Merge branch 'develop'

This commit is contained in:
NovaRain
2020-10-27 00:57:16 +08:00
20 changed files with 374 additions and 440 deletions
+42 -146
View File
@@ -1,13 +1,9 @@
/*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
#ifndef COMMAND_H
#define COMMAND_H
#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) or \
#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \
((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
#define critter_weight(x) (100 + ((get_critter_stat(x,STAT_gender) == GENDER_MALE) * 50) + (get_critter_stat(x,STAT_st) * 5) - ((get_critter_stat(x,STAT_ag) + get_critter_stat(x,STAT_en))/3))
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
@@ -21,13 +17,13 @@
#define dude_iq (get_critter_stat(dude_obj,STAT_iq))
#define dude_agility (get_critter_stat(dude_obj,STAT_ag))
#define dude_luck (get_critter_stat(dude_obj,STAT_lu))
#ifndef dude_level
#define dude_level (get_pc_stat(PCSTAT_level))
#endif
#define dude_age (get_critter_stat(dude_obj,STAT_age))
#define dude_weight critter_weight(dude_obj)
#define dude_cur_carry who_carry_amount(dude_obj)
#define dude_max_carry who_max_carry(dude_obj)
#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) and ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) andAlso ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
#define dude_is_male (dude_gender == GENDER_MALE)
#define dude_is_female (dude_gender == GENDER_FEMALE)
@@ -39,43 +35,50 @@
(obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR_MK2)) + \
(obj_is_carrying_obj_pid(dude_obj, PID_HARDENED_POWER_ARMOR))) > 0)
#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE))
#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SWITCHBLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SHIV) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_WAKIZASHI_BLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SWITCHBLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SHIV) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_WAKIZASHI_BLADE))
#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) or \
#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_HARDENED_POWER_ARMOR))
#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) or \
#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_CURED_LEATHER_ARMOR))
#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) or \
#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR_MK_II))
#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) or \
#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR_MK_II))
#define dude_wearing_vault_suit COND019(1)
#define dude_has_gambling_skills ((dude_iq > 3) and (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
#define dude_has_gambling_skills ((dude_iq > 3) andAlso (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
#define dude_is_sneaking (using_skill(dude_obj,SKILL_SNEAK))
#define dude_is_walking (art_anim(obj_art_fid(dude_obj)) == ANIM_walk)
#define dude_is_running (art_anim(obj_art_fid(dude_obj)) == ANIM_running)
#define dude_is_poisoned (get_poison(dude_obj))
#define dude_is_irradiated (get_critter_stat(dude_obj, STAT_current_rad))
#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) or \
(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) or \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) or \
#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_RIGHT))
#define dude_cur_rot (has_trait(TRAIT_OBJECT,dude_obj,OBJECT_CUR_ROT))
@@ -99,8 +102,6 @@
#define dude_has_car (global_var(GVAR_PLAYER_GOT_CAR))
#define dude_is_pornstar dude_has_porn_star_rep
#define dude_is_high drug_influence(dude_obj)
#define dude_found_geck global_var(GVAR_VAULT13_FOUND_GECK)
#define dude_stat_win(X,Y) ((do_check(dude_obj,X,Y)) > (do_check(self_obj,X,0)))
#define dude_stat_lose(X,Y) ((do_check(dude_obj,X,Y)) < (do_check(self_obj,X,0)))
@@ -112,7 +113,6 @@
#define dude_is_addict (has_trait(TRAIT_TRAIT, dude_obj, TRAIT_drug_addict))
#define self_name (obj_name(self_obj))
#define self_gender (get_critter_stat(self_obj,STAT_gender))
#define self_strength (get_critter_stat(self_obj,STAT_st))
@@ -128,7 +128,7 @@
#define self_is_armed critter_is_armed(self_obj)
#define self_wearing_armor critter_wearing_armor(self_obj)
#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) or \
#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) orElse \
(obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LASER_PISTOL))
#define self_is_sneaking (using_skill(self_obj,SKILL_SNEAK))
@@ -173,19 +173,20 @@
#define flush_add_timer_event(obj, time, param) rm_fixed_timer_event(obj, param); \
add_timer_event(obj, time, param)
#define flush_add_timer_event_sec(obj, sec, param) flush_add_timer_event(obj, game_ticks(sec), param)
/******************************************************************
General commands getting information about time
******************************************************************/
#define morning ((game_time_hour >= 600) and (game_time_hour < 700))
#define morning ((game_time_hour >= 600) andAlso (game_time_hour < 700))
#ifndef day
#define day ((game_time_hour >= 700) and (game_time_hour < 1800))
#define day ((game_time_hour >= 700) andAlso (game_time_hour < 1800))
#endif
#define evening ((game_time_hour >= 1800) and (game_time_hour < 1900))
#define evening ((game_time_hour >= 1800) andAlso (game_time_hour < 1900))
#ifndef night
#define night ((game_time_hour >= 1900) or (game_time_hour < 600))
#define night ((game_time_hour >= 1900) orElse (game_time_hour < 600))
#endif
#define GAME_TIME_SUBSECOND_RESOLUTION (10)
@@ -200,7 +201,6 @@
#define GAME_TIME_IN_MINUTES (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE))
#define GAME_TIME_IN_SECONDS (game_time / GAME_TIME_SUBSECOND_RESOLUTION)
#define ticks_til_hour(x) ((ONE_GAME_DAY * (game_time_hour > (x))) + ((((x)/100) - (game_time_hour/100)) * ONE_GAME_HOUR) + ((((x)%100) - (game_time_hour%100)) * ONE_GAME_MINUTE))
#define game_time_advance_hour(x) game_time_advance(ticks_til_hour(x))
@@ -219,9 +219,7 @@
/***************************************************************
**************** Dialogue Information ***********************
***************************************************************/
#ifndef floater
#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
#endif
#define floater_rand(x,y) floater(random(x,y))
#define dude_floater(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
@@ -229,7 +227,6 @@
#define dude_floater_bad(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_BAD)
#define dude_floater_sick(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_SICK)
#define FLOAT_COLOR_NORMAL FLOAT_MSG_YELLOW
#define FLOAT_COLOR_SICK FLOAT_MSG_GREEN
#define FLOAT_COLOR_BAD FLOAT_MSG_RED
@@ -335,9 +332,7 @@
******************************************************************/
#define critter_is_male (get_critter_stat(self_obj,STAT_gender) == GENDER_MALE)
#define critter_is_female (get_critter_stat(self_obj,STAT_gender) == GENDER_FEMALE)
/*#define critter_is_armed (((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) \
or ((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
*/
/******************************************************************
General commands setting and getting the map exit
******************************************************************/
@@ -385,59 +380,12 @@
#define status_is_warned(status_var) (status_is(status_var, PERSON_WARNED))
#define status_is_sex(status_var) (status_is(status_var, PERSON_SEX))
#define status_is_alive(status_var) (not (status_is_killed(status_var) or status_is_assassinated(status_var) or status_is_dead(status_var)))
#define status_is_alive(status_var) (not (status_is_killed(status_var) orElse status_is_assassinated(status_var) orElse status_is_dead(status_var)))
/******************************************************************
General commands getting information about cities
******************************************************************/
#define abbey_visible_on_map (town_known(AREA_ABBEY) != MARK_STATE_UNKNOWN)
#define arroyo_visible_on_map (town_known(AREA_ARROYO) != MARK_STATE_UNKNOWN)
#define broken_hills_visible_on_map (town_known(AREA_BROKEN_HILLS) != MARK_STATE_UNKNOWN)
#define colusa_visible_on_map (town_known(AREA_NAVARRO) != MARK_STATE_UNKNOWN)
#define den_visible_on_map (town_known(AREA_DEN) != MARK_STATE_UNKNOWN)
#define enclave_visible_on_map (town_known(AREA_THE_ENCLAVE) != MARK_STATE_UNKNOWN)
#define EPA_visible_on_map (town_known(AREA_EPA) != MARK_STATE_UNKNOWN)
#define gecko_visible_on_map (town_known(AREA_GECKO) != MARK_STATE_UNKNOWN)
#define klamath_visible_on_map (town_known(AREA_KLAMATH) != MARK_STATE_UNKNOWN)
#define military_base_visible_on_map (town_known(AREA_MILITARY_BASE) != MARK_STATE_UNKNOWN)
#define modoc_visible_on_map (town_known(AREA_MODOC) != MARK_STATE_UNKNOWN)
#define new_CA_republic_visible_on_map (town_known(AREA_NCR) != MARK_STATE_UNKNOWN)
#define primitive_tribe_visible_on_map (town_known(AREA_PRIMITIVE_TRIBE) != MARK_STATE_UNKNOWN)
#define redding_visible_on_map (town_known(AREA_REDDING) != MARK_STATE_UNKNOWN)
#define new_reno_visible_on_map (town_known(AREA_NEW_RENO) != MARK_STATE_UNKNOWN)
#define san_francisco_visible_on_map (town_known(AREA_SAN_FRANCISCO) != MARK_STATE_UNKNOWN)
#define sierra_army_base_visible_on_map (town_known(AREA_SIERRA_ARMY_BASE) != MARK_STATE_UNKNOWN)
#define vault_13_visible_on_map (town_known(AREA_VAULT_13) != MARK_STATE_UNKNOWN)
#define vault_15_visible_on_map (town_known(AREA_VAULT_15) != MARK_STATE_UNKNOWN)
#define vault_city_visible_on_map (town_known(AREA_VAULT_CITY) != MARK_STATE_UNKNOWN)
#define vault_fake_13A_visible_on_map (town_known(AREA_FAKE_VAULT_13A) != MARK_STATE_UNKNOWN)
#define vault_fake_13B_visible_on_map (town_known(AREA_FAKE_VAULT_13B) != