAMAGE (hs_itemdamage.int) - -Runs when retrieving the damage rating of the player's used weapon. (Which may be their fists.) - -int arg0 - The default min damage -int arg1 - The default max damage -Item arg2 - The weapon used (0 if unarmed) -Critter arg3 - The critter doing the attacking -int arg4 - The type of attack -int arg5 - non-zero if this is an attack using a melee weapon - -int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is -int ret1 - The new maximum damage - -------------------------------------------- - -HOOK_AMMOCOST (hs_ammocost.int) - -Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent. -By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. -To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg3), set CheckWeaponAmmoCost=1 in "Misc" section of ddraw.ini. - -Item arg0 - The weapon -int arg1 - Number of bullets in burst or 1 for single shots -int arg2 - The amount of ammo that will be consumed, calculated by the original ammo cost function (this is basically 2 for Super Cattle Prod and Mega Power Fist) - NOTE: for hook type 2, this value is the ammo cost per round (default is always 1) -int arg3 - Type of hook: - 0 - when subtracting ammo after single shot attack - 1 - when checking for "out of ammo" before attack - 2 - when calculating number of burst rounds - 3 - when subtracting ammo after burst attack - -int ret0 - The new amount of ammo to be consumed, or ammo cost per round for hook type 2 (set to 0 for unlimited ammo) - -------------------------------------------- - -HOOK_KEYPRESS (hs_keypress.int) - -Runs once every time when any key was pressed or released. -DX codes: see dik.h header or https://kippykip.com/b3ddocs/commands/scancodes.htm -VK codes: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx -NOTE: if you want to override a key, the new key DX scancode should be the same for both pressed and released events. - -int arg0 - event type: 1 - pressed, 0 - released -int arg1 - key DX scancode -int arg2 - key VK code (very similar to ASCII codes) - -int ret0 - overrides the pressed key (a new key DX scancode or 0 for no override) - -------------------------------------------- - -HOOK_MOUSECLICK (hs_mouseclick.int) - -Runs once every time when a mouse button was pressed or released. - -int arg0 - event type: 1 - pressed, 0 - released -int arg1 - button number (0 - left, 1 - right, up to 7) - -------------------------------------------- - -HOOK_USESKILL (hs_useskill.int) - -Runs when using any skill on any object. - -This is fired before the default handlers are called, which you can override. In this case you should write your own skill use handler entirely, or otherwise nothing will happen (this includes fade in/fade out, time lapsing and messages - all of this can be scripted; to get vanilla text messages - use message_str_game along with sprintf). -Suggested use - override first aid/doctor skills to buff/nerf them, override steal skill to disallow observing NPCs inventories in some cases. -Doesn't seem to run when lock picking. - -Critter arg0 - The user critter -Obj arg1 - The target object -int arg2 - skill being used -int arg3 - skill bonus from items such as first aid kits - -int ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - -------------------------------------------- - -HOOK_STEAL (hs_steal.int) - -Runs when checking an attempt to steal or plant an item in other inventory using Steal skill. - -This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.). -Example message (vanilla behavior): display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3*2), obj_name(arg2))); - -Critter arg0 - Thief -Obj arg1 - The target -Item arg2 - Item being stolen/planted -int arg3 - 0 when stealing, 1 when planting - -int ret0 - overrides hard-coded handler (1 - force success, 0 - force fail, -1 - use engine handler) - -------------------------------------------- - -HOOK_WITHINPERCEPTION (hs_withinperception.int) - -Runs when checking if one critter sees another critter. This is used in different situations like combat AI. You can override the result. - -NOTE: obj_can_see_obj calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors. If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails. You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls. - -This is fired after the default calculation is made. - -Critter arg0 - Watcher object -Obj arg1 - Target object -int arg2 - Result of vanilla function: 1 - within perception range, 0 - otherwise -int arg3 - Type of hook: - 1 - when being called from obj_can_see_obj script function - 2 - when being called from obj_can_hear_obj script function (need to set ObjCanHearObjFix=1 in ddraw.ini) - 3 - when AI determines whether it sees a potential target when selecting attack targets - 0 - all other cases - -int ret0 - overrides the returned result of the function: - 0 - not in range (can't see) - 1 - in range (will see if not blocked) - 2 - forced detection (will see regardless, only used in obj_can_see_obj scripting function which is called by every critter in the game) - -------------------------------------------- - -HOOK_INVENTORYMOVE (hs_inventorymove.int) - -Runs before moving items between inventory slots in dude interface. You can override the action. -What you can NOT do with this hook: -- force moving items to inappropriate slots (like gun in armor slot) -What you can do: -- restrict player from using specific weapons or armors -- add AP costs for all inventory movement including reloading -- apply or remove some special scripted effects depending on PC's armor - -int arg0 - Target slot: - 0 - main backpack - 1 - left hand - 2 - right hand - 3 - armor slot - 4 - weapon, when reloading it by dropping ammo - 5 - container, like bag/backpack - 6 - dropping on the ground - 7 - picking up item - 8 - dropping item on the character portrait -Item arg1 - Item being moved -Item arg2 - Item being replaced, weapon being reloaded, or container being filled (can be 0) - -int ret0 - Override setting (-1 - use engine handler, any other value - prevent relocation of item/reloading weapon/picking up item) - -------------------------------------------- - -HOOK_INVENWIELD (hs_invenwield.int) - -Runs before causing a critter or the player to wield/unwield an armor or a weapon (except when using the inventory by PC). -An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations. -NOTE: when replacing a previously wielded armor or weapon, the unwielding hook will not be executed. -If you need to rely on this, try checking if armor/weapon is already equipped when wielding hook is executed. - -Critter arg0 - critter -Item arg1 - item being wielded or unwielded (weapon/armor) -int arg2 - slot (INVEN_TYPE_*) -int arg3 - 1 when wielding, 0 when unwielding -int arg4 - 1 when removing an equipped item from inventory, 0 otherwise - -int ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - NOT RECOMMENDED - -------------------------------------------- - -HOOK_ADJUSTFID (hs_adjustfid.int) - -Runs after calculating character figure FID on the inventory screen, whenever the game decides that character appearance might change. -Also happens on other screens, like barter. - -NOTE: FID has following format: 0x0ABBCDDD, where A is object type, BB - animation code (always 0 in this case), C - weapon code, DDD - FRM index in LST file. - -int arg0 - the vanilla FID calculated by the engine according to critter base FID and armor/weapon being used -int arg1 - the modified FID calculated by the internal sfall code (like Hero Appearance Mod) - -int ret0 - overrides the calculated FID with provided value - -------------------------------------------- - -HOOK_COMBATTURN (hs_combatturn.int) - -Runs before and after each turn in combat (for both PC and NPC). - -int arg0 - event type: - 1 - start of turn - 0 - normal end of turn - -1 - combat ends abruptly (by script or by pressing Enter during PC turn) - -2 - combat ends normally (hook always runs at the end of combat) -Critter arg1 - critter doing the turn -bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise - -int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat - -------------------------------------------- - -HOOK_CARTRAVEL (hs_cartravel.int) - -Runs continuously during worldmap travel on car. - -int arg0 - vanilla car speed (between 3 and 8 "steps") -int arg1 - vanilla fuel consumption (100 and below) - -int ret0 - car speed override (pass -1 if you just want to override fuel consumption) -int ret1 - fuel consumption override - -------------------------------------------- - -HOOK_SETGLOBALVAR (hs_setglobalvar.int) - -Runs when setting the value of a global variable. - -int arg0 - the index number of the global variable being set -int arg1 - the set value of the global variable - -int ret0 - overrides the value of the global variable - -------------------------------------------- - -HOOK_RESTTIMER (hs_resttimer.int) - -Runs continuously while the player is resting (using pipboy alarm clock). - -int arg0 - the game time in ticks -int arg1 - event type: 1 - when the resting ends normally, -1 - when pressing ESC to cancel the timer, 0 - otherwise -int arg2 - the hour part of the length of resting time -int arg3 - the minute part of the length of resting time - -int ret0 - pass 1 to interrupt the resting, pass 0 to continue the rest if it was interrupted by pressing ESC key - -------------------------------------------- - -HOOK_GAMEMODECHANGE (hs_gamemodechange.int) - -Runs once every time when the game mode was changed, like opening/closing the inventory, character screen, pipboy, etc. - -int arg0 - event type: 1 - when the player exits the game, 0 - otherwise -int arg1 - the previous game mode - -------------------------------------------- - -HOOK_USEANIMOBJ (hs_useanimobj.int) - -Runs before playing the "use" (usually "magic hands") animation when a critter uses a scenery/container object on the map, or before walking/running animation if the player is at a distance from the object. - -Critter arg0 - the critter that uses an object (usually dude_obj) -Obj arg1 - the object being used -int arg2 - the animation code being used (see ANIM_* in Animcomd.h) - -int ret0 - overrides the animation code (pass -1 if you want to skip the animation) - -------------------------------------------- - -HOOK_EXPLOSIVETIMER (hs_explosivetimer.int) - -Runs after setting the explosive timer. You can override the result. - -int arg0 - the time in ticks set in the timer -Obj arg1 - the explosive object -int arg2 - the result of engine calculation of whether the timer was set successfully: 1 - failure, 2 - success (similar to ROLL_* in Condtion.h) - -int ret0 - overrides the time of the timer (maximum 18000 ticks) -int ret1 - overrides the result of engine calculation: 0/1 - failure, 2/3 - success (similar to ROLL_*), any other value - use engine handler - -------------------------------------------- - -HOOK_DESCRIPTIONOBJ (hs_descriptionobj.int) - -Runs when using the examine action icon to display the description of an object. You can override the description text. -An example usage would be to add an additional description to the item based on player's stats/skills. -Does not run if the script of the object overrides the description. - -Obj arg0 - the object - -int ret0 - a pointer to the new text received by using "get_string_pointer" function - -------------------------------------------- - -HOOK_USESKILLON (hs_useskillon.int) - -Runs before using any skill on any object. Lets you override the critter that uses the skill. -NOTE: the user critter can't be overridden when using Steal skill. - -Critter arg0 - the user critter (usually dude_obj) -Obj arg1 - the target object/critter -int arg2 - skill being used - -int ret0 - a new critter to override the user critter. Pass -1 to cancel the skill use, pass 0 to skip this return value -int ret1 - pass 1 to allow the skill being used in combat (only for dude_obj or critter being controlled by the player) - -------------------------------------------- - -HOOK_ONEXPLOSION (hs_onexplosion.int) - -Runs when Fallout is checking all the tiles within the explosion radius for targets before an explosion occurs. -The tile checking will be interrupted when 6 additional targets (critters) are received. - -int arg0 - event type: 1 - when checking objects within the explosion radius without causing damage (e.g. the player drops an active explosive), 0 - otherwise -Critter arg1 - the attacker -int arg2 - the tile on which the explosion occurs -int arg3 - checked tile within the explosion radius -Obj arg4 - first found object on the checked tile as an additional target -Critter arg5 - the target critter, may be 0 or equal to the attacker -int arg6 - 1 when using throwing weapons (e.g. grenades), 0 otherwise - -int ret0 - overrides the found object on the checked tile, pass 0 to skip the object - -------------------------------------------- - -HOOK_SUBCOMBATDAMAGE (hs_subcombatdmg.int) - -This hook overrides the vanilla damage calculation formula. -Runs when: -1) Before the game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). -2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies. -Does not run for misses, non-combat damage like dynamite explosions, or if one of the damage formulas is selected in ddraw.ini. - -Critter arg0 - the attacker -Critter arg1 - the target -Item arg2 - the weapon used in the attack -int arg3 - attack type (see ATKTYPE_* constants) -int arg4 - number of bullets actually hit the target (1 for melee attacks) -int arg5 - target's Damage Resistance (DR) value (affected by critical hit effects, perks, traits, and special unarmed attacks) -int arg6 - target's Damage Threshold (DT) value (affected by critical hit effects, perks, traits, and special unarmed attacks) -int arg7 - bonus ranged damage from the perk -int arg8 - damage multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled) -int arg9 - combat difficulty multiplier (125 - rough, 100 - normal, 75 - wimpy; for player or party members it's always 100) -int arg10 - the calculated amount of damage (usually 0, required when using multiple hook scripts to calculate damage and using the set_sfall_arg function) -mixed arg11 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data) - -int ret0 - the returned amount of damage - -------------------------------------------- - -HOOK_SETLIGHTING (hs_setlighting.int) - -Runs before setting the light level for an object or a map. You can override the result. - -Obj arg0 - the object being set, or -1 when setting the light level for a map -int arg1 - the light intensity -int arg2 - the light radius, or -1 when setting the light level for a map - -int ret0 - overrides the light intensity. Intensity range is from 0 to 65536 -int ret1 - overrides the light radius. Radius range is from 0 to 8 (works only for the object) - -------------------------------------------- - -HOOK_SNEAK (hs_sneak.int) - -Runs when the Sneak skill is activated, or when the game rolls another Sneak check after the duration for the current one is over. -You can override the result of a random Sneak check or the duration time for the current result. - -int arg0 - Sneak check result: 1 - success, 0 - failure -int arg1 - the duration in ticks for the current Sneak check (time depends on Sneak skill level) -Critter arg2 - the critter (usually dude_obj) - -int ret0 - overrides the result of the Sneak check -int ret1 - overrides the duration time for the current result - -------------------------------------------- - -HOOK_STDPROCEDURE, HOOK_STDPROCEDURE_END (hs_stdprocedure.int) - -Runs before or after Fallout engine executes a standard procedure (handler) in any script of any object. -NOTE: this hook will not be executed for "start", critter_p_proc, timed_event_p_proc, and map_update_p_proc procedures. - -int arg0 - the number of the standard script handler (see define.h) -Obj arg1 - the object that owns this handler (self_obj) -Obj arg2 - the object that called this handler (source_obj, can be 0) -int arg3 - 1 after procedure execution (for HOOK_STDPROCEDURE_END), 0 otherwise - -int ret0 - pass -1 to cancel the execution of the handler (only for HOOK_STDPROCEDURE) - -------------------------------------------- - -HOOK_TARGETOBJECT (hs_targetobject.int) - -Runs when the targeting cursor hovers over an object, or when the player tries to attack the target object. -You can override the target object or prevent the player from attacking the chosen target. - -int arg0 - event type: 0 - when the targeting cursor hovers over the object, 1 - when trying to attack the target object -int arg1 - 1 when the target object is valid to attack, 0 otherwise -Obj arg2 - the target object - -mixed ret0 - overrides the target object, or pass -1 to prevent the player from attacking the object - -------------------------------------------- - -HOOK_ENCOUNTER (hs_encounter.int) - -Runs whenever a random encounter occurs (except the Horrigan meeting and scripted encounters), or when the player enters a local map from the world map. -You can override the map for loading or the encounter. - -int arg0 - event type: 0 - when a random encounter occurs, 1 - when the player enters from the world map -int arg1 - the map ID that the encounter will load (see MAPS.h or Maps.txt) -int arg2 - 1 when the encounter occurs is a special encounter, 0 otherwise - -int ret0 - overrides the map ID, or pass -1 for event type 0 to cancel the encounter and continue traveling -int ret1 - pass 1 to cancel the encounter and load the specified map from the ret0 (only for event type 0) - -------------------------------------------- - -HOOK_ADJUSTPOISON (hs_adjustpoison.int) - -Runs when a critter's poison level is changed, or when the player takes damage from the poison. - -Critter arg0 - the critter -int arg1 - the amount of poison being added/removed -int arg2 - the damage value at the time of applying the poison effect - (damage from the poison effect is implemented only for the player character; for other critters, this value will always be 0) - -int ret0 - the new amount of poison being added/removed -int ret1 - the new damage value, only negative values are allowed (will only be valid at the time of taking damage from the poison) - -------------------------------------------- - -HOOK_ADJUSTRADS (hs_adjustrads.int) - -Runs when a critter's radiation level is changed. - -Critter arg0 - the critter (usually dude_obj) -int arg1 - the amount of radiation being added/removed - -int ret0 - the new amount of radiation being added/removed - -------------------------------------------- - -HOOK_ROLLCHECK (hs_rollcheck.int) - -Runs when a game event performs a random roll to check the chance of success or failure. - -int arg0 - event type: - 1 - checks the chance of an attack hitting the target - 2 - checks the chance of a bullet from a burst hitting the target (for burst attacks) - 3 - checks the chance when using skills (not listed below) - 4 - check the chance of using Repair skill - 5 - check the chance of using Doctor skill - 6 - check the chance of using Steal skill for the thief (usually the player) - 7 - the second Steal skill chance check for the target to catch the thief, in which the target's failure is the thief's success result -int arg1 - the value of roll result (see ROLL_* constants), which is calculated as: - for ROLL_CRITICAL_SUCCESS: random(1, 100) <= (random_chance / 10) + bonus - for ROLL_CRITICAL_FAILURE: random(1, 100) <= -random_chance / 10 -int arg2 - the chance value -int arg3 - the bonus value, used when checking critical success -int arg4 - random chance (calculated as: chance - random(1, 100)), where a negative value is a failure check (ROLL_FAILURE) - -int ret0 - overrides the roll result - -------------------------------------------- - -HOOK_BESTWEAPON (hs_bestweapon.int) - -Runs when the AI decides which weapon is the best while searching the inventory for a weapon to equip in combat. -This also runs when the player presses the "Use Best Weapon" button on the party member control panel. - -Critter arg0 - the critter searching for a weapon -Item arg1 - the best weapon chosen from two items -Item arg2 - the first choice of weapon -Item arg3 - the second choice of weapon -Critter arg4 - the target of the critter (can be 0) - -Item ret0 - overrides the chosen best weapon - -------------------------------------------- - -HOOK_CANUSEWEAPON (hs_canuseweapon.int) - -Run when the AI checks whether it can use a weapon. -This mostly happens when NPCs try to find weapons in their inventory or on the map. - -Critter arg0 - the critter doing the check -Item arg1 - the weapon being checked -int arg2 - attack type (see ATKTYPE_* constants) -int arg3 - original result of engine function: 1 - can use, 0 - can't use - -int ret0 - overrides the result of engine function. Any non-zero value allows using the weapon diff --git a/artifacts/scripting/sfall function notes.md b/artifacts/scripting/sfall function notes.md index 62e8a032..de314955 100644 --- a/artifacts/scripting/sfall function notes.md +++ b/artifacts/scripting/sfall function notes.md @@ -73,7 +73,7 @@ The `list_xxx` functions can be used to loop over all items on a map. `list_begi The `play_sfall_sound` and `stop_sfall_sound` are used to play **mp3/wav/wma** files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don't wish to loop, `play_sfall_sound` returns 0. If you do loop, it returns an id which can be passed back to `stop_sfall_sound` when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require **AllowDShowSound** to be set to 1 in ddraw.ini. Starting from sfall 4.2.8/3.8.28, you can pass a value in the **mode** argument for a reduced sound volume. To set the volume, You need to convert the number to hexadecimal and use the argument format `0xZZZZ000Y`, where `ZZZZ` is the volume reduction value in range from 0 to 32767 (the value 32767 is muted), and `Y` is the playback mode. -Arrays are created and manipulated with the `xxx_array` functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of `int`, `float` and `string` in an array, and can mix all 3 in a single array. The ID returned by `create_array` or `temp_array` can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call `create_array` from one script, and then use the returned ID from another script.) They are also saved across savegames. You must remember to free any arrays you create with `create_array` when you are done with them, or you will leak memory. Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array`, etc,) all return temp arrays. You can use `fix_array` to make a temp array permanent.
+Arrays are created and manipulated with the `xxx_array` functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The ID returned by `create_array` or `temp_array` can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call `create_array` from one script, and then use the returned ID from another script.) They are also saved across savegames. Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array`, etc,) all return temp arrays. You can use `fix_array` to make a temp array permanent.
__NOTE:__ the above description only applies when **arraysBehavior** is set to 0 in ddraw.ini. Refer to **arrays.md** for detailed description of new arrays behavior. The `force_aimed_shots` and `disable_aimed_shots` allow overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) `force_aimed_shots` will allow a weapon to make aimed shots even if it normally couldn't, and `disable_aimed_shots` stops a weapon from making aimed shots even if it normally could. Both of these functions affect player and NPCs alike. `force_aimed_shots` does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the functions once at each reload. Use a pid of 0 to represent unarmed. @@ -216,7 +216,7 @@ FUNCTION REFERENCE ##### `void set_base_pickpocket_mod(int max, int mod)` - Changes maximum chance of success and chance mod for each steal attempt. - `max` will replace 95% success chance cap (so you can set 100% maximum chance, for instance). -- `mod` will add this much percent to each success chance. for example if your chance is 50% and `mod` is 20, you will get 70% actual success rate. +- `mod` will add this much percent to each success chance. For example, if your chance is 50% and `mod` is 20, you will get 70% actual success rate. ----- ##### `void set_critter_pickpocket_mod(object, int max, int mod)` @@ -308,7 +308,7 @@ FUNCTION REFERENCE ----- ##### `string substr(string, start, length)` - Cuts a substring from a string starting at `start` up to `length` characters. The first character position is 0 (zero). -- If `start` is negative - it indicates starting position from the end of the string (for example `substr("test", -2, 2)` will return last 2 charactes: "st"). +- If `start` is negative - it indicates starting position from the end of the string (for example, `substr("test", -2, 2)` will return last 2 charactes: "st"). - If `length` is negative - it means so many characters will be omitted from the end of string (example: `substr("test", 0, -2)` will return string without last 2 characters: "te"). - If `length` is zero - it will return a string from the starting position to the end of the string (new behavior for sfall 4.2.2/3.8.22). @@ -367,9 +367,11 @@ FUNCTION REFERENCE ----- ##### `float sin(float x)` +- Sine of `x`. ----- ##### `float cos(float x)` +- Cosine of `x`. ----- ##### `float tan(float x)` diff --git a/artifacts/scripting/sfall function notes.txt b/artifacts/scripting/sfall function notes.txt deleted file mode 100644 index 990dacc1..00000000 --- a/artifacts/scripting/sfall function notes.txt +++ /dev/null @@ -1,804 +0,0 @@ -------------------------------------- ----------- GLOBAL SCRIPTS ----------- -------------------------------------- - -As well as the new functions, sfall also adds global scripts. These run independent of any loaded maps, but do not have an attached object. (i.e. using self_obj without using set_self first will crash the script.) To use a global script, the script must have a name which begins with 'gl' and contains a procedure called 'start', 'map_enter_p_proc', 'map_exit_p_proc', or 'map_update_p_proc'. The start procedure will be executed once when the player loads a saved game or starts a new game. The map_*_p_proc procedures will be executed once when a map is being entered/left/updated. If you wish the script to be executed repeatedly, call set_global_script_repeat on the first run of the start procedure using the number of frames between each run as the argument. (0 disables the script, 1 runs it every frame, 2 runs it every other frame etc.) - -Global scripts have multiple modes, which can be set using the set_global_script_type function. In the default mode (i.e. mode 0) their execution is linked to the local map game loop, so the script will not run in dialogs or on the world map. In mode 1 their execution is linked to the player input, and so they will run whenever the mouse cursor is visible on screen, including the world map, character dialogs etc. In mode 2, execution is linked to the world map loop, so the script will only be executed on the world map and not on the local map or in any dialog windows. Mode 3 is a combination of modes 0 and 2, so scripts will be executed on both local maps and the world map, but not in dialog windows. -[Using mode 1 requires the input wrapper to be enabled. Use available_global_script_types to check what is available.] - Obsolete. - - - -------------------------------------- ------- NOTES ON NEW FUNCTIONS ------- -------------------------------------- - -Both set_global_script_repeat and set_global_script_type only have an effect on the script they were called from. Every global script needs its own game_loaded block to correctly set up the script type and repeat rate. set_global_script_repeat will have no effect if called on a non-global script. - -The read_xxx functions take a memory address as the parameter and can read arbitrary pieces of Fallout's address space. The write functions are equivalent except that they write to arbitrary memory addresses. The call_offset_xx functions can be used to call arbitrary functions inside Fallout. Different versions are used to call functions with different numbers of arguments. None of these functions will work unless AllowUnsafeScripting is enabled in ddraw.ini - -The get/set_pc_base/extra_stat functions are equivalent to calling get/set_critter_base/extra_stat with dude_obj as the critter pointer. None of these stat functions take perks into account, and neither do they do range clamping to make sure the stats are valid. Use the normal get_critter_stat function to get a correctly perk adjusted and range clamped value for a stat. - -The set_stat_max/min functions can be used to set the valid ranges on stats. Values returned by get_current_stat will be clamped to this range. The set_pc_ function only affects the player, the set_npc_ functions only affects other critters, and the set_ functions affects both. - -The input functions are only available if the user has the input hook turned on in ddraw.ini. Use input_funcs_available to check. - -The graphics functions are only available if the user is using graphics mode 4 or 5. Use graphics_funcs_available to check; it returns 1 if you can use them or 0 if you can't. Calling graphics functions when graphics_funcs_available returns 0 will do nothing. - -load_shader takes a path relative to the \\shaders\ directory as an argument and returns a shader ID. That ID should be passed as the first argument to all other shader functions, and is valid until free_shader is called on the ID, the player loads a saved game or the player quits to the main menu. - -get_shader_version gives you the highest shader version supported by the player's graphics cards. Possible return values are 11, 12, 13, 14, 20, 21 and 30. - -set_shader_mode tells sfall when to use a shader. The parameter is a set of 32 flags which specify the screens on which the shader will be disabled, unless bit 32 is set, in which case the shader will only be active on those screens. Remember that screens are displayed on top of each other; if the player opens the character menu which in combat, the game still considers the player to be in combat. See sfall.h for a list of defines. - -force_graphics_refresh forces the screen to redraw at times when it normally wouldn't. If you're using animated shader, turning this option on is recommended. - -The mapper manual lists the functions 'world_map_x_pos' and 'world_map_y_pos', which supposedly return the player's x and y positions on the world map. get_world_map_x/y_pos are included here anyway, because I was unable to get those original functions to work, or even to find any evidence that they existed in game. - -set_pipboy_available will only accept 0 or 1 as an argument. Using any other value will cause the function to have no effect. Use 0 to disable the pipboy, and 1 to enable it. - -get/set_critter_current_ap functions should only be used during the target critters turn while in combat. Calling them outside of combat typically returns the critters max ap, but don't rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.) - -The 'type' value in the weapon knockback functions can be 0 or 1. If 0, the value becomes an absolute distance that targets will be knocked back. If 1, the value is multiplied by the distance they would normally have been knocked back. Weapon knockback modifiers are applied in the order weapon -> attacker -> target, so a x2 weapon wielded by an abs 6 attacker hitting a /2 target will knock the target back 3 squares. The knockback functions will not override the stonewall perk or knockdowns resulting from criticals. knockback values set on weapons or critters are not saved, and must be reset each time the player reloads. - -The get/set_sfall_global functions require an 8 characters long case sensitive string for the variable name. The variables behave the same as normal Fallout globals, except that they don't have to be declared beforehand in vault13.gam. Trying to get a variable which hasn't been set will always return 0. These functions are intended for use when a patch to a mod requires the addition of a new global variable, a case which would otherwise require the player to start a new game. - -set_pickpocket_max and set_hit_chance_max affect all critters rather than just the player and can set the maximum in range from 0 to 999. set_skill_max can't be used to increase the skill cap above 300. set_perk_level_mod sets a modifier between +25 and -25 that is added/subtracted from the player's level for the purposes of deciding which perks can be chosen. - -set_fake_trait and set_fake_perk can be used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower. - -has_fake_trait and has_fake_perk return the number of levels the player has of the perks/traits with the given name or ID of extra perk. - -perk_add_mode, set_selectable_perk, set_perkbox_title, hide_real_perks, show_real_perks and clear_selectable_perks control the behaviour of the select a perk box. set_selectable_perk can be used to add additional items by setting the 'active' parameter to 1, and to remove them again by setting it to 0. set_perkbox_title can be used to change the title of the box, or by using "" it will be set back to the default. hide and show_real_perks can be used to prevent the dialog from displaying any of the original 119 perks. perk_add_mode modifies what happens when a fake perk is selected from the perks dialog. It is treated as a set of flags - if bit 1 is set then it is added to the player's traits, if bit 2 is set it is added to the player's perks, and if bit 3 is set it is removed from the list of selectable perks. The default is 0x2. clear_selectable_perks restores the dialog to its default state. - -show_iface_tag, hide_iface_tag and is_iface_tag_active relate to the boxes that appear above the interface such as SNEAK and LEVEL. You can use 3 for LEVEL and 4 for ADDICT, or the range from 5 to (4 + the value of BoxBarCount in ddraw.ini) for custom boxes. Remember to add your messages to intrface.msg and set up the font colours in ddraw.ini if you're going to use custom boxes. Starting from sfall 4.1/3.8.12, is_iface_tag_active can also be used to check 0 for SNEAK, 1 for POISONED, and 2 for RADIATED. - -get/set_bodypart_hit_modifier alter the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id's are from 0 to 8. Changes are not saved, and will reset to the defaults (or to the values specified in ddraw.ini if they exist) at each reload. - -(re)set/get_critical_table are used for modifying the critical table. For details see 'http://falloutmods.wikia.com/wiki/Critical_hit_tables'. Changes are not saved, and will reset to the defaults, (or to the contents of CriticalOverrides.ini, if it exists,) at each game reload. These function also require OverrideCriticalTable to be set to 1 in ddraw.ini. (Disabled by default, because it noticably increases loading times.) - -get/set_unspent_ap_bonus alter the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.) get/set_unspent_ap_perk_bonus are similar, but affect the extra AC granted by the HtH Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.) - -nb_* functions are reserved for the brotherhood tactical training mod, and should be avoided. - -The fs_* functions are used to manipulate a virtual file system. Files saved here should have paths relative to the data folder, and use backslashes as the directory separator. They will take precedence over files stored in the normal data folder. They will also be saved into save games if you set a flag for them using fs_resize(fileId, -1), so be avoid creating large files. Using fs_copy followed by fs_read_xxx, you can read the contents of existing files. - -get/set_proto_data are used to manipulate the in memory copies of the .pro files Fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading. Changes are not stored on disc, and are not permanent. If you modify the protos, and then Fallout subsequently reloads the file your changes will be lost. - -the list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list. (Defined in sfall.h) It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards. - -play_sfall_sound and stop_sfall_sound are used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don't wish to loop, play_sfall_sound returns 0. If you do loop, it returns an id which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require 'AllowDShowSound' to be set to 1 in ddraw.ini. -Starting from sfall 4.2.8/3.8.28, you can pass a value in the 'mode' argument for a reduced sound volume. To set the volume, You need to convert the number to hexadecimal and use the argument format 0xZZZZ000Y, where ZZZZ is the volume reduction value in range from 0 to 32767 (the value 32767 is mute), and Y is the playback mode. - -arrays are created and manipulated with the xxx_array functions. An array must first be created with create_array or temp_array, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by create/temp_array can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call create_array from one script, and then use the returned id from another script.) They are also saved across savegames. You must remember to free any arrays you create with create_array when you are done with them, or you will leak memory. arrays created with temp_array will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. create_array is the only function that returns a permanent array, all other functions which return arrays (string_split, list_as_array etc,) all return temp arrays. You can use fix_array to make a temp array permanent. - -NOTE: the above description only applies when "arraysBehavior" is set to 0 in ddraw.ini. Refer to "arrays.txt" for detailed description of new arrays behavior. - -force_aimed_shots and disable_aimed_shots allow overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) force_aimed_shots will allow a weapon to make aimed shots even if it normally couldn't, and disable_aimed_shots stops a weapon from making aimed shots even if it normally could. Both of these functions affect player and NPCs alike. force_aimed_shots does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the functions once at each reload. Use a pid of 0 to represent unarmed. - -get/set_critter_skill_points will get/set the number of additional points a critter has in a skill, on top of whatever they have from their stats and other bonuses. Note that skill points are part of the proto, so calling set_skill_points on a critter will affect all critters that share the same proto. - - - ------------------------------- ------- TYPES REFERENCE ------- ------------------------------- - -> Data types mentioned in this document: - -void - means opcode does not return any value -any - any type -int - integer number -float - floating point number -string - string (text) value -object - pointer to game object (actually an integer) -array - array ID to be used with array-related functions (actually an integer) - - ----------------------------------------------- ------- FUNCTION REFERENCE (incomplete) ------- ----------------------------------------------- - -> int game_loaded() -- returns 1 the first time it is called after a new game or game load, and 0 any time after. It works on an individual basis for each script, so one script wont interfere with others. Its primary use is for global scripts, so that they know when to call set_global_script_repeat, but it can be called from normal scripts too. - -> void inc_npc_level(int pid/string name) -- takes a party member PID or an NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument. The NPC must be in your party. -- This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's NPCAutoLevel setting. - -> int get_npc_level(int pid/string name) -- also takes the party member PID or NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument, and returns the NPC's current level. Again, the NPC needs to be in your party. - -> void set_car_current_town(int town) -- changes the current town index for the player's car - -> int get_ini_setting(string setting) -- reads an integer value from an ini file in the Fallout directory. -- It only takes a single argument; seperate the file name, section and key with a '|' character; e.g. 'myvar:=get_ini_setting("myini.ini|mysec|var1")' If the file or key cannot be found, -1 is returned. -- The file name is limited to 63 chars, including the extension. -- The section name is limited to 32 characters. -- It can also be used to get sfalls settings, by using ddraw.ini as the file name. - -> string get_ini_string(string setting) -- reads a string value from an ini file in the Fallout directory. - -> int get_game_mode() -- is a more flexible version of in_world_map. It will return a set of flags indicating which mode the game is currently in. -- These flags are the same as those used in the set_shader_mode function. - -> int get_uptime() -- is just a wrapper around the windows GetTickCount() function. It's useful for making time fade effects in shaders, since they already have access to the current tick count. - -> boolean in_world_map() -- returns 1 if the player is looking at the world map, or 0 at any other time. -- Obviously this is only useful in global scripts, since normal scripts will never get the chance to run on the world map. - -> void force_encounter(int map) -- can be called either from a global script while traveling on the world map, or from a normal script while on a local map. -- In either case the encounter occurs shortly after the next time the player moves on the world map. -- The player will not get an outdoorsman skill check. - -> void force_encounter_with_flags(int map, int flags) -- does the same thing as force_encounter, but allows the specification of some extra options (see sfall.h for available flags). -- Forcing a random encounter on a map that is not normally used for random encounters may cause the player to lose the car, if they have it. -- In this case use force_encounter_with_flags with the ENCOUNTER_FLAG_NO_CAR flag set. - -> int get_light_level() -- ambient light level in range 0..65536 -- The value returned by get_light_level may not exactly match that set by set_light_level, as set_light_level applies modifiers from the night vision perk. - -> void set_map_time_multi(float multi) -- adjusts how fast time passes while you're on the world map. It takes a single float as an argument, where 1 is the normal speed. -- This function works in addition to the WorldMapTimeMod setting in ddraw.ini and the pathfinder perk, rather than overriding it, so calling set_map_time_multi(0.5) when the player has 2 levels of pathfinder would result in time passing at 25% the normal speed on the world map. - -> void remove_script(object) -- accepts a pointer to an object and will remove the script from that object. - -> void set_script(object, int scriptid) -- accepts a pointer to an object and scriptID, and applies the given script to an object (scriptID accepts the same values as create_object_sid) -- If used on an object that is already scripted, it will remove the existing script first; you cannot have multiple scripts attached to a single object. Calling set_script on self_obj will have all sorts of wacky side effects, and should be avoided. -- if you add 0x80000000 to the sid when calling set_script, map_enter_p_proc will be SKIPPED. The start proc will always be run. - -> int get_script(object) -- accepts a pointer to an object and returns its scriptID (line number in scripts.lst), or 0 if the object is unscripted. -- returns -1 on argument error. - -> void set_self(int obj) -- overrides the scripts self_obj for the next function call. -- It is primarily used to allow the calling of functions which take an implicit self_obj parameter (e.g. drop_obj) from global scripts, but it can also be used from normal scripts; -- self_obj will revert back to its original value after the next function call. -- calling self_obj(0) will also revert self_obj to original value. It is recommended to call this after each use of set_self in normal scripts in order to avoid unforeseen side effects. -- source_obj, target_obj, and similar functions will not work if preceded by "set_self" -- NOTE: for use_obj/use_obj_on_obj vanilla functions to work correctly, it is required to call set_self twice. - -> void mod_skill_points_per_level(int x) -- accepts a value of between -100 and 100, and modifies the number of skill points the player receives when they level up. -- This is a modification of what would otherwise happen, rather than a replacement. -- The value is not saved into the save game, so should be reset in the game_loaded section of a script. - -> void set_perk_freq(int x) -- sets the number of levels between each perk. -- Setting 0 will reset it back to the default. -- This overrides the effects of the skilled trait. -- It is not saved into the save game, so needs to be called once per reload. -- Be careful not to let the player obtain a perk when no perks are available to pick, or the game may crash. - -> object get_last_target(object) -- will return the last critter to be deliberately attacked -> object get_last_attacker(object) -- will return the last critter to deliberately launch an attack against the argument critter. -- If a critter has not launched/received an attack, it will return 0. This is only stored for the duration of combat, and outside of combat both functions will always return 0. - -> void set_base_pickpocket_mod(int max, int mod) -- changes maximum chance of success and chance mod for each steal attempt -- "max" will replace 95% success chance cap (so you can set 100% maximum chance, for instance) -- "mod" will add this much percent to each success chance. for example if your chance is 50% and "mod" is 20, you will get 70% actual success rate - -> void set_critter_pickpocket_mod(object, int max, int mod) -- the same as above, but applies only to specific critter - -> void reg_anim_combat_check -- allows to enable 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" block. - - -Some additional reg_anim_* functions were introduced. They all work in the same convention as vanilla functions and use the same underlying code. - -> void reg_anim_destroy(object) -- given object is destroyed at the end of current animation set - -> void reg_anim_animate_and_hide(object, animID, delay) -- exactly like "reg_anim_animate" but the object will automatically disappear after the last animation frame (but not destroyed) - -> void reg_anim_light(object, light, delay) -- change light of any object. light argument is a light radius (0-8), but you can use highest 2 bytes to pass light intensity as well (example: 0xFFFF0008 - intensity 65535 and radius 8). If highest 2 bytes are 0, intensity will not be changed. Intensity range is from 0 to 65535 (0xFFFF). - -> void reg_anim_change_fid(object, fid, delay) -- should work like art_change_fid_num but in reg_anim sequence - -> void reg_anim_take_out(object, holdFrameID, delay) -- plays "take out weapon" animation for given holdFrameID. It is not required to have such weapon in critter's inventory. - -> void reg_anim_turn_towards(object, tile/target, delay) -- makes object change its direction to face given tile num or target object. - -> void reg_anim_callback(procedure proc) -- adds the given procedure to an animation sequence-list and executes it in the registered sequence. - -> int/array metarule2_explosions(int arg1, int arg2, int arg3) -was made as a dirty easy hack to allow dynamically change some explosion parameters (ranged attack). All changed parameters are reset to vanilla state automatically after each attack action. Following macros are available in sfall.h: - -> void set_attack_explosion_pattern(x, y) -- currently y is not used and x means: 1 - reduced explosion pattern (3 effects are spawned instead of 7), 0 - full pattern - -> void set_attack_explosion_art(x, y) -- y is not used and x is a misc frame ID (last 3 bytes, without object type) to use for the next explosion. - -> void set_attack_explosion_radius(x) -- changes radius at which explosion will hit secondary targets for the next attack (from the experiments it is limited to something around 8 by the engine) - -> void set_attack_is_explosion_fire -- if you call this right before using a weapon with fire damage type (e.g. in HOOK_AFTERHITROLL), it will produce explosion effects (and radius damage) just like "explosion" type, but all targets will still receive fire damage. - -> void set_explosion_radius(grenade, rocket) -- sets a permanent radius of the explosion for grenades and/or rockets. Passing 0 means not changing the corresponding radius. -- changed radius will be reset each time the player reloads the game. - -> array get_explosion_damage(itemPid) -- returns an array of the minimum and maximum damage of the explosive item. - -> void set_dynamite_damage(minDmg, maxDmg) -- sets the minimum and maximum damage for Dynamite. -- changed damage will be reset each time the player reloads the game. - -> void set_plastic_damage(minDmg, maxDmg) -- sets the minimum and maximum damage for Plastic Explosives. -- changed damage will be reset each time the player reloads the game. - -> void set_explosion_max_targets(x) -- sets the maximum number of additional targets for an explosion, valid range: 1..6 (default is 6) - - -Some utility/math functions are available: - -> array string_split(string, split) -- takes a string and a separator, searches the string for all instances of the separator, and returns a temp array filled with the pieces of the string split at each instance. If you give an empty string as the separator, the string is split into individual characters. -- you can use this to search for a substring in a string like this: strlen(get_array(string_split(haystack, needle), 0)) - -> string substr(string, start, length) -- cuts a substring from a string starting at "start" up to "length" characters. The first character position is 0 (zero). -- If start is negative - it indicates starting position from the end of the string (for example substr("test", -2, 2) will return last 2 charactes: "st"). -- If length is negative - it means so many characters will be omitted from the end of string (example: substr("test", 0, -2) will return string without last 2 characters: "te"). -- If length is zero - it will return a string from the starting position to the end of the string **New behavior** for sfall 4.2.2/3.8.22 - -> int strlen(string string) -- returns string length - -> string sprintf(string format, any value) -- formats given value using standard syntax of C printf function (google "printf" for format details). However it is limited to formatting only 1 value. -- can be used to get character by ASCII code ("%c") - -> int typeof(any value) -- returns type of the given value: VALTYPE_INT, VALTYPE_FLOAT or VALTYPE_STR. - -> int charcode(string string) -- returns ASCII code for the first character in given string - -> div operator (unsigned integer division) -- use as a division operator, like 3 + (20 div 5) -- if both dividend and divisor are integers, they will be treated as unsigned integers -- if one of them is a float, div will perform the signed division just like vanilla division operator - -> ^ operator (exponentiation) -- use as any other arithmetic operator, like 5^(1/3) -- if exponent is an integer, you can use a negative base, otherwise you will get "NaN" with a negative base -- if both arguments are integers, the result will be an integer - -> float log(float x) -- natural logarithm of x - -> float exponent(float x) -- e^x - -> int ceil(float x) -- round x to the nearest integer that is not less than x - -> int round(float x) -- round x to the nearest integer - -> float sqrt(float x) -- square root of x - -> int/float abs(int/float x) -- absolute (positive) value of x - -> float sin(float x) - -> float cos(float x) - -> float tan(float x) -- tangent of x - -> float arctan(float x, float y) -- arctangent of x -- just pass 1 as y (don't ask...) - - -> void register_hook_proc(int hook, procedure proc) -- works just like "register_hook", but allows to specify which procedure to use for given hook script (instead of "start") -- use zero (0) as second argument to unregister hook script from current global script -- only use in global scripts -- second argument should be passed just like you pass procedures to functions like gsay_option, giq_option, etc (name without quotes) -- see "hookscripts.txt" for more details - -> void register_hook_proc_spec(int hook, procedure proc) -- works just like "register_hook_proc", but allows to register a script at the end of the hook script execution chain (i.e. the script will be executed after all previously registered scripts for the same hook, including the hs_*.int script) -- to unregister hook script from current global script, use the register_hook_proc function - -> string message_str_game(int fileId, int messageId) -- works exactly the same as message_str, except you get messages from files in "text\\game\" directory -- use GAME_MSG_* defines or mstr_* macros from sfall.h to use specific msg file -- Additional game msg files added by ExtraGameMsgFileList setting will have consecutive fileIds assigned beginning from 0x2000 to 0x2FFF. (e.g. if you set ExtraGameMsgFileList=foo,bar in ddraw.ini, foo.msg will be associated with 0x2000 and bar.msg with 0x2001.) -- if a file has a specific number assigned in ExtraGameMsgFileList, its fileId will be (0x2000 + assigned number). (e.g. with ExtraGameMsgFileList=foo,bar:2,foobar in ddraw.ini, bar.msg will be associated with 0x2002 and foobar.msg with 0x2003.) - -> int sneak_success -- returns 1 if the player is currently sneaking, and last sneak attempt (roll against skill) was successful; 0 otherwise -- this calls an internal engine function which is used to determine the perception range of critters (which you can override using HOOK_WITHINPERCEPTION) - -> int tile_light(int elevation, int tileNum) -- returns light intensity at the given tile in range from 0 to 65536 - -> object obj_blocking_line(object objFrom, int tileTo, int blockingType) -- returns first object which blocks direct linear path from objFrom to tileTo using selected blocking function (see BLOCKING_TYPE_* constants in sfall.h) -- if path is clear (no blocker was encountered by selected function) - returns 0 -- objFrom is always excluded from calculations, but is required to be a valid object - -> object obj_blocking_tile(int tileNum, int elevation, int blockingType) -- returns first object blocking given tile using given blocking function or 0 if tile is clear - -> array tile_get_objs(int tileNum, int elevation) -- returns an array of all objects at given tile -- it will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating - -> array party_member_list(int includeHidden) -- returns an array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.) - -> array path_find_to(object objFrom, int tileTo, int blockingType) -- returns the shortest path to a given tile using given blocking function as an array of tile directions (0..5) to move on each step -- array length equals to a number of steps -- empty array means that specified target cannot be reached - -> object create_spatial(int scriptID, int tile, int elevation, int radius) -- creates new spatial script with given SID, at given tile, and radius - -> int art_exists(int artFID) -- checks if given artFID exists in the game -- useful when you want to check if critter can use specific weapon: art_exists((artFid bwand 0xffff0fff) bwor (weaponAnim * 0x1000)) - -> int obj_is_carrying_obj(object invenObj, object itemObj) -- returns number of itemObj inside invenObj's inventory, note that both arguments are object pointers -- useful when dealing with different stacks of same item (obj_is_carrying_obj_pid just returns total for all stacks of the same PID) - -> any sfall_funcX(string funcName, ...) -- these opcodes allows to use additional scripting functions, that do not require new opcode -- first argument is always function name (string) -- there are 9 versions of this opcode for different number of additional arguments (for convenience) -- opcodes have return value, but it is not necessary to use it - - ------------------------------------- ------- sfall_funcX functions ------- ------------------------------------- - -> array sfall_func0("get_metarule_table") -- returns names of all currently available scripting functions (via sfall_funcX) - -> bool sfall_func1("metarule_exist", string metaruleName) -- returns True if the specified name of metarule (sfall_funcX) function exists in the current version of sfall - -> int sfall_func1("spatial_radius", object object) -- returns radius of spatial script, associated with given dummy-object (returned by create_spatial) - -> object sfall_func2("critter_inven_obj2", object invenObj, int type) -- works just like vanilla critter_inven_obj, but correctly reports item in player's inactive hand slot - -> void sfall_func0("intface_redraw") -> void sfall_func1("intface_redraw", int winType) -- redraws main game interface, useful to reflect changes after directly changing current player weapons or stats -- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h). Pass -1 to redraw all interface windows - -> void sfall_func0("intface_hide") -- hides main interface - -> void sfall_func0("intface_show") -- shows main interface - -> int sfall_func0("intface_is_hidden") -- returns 1 if interface is currently hidden, 0 otherwise - -> void sfall_func0("exec_map_update_scripts") -- executes map_update_p_proc for all objects on map and global/hook scripts as well - -> void sfall_func2("set_ini_setting", string setting, int/string value) -- writes an integer or a string value to an ini file in the Fallout directory. If the ini file does not exist, it will be created -- The setting argument works in the same way as in get_ini_setting; seperate the file name, section and key with a '|' character; e.g. 'set_ini_setting("myini.ini|mysec|var1", 42)' -- The file name is limited to 63 chars, including the extension -- The section name is limited to 32 characters - -> int sfall_func1("floor2", int/float value) -- works just like vanilla floor function, but returns correct integers for negative values -- vanilla floor function works exactly the same as ceil for negative values, much like trunc in C/C++ - -> int sfall_func1("item_weight", object) -- gets the current weight of an object - -> int sfall_func1("get_outline", object) -- gets the current outline color for an object - -> void sfall_func2("set_outline", object, int color) -- sets the outline color of an object (see OUTLINE_* constants in sfall.h) -- can also set a custom color from the game palette by shifting the color index value left by 8 bits: 0xCC00 where CC is the palette index (available since sfall 4.2.7/3.8.27) -- passing 0 will disable the outline -- call "tile_refresh_display" after changing outline of objects to properly redraw the scene - -> int sfall_func1("get_flags", object) -- gets the current value of object flags (see define_extra.h for available flags) - -> void sfall_func2("set_flags", object, int flags) -- sets the current flags of an object -- all flags are rewritten with given integer, so first get current flags with "get_flags" and use bwor/bwand to set/remove specific flag - -> void sfall_func0("tile_refresh_display") -- redraws the game scene (tiles, walls, objects, etc.) - -> object sfall_func0("outlined_object") -- returns an object that is currently highlighted by hovering the mouse above it - -> object sfall_func1("set_dude_obj", critter) -- take control of a given critter -- passing 0 will reset control back to "real" dude - -> void sfall_func0("real_dude_obj") -- returns the initial dude_obj after set_dude_obj was used - -> array sfall_func1("get_ini_sections", string fileName) -- returns an array of names of all sections in a given INI file - -> array sfall_func2("get_ini_section", string fileName, string section) -- returns an associative array of keys and values for a given INI file and section -- NOTE: all keys and their values will be of String type - -> int sfall_func0("car_gas_amount") -- returns the current amount of fuel in player's car (between 0 and 80000) -- to change fuel amount, use vanilla function: metarule(METARULE_GIVE_CAR_GAS, amount) - amount can be positive or negative - -> void sfall_func1("set_car_intface_art", int artIndex) -- changes the interface art (index in intrface.lst) for the car image on the world map interface -- should be called before going to the world map -- vanilla art index is 433 - -> int sfall_func0("get_cursor_mode") -- returns the current cursor mode (0 - movement cursor, 1 - command cursor, 2 - targeting cursor) -- mode 4 to 10 are Skilldex skills (yellow targeting cursor) - -> void sfall_func1("set_cursor_mode", int mode) -- sets the current cursor mode - -> void sfall_func0("display_stats") -- updates player's stats in the inventory display window or on the character screen -- NOTE: works only when the interface window is opened - -> int sfall_func1("lock_is_jammed", object) -- returns 1 if the lock (container or scenery) is currently jammed, 0 otherwise - -> void sfall_func1("unjam_lock", object) -- unjams a lock immediately without having to wait until the next day, or leave the map and then return after 24 hours -- does not work in use_skill_on_p_proc procedure - -> void sfall_func1("set_unjam_locks_time", int time) -- sets after how many hours (up to 127 hours) jammed locks will be unjammed if the player leaves the map -- also disables the auto unjam that occurs at midnight when the player is on the map -- passing 0 will disable the auto unjam mechanism completely -- The auto unjam mechanism will be reset each time the player reloads the game - -> array sfall_func0("get_map_enter_position") -- returns an array of the player's position data (index 0 - tile, 1 - elevation, 2 - rotation) when entering the map through exit grids -- if entering from the world map, the tile value will be -1 -- should be called in map_enter_p_proc procedure to get the correct position data - -> void sfall_func3("set_map_enter_position", int tile, int elevation, int rotation) -- overrides the player's entry position when entering the map through exit grids -- setting the tile to 0 will put the player on the start hex (default tile and elevation) of the map -- works only in map_enter_p_proc procedure - -> void sfall_func1("set_rest_heal_time", int minutes) -- sets the time interval in minutes for healing during resting. The default is 180 -- The time interval will be reset each time the player reloads the game - -> void sfall_func1("set_rest_mode", int mode) -- sets the bit flags for the rest mode (see RESTMODE_* constants in sfall.h) -- passing 0 will reset the rest mode. It will also be reset each time the player reloads the game - -> int sfall_func0("attack_is_aimed") -- returns 1 if the aimed attack mode is selected, 0 otherwise - -> void sfall_func3("set_iface_tag_text", int tag, string text, int color) -- sets the text messages and colors for custom notification boxes to the interface without the need to add messages to intrface.msg and set up the font colors in ddraw.ini -- tag value is the same as used in show_iface_tag, hide_iface_tag, and is_iface_tag_active. The valid range is from 5 to (4 + the value of BoxBarCount in ddraw.ini) or the number of the last custom box added using the add_ifaca_tag function -- The text is limited to 19 characters -- available colors: 0 - green, 1 - red, 2 - white, 3 - yellow, 4 - dark yellow, 5 - blue, 6 - purple, 7 - dull pink - -> int sfall_func0("add_iface_tag") -- adds one custom box to the current boxes, and returns the number of the added tag (-1 if the tags limit is exceeded) -- The maximum number of boxes is limited to 126 tags - -> void sfall_func0("inventory_redraw") -> void sfall_func1("inventory_redraw", int invSide) -- redraws inventory list in the inventory/use inventory item on/loot/barter screens -- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument) - -> void sfall_func3("item_make_explosive", int pid, int activePid, int damage) -> void sfall_func4("item_make_explosive", int pid, int activePid, int min, int max) -- makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives -- activePid is for an item with an active timer, can be the same as the pid argument -- the item proto must be "Misc Item" type and have "Use" action flag -- min/max are the minimum and maximum explosion damage -- using the function on an item that is already set as an explosive will override its previous settings -- NOTE: this function does not work for pid's of Dynamite and Plastic Explosives - -> int sfall_func1("get_string_pointer", string text) -- returns a pointer to a string variable or to a text - -> void sfall_func1("dialog_message", string text) -- displays a message in the NPC response window in dialog or barter screen - -> int sfall_func1("get_current_inven_size", object) -- returns the current inventory size of the container or the critter - -> void sfall_func5("create_win", string winName, int x, int y, int width, int height) -> void sfall_func6("create_win", string winName, int x, int y, int width, int height, int flags) -- works just like vanilla CreateWin function, but creates a window with MoveOnTop flag if the flags argument is not specified, and allows to set additional flags for the created window -- MoveOnTop flag allows the created window to be placed on top of the game interface - -> void sfall_func3("set_can_rest_on_map", int mapNum, int elev, bool value) -- allows/disallows to rest on the map for the specified level, overrides the can_rest_here values in maps.txt -- mapNum is the map index from maps.txt -- passing -1 to the elev argument will set the rest value for all map elevations -- the set rest value will be stored in sfalldb.sav file (in savegame) - -> int sfall_func2("get_can_rest_on_map", int mapNum, int elev) -- returns the set rest value of the map after using the set_can_rest_on_map function -- returns -1 if the rest value of the map was not previously set (i.e. no data for the map in sfalldb.sav) -- the can_rest_here values from maps.txt are ignored - -> object sfall_func0("dialog_obj") -- returns a pointer to the object (critter) the player is having a conversation or bartering with - -> object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude) -- returns the object under the cursor on the main game screen -- onlyCritter: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.) - False - checks all objects (can't check critters under objects) -- passing False to the includeDude argument will ignore dude_obj -- NOTE: to get an object located on a tile when the cursor is in movement mode (hexagon cursor), use the tile_under_cursor function - -> object sfall_func0("loot_obj") -- returns a pointer to the target object (container or critter) of the loot screen - -> int sfall_func2("get_object_data", object, int offset) -- returns the data at the specified offset of an object (see OBJ_DATA_* constants in define_extra.h for offsets) - -> void sfall_func3("set_object_data", object, int offset, int data) -- sets the data at the specified offset of an object - -> int sfall_func2("get_object_ai_data", object, int aiParam) -- returns the setting value from the AI packet of an object (critter) -- use AI_CAP_* constants from define_extra.h for the aiParam argument to get AI value - -> void sfall_func0("art_cache_clear") -- clears the cache of FRM image files loaded into memory - -> void sfall_func1("npc_engine_level_up", bool toggle) -- enables/disables the engine function that increases the level of party members in the player leveling process -- if the engine function is disabled, the process of leveling up party members should be performed by script functions - -> void sfall_func3("set_drugs_data", int type, int pid, int value) -- overrides the parameters of drugs set in the configuration file (DrugsFile setting in ddraw.ini) -- type: 0 - changes the value of NumEffects for the drug (see Drugs.ini for the description of NumEffects) - 1 - changes the duration of the addiction effect for the drug (a value of 1 = one game minute) - -> int sfall_func1("set_unique_id", object) -> int sfall_func2("set_unique_id", object, int flag) -- assigns a unique ID number to the object and returns it. If a unique ID number has already been assigned to an object, then ID number is returned without reassignment -- items with unique IDs will not stack with other items of the same type in the inventory -- to just get the current ID number of an object, use sfall_func2("get_object_data", object, OBJ_DATA_ID) -- unique ID numbers are saved in your savegame, and have a range from 0x10000000 to 0x7FFFFFFF -- there is also a unique ID number range for the player and party members from 18000 to 83535 -- to assign a new ID number generated by the engine to the object (i.e. unassign a unique ID), call the function with two arguments and pass -1 for the flag argument - -> void sfall_func5("draw_image", string/int artFile/artId, int frame, int x, int y, bool noTransparent) -> void sfall_func6("draw_image_scaled", string/int artFile/artId, int frame, int x, int y, int width, int height) -- displays the specified PCX or FRM image in the active window created by vanilla CreateWin or sfall's create_win script function -- artFile/artId: path to the PCX/FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 0x7000026, see specification of the FID format) -optional arguments: -- frame: frame number, the first frame starts from zero -- x/y: offset relative to the top-left corner of the window -- width/height: the new width/height to scale the image to. Pass -1 to either width or height to keep the aspect ratio when scaling -- noTransparent: pass True to display an image without transparent background -- NOTE: to omit optional arguments starting from the right, call the functions with different sfall_funcX (e.g. sfall_func4("draw_image", pathFile, frame, x, y)) -- if draw_image_scaled is called without x/y/width/height arguments, the image will be scaled to fit the window without transparent background - -> void sfall_func5("set_fake_perk_npc", object npc, string namePerk, int level, int image, string desc) -> void sfall_func5("set_fake_trait_npc", object npc, string nameTrait, int active, int image, string desc) -> void sfall_func5("set_selectable_perk_npc", object npc, string namePerk, int active, int image, string desc) -> int sfall_func2("has_fake_perk_npc", object npc, string namePerk) -> int sfall_func2("has_fake_trait_npc", object npc, string nameTrait) -- these functions are similar to has_fake_*/set_fake_*/set_selectable_perk functions, but apply to the specified party member NPC (including dude_obj) - -> int sfall_func1("add_extra_msg_file", string fileName) -> int sfall_func2("add_extra_msg_file", string fileName, int fileNumber) -- loads the custom message file, and returns the file ID number assigned to it in range from 0x3000 to 0x3FFF for the message_str_game function to get messages from the file -- fileName: the name of the custom message file (including the .msg extension) in "text\\game\" directory -- NOTE: if the msg file does not exist in the current language directory, the function will try to load it from "text\English\game\" directory -optional argument: -- fileNumber: the file ID number for the message_str_game function. The available range is from 0x2000 to 0x2FFF (see ExtraGameMsgFileList setting in ddraw.ini) - use fileNumber only if you want to add a message file without editing ddraw.ini or existing scripts to support the old way - -> void sfall_func2("unwield_slot", object critter, int slot) -- unequips an item from the specified slot for a critter or the player -- can take off player's equipped item when the inventory is opened, or the player is in the barter screen -- slot: 0 - armor slot, 1 - right slot, 2 - left slot (see INVEN_TYPE_* in define.h) - -> void sfall_func1("add_trait", int traitID) -- adds the specified trait to the player - -> int sfall_func0("get_inven_ap_cost") -- returns the current AP cost to access the inventory in combat - -> void sfall_func2("add_g_timer_event", int time, int fixedParam) -- adds a timer event that calls the timed_event_p_proc procedure in the current global script -- time: the number of ticks after which the event timer is triggered -- fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function - -> void sfall_func0("remove_timer_event") -- clears all set timer events for the current global script - -> void sfall_func1("remove_timer_event", int fixedParam) -- removes all timer events with the specified 'fixedParam' value for the current global script - -> mixed sfall_func1("get_sfall_arg_at", int argNum) -- gets the value of hook argument with the specified argument number (first argument of hook starts from 0) - -> void sfall_func0("hide_window") -> void sfall_func1("hide_window", string winName) -- hides the specified or currently active (selected) script window -- winName: the window name, assigned to the window by the CreateWin/create_win function - -> void sfall_func0("show_window") -> void sfall_func1("show_window", string winName) -- displays the specified hidden script window or the one previously hidden with the sfall_func0("hide_window") function -- winName: the window name, assigned to the window by the CreateWin/create_win function - -> void sfall_func3("set_window_flag", string winName/int winID, int flag, bool value) -- changes the specified flag for the created script or game interface window -- winName: the window name, assigned to the window by the CreateWin/create_win function -- winID: the ID number of the interface or script window obtained with the get_window_under_mouse function, or 0 for the current game interface -- flag: the flag to change (see WIN_FLAG_* constants in define_extra.h) -- value: true - set the flag, false - unset the flag - -> int sfall_func1("get_text_width", string text) -- returns the text width in pixels for the currently set font - -> bool sfall_func2("string_compare", string str1, string str2) -> bool sfall_func3("string_compare", string str1, string str2, int codePage) -- compares two strings case-insensitive, and returns True if the two strings are matched -- codePage: code page number to properly compare national characters in the range 128-255 of the ASCII code table - available encodings: 1250-1252, 866 - -> string sfall_func3("string_format", string format, any val1, any val2, ...) -- formats given value using standard syntax of C printf function (google "printf" for format details). However it is limited to formatting up to 4 values -- formatting is only supported for %s and %d, and the format string is limited to 1024 characters - -> array sfall_func3("objects_in_radius", int tile, int radius, int elevation) -> array sfall_func4("objects_in_radius", int tile, int radius, int elevation, int type) -- 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 -- the radius is limited to 50 hexes - -> int sfall_func2("tile_by_position", int x, int y) -- returns the tile number at the x, y position relative to the top-left corner of the game screen -- if the position is outside of the range of tiles, it will return -1 - -> string sfall_func2("string_to_case", string text, int toCase) -- converts all letters in the given string to the specified case -- toCase: 0 - lowercase, 1 - uppercase -- NOTE: this function works only for English letters of A-Z/a-z - -> void sfall_func3("set_terrain_name", int x, int y, string name) -- overrides the terrain type name for the sub-tile on the world map by the specified coordinates - -> int sfall_func1("get_window_attribute", int winType) -> int sfall_func2("get_window_attribute", int winType, int attrType) -- returns the attribute of the specified interface window by the attrType argument -- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h) -- attrType: 0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument) - 1 - X position, 2 - Y position (relative to the top-left corner of the game screen) - 3 - interface width size, 4 - interface height size - -1 - returns an associative array of keys (left, top, right, bottom) and values that define the position of the window rectangle - (use standard syntax to access array values, e.g. winRect.top, winRect.bottom) -- returns -1 if the specified attribute cannot be obtained - -> void sfall_func2("set_town_title", int areaID, string title) -- sets a floating text for a town on the world map when hovering the cursor over the player's marker -- areaID: the ID number of the town from city.txt - -> int sfall_func4("message_box", string message, int flags, int color1, int color2) -- creates a dialog box with text and returns the result of pressing the button: 0 - No (Escape), 1 - Yes/Done (Enter) -- returns -1 if for some reason the dialog box cannot be created -- message: the text in the dialog box. Use the '\n' control character to move text to a new line (example: "Hello\nWorld!") -optional arguments: -- flags: mode flags (see MSGBOX_* constants in define_extra.h). Pass -1 to skip setting the flags (default flags are NORMAL and YESNO) -- color1/color2: the color index in the game palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145) - -> int sfall_func1("get_stat_min", int stat) -> int sfall_func1("get_stat_max", int stat) -> int sfall_func2("get_stat_min", int stat, bool who) -> int sfall_func2("get_stat_max", int stat, bool who) -- returns the maximum or minimum set value of the specified stat (see set_stat_max/min functions) -- who: 0 (false) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters - -> int sfall_func4("interface_art_draw", int winType, string artFile/int artID, int x, int y) -> int sfall_func5("interface_art_draw", int winType, string artFile/int artID, int x, int y, int frame) -> int sfall_func6("interface_art_draw", int winType, string artFile/int artID, int x, int y, int frame, array param) -- draws the specified PCX or FRM image in the game interface window, returns -1 on any error -- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h) - this also takes the value of the flag (0x1000000) to prevent immediate redrawing of the interface window -- artFile/artId: path to the PCX/FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 0x7000026, see specification of the FID format) -- x/y: offset relative to the top-left corner of the window -optional arguments: -- frame: frame number, the first frame starts from zero -- param: an array which specifies additional parameters, where: - index 0 - sprite direction for multi-directional FRM - index 1/index 2 - the new width/height to scale the image to. Pass -1 to use the original width/height - -> int sfall_func5("interface_print", string text, int winType, int x, int y, int color) -> int sfall_func6("interface_print", string text, int winType, int x, int y, int color, int width) -- displays the text in the specified interface window with the current font. Use vanilla SetFont function to set the font -- returns the count of lines printed, or -1 on any error -- text: the text to be printed. Use the '\n' control character to move text to a new line (example: "Hello\nWorld!") -- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h) -- x/y: offset relative to the top-left corner of the window -- color: the color index in the game palette. Pass 0 if the text color was previously set by vanilla SetTextColor function - it can also take additional flags (via bwor) for displaying text: - 0x0010000 - adds a shadow to the text, the 'textshadow' compiler constant - 0x1000000 - prevents immediate redrawing of the interface window, the 'textdirect' compiler constant (works the other way around) - 0x2000000 - fills the background of the text with black color, the 'textnofill' compiler constant (works the other way around) -- width (optional): the maximum width of the text. The text will be wrapped to fit within the specified width - -> mixed sfall_func0("combat_data") -- returns a pointer to the C_ATTACK_* data for the current combat attack process (see defined constants in define_extra.h) -- can be used in conjunction with the get_object_data and set_object_data functions - example: sfall_func3("set_object_data", sfall_func0("combat_data"), C_ATTACK_UNUSED, 255); - -> int sfall_func0("win_fill_color") -> int sfall_func5("win_fill_color", int x, int y, int width, int height, int color) -- fills the rectangle area of the currently selected script window with the specified color, or clears the window with transparent (index 0) color (call the function without arguments) -- color: the color index in the game palette (from 0 to 255) - -> int sfall_func2("interface_overlay", int winType, int mode) -> int sfall_func6("interface_overlay", int winType, 2, int x, int y, int width, int height) -- creates an additional drawing surface above the graphic layer of the specified interface window. All subsequent calls of interface_art_draw and interface_print functions will draw on it -- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h) -- mode: 1 - creates a new overlay surface - 2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments - 0 - destroys the created overlay surface (frees up the memory allocated to the surface) - -> void sfall_func2("set_quest_failure_value", int gvarNumber, int thresholdValue) -- sets the threshold value (failure_threshold) for the quest at which the quest will be considered failed (its description in the pipboy will be crossed out and colored red) -- gvarNumber: the number of the global variable controlling the quest -- thresholdValue: the value of the global variable at which the quest is counted as a failure - ------------------------- ------- MORE INFO ------- ------------------------- - -See other documentation files (arrays.txt, hookscripts.txt) for related functions reference. - diff --git a/docs/arrays.md b/docs/arrays.md index 8f9aadfb..e20ea528 100644 --- a/docs/arrays.md +++ b/docs/arrays.md @@ -88,7 +88,7 @@ Basically arrays are implemented using number of new operators (scripting functi end ``` -See "scripting_docs\sslc_readme.txt" file for full information on new SSL syntax features. +See "scripting_docs\compiler\sslc_readme.txt" file for full information on new SSL syntax features. ## Storing arrays @@ -197,7 +197,7 @@ _*mixed means any type_ * `void resize_array(int arrayID, int size)`: - changes array size - applicable to maps too, but only to reduce elements - - there are number of special negative values of "size" which perform various operations on the array, use macros `sort_array`, `sort_array_reverse`, `reverse_array`, `shuffle_array` from `sfall.h` header + - there are number of special negative values of "size" which perform various operations on the array, use macros `sort_array`, `sort_array_reverse`, `reverse_array`, `shuffle_array` from **sfall.h** header * `void free_array(int arrayID)`: - deletes any array @@ -224,7 +224,7 @@ _*mixed means any type_ - always returns 0 * `void save_array(mixed key, int arrayID)`: - - makes the array saveable; it will be saved in *sfallgv.sav* file when saving the game + - makes the array saveable; it will be saved in **sfallgv.sav** file when saving the game - arrayID is associated with given "key" - array becomes permanent (if it was temporary) and "saved" - key can be of any type (int, float or string) @@ -238,12 +238,12 @@ _*mixed means any type_ For those who used arrays in their mods before sfall 3.4: -* There is an INI parameter **ArraysBehavior** in "Misc" section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their ID is also permanent. It is 1 by default. +* There is an INI parameter **arraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their ID is also permanent. It is 1 by default. -* If `ArraysBehaviour=0`: - Arrays are created and manipulated with the `xxx_array` functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by `create/temp_array` can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call `create_array` from one script, and then use the returned id from another script.) They are also saved across savegames. You must remember to free any arrays you create with `create_array` when you are done with them, or you will leak memory. arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array` etc,) all return temp arrays. You can use `fix_array` to make a temp array permanent. +* If `arraysBehaviour=0`: + Arrays are created and manipulated with the `xxx_array` functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by `create/temp_array` can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call `create_array` from one script, and then use the returned id from another script.) They are also saved across savegames. Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array` etc,) all return temp arrays. You can use `fix_array` to make a temp array permanent. -* How savegame compatibility is handled? - Saved arrays are stored in *sfallgv.sav* file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), game shouldn't crash, but all arrays will be lost. +* How savegame compatibility is handled?
+ Saved arrays are stored in **sfallgv.sav** file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), game shouldn't crash, but all arrays will be lost. * Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays.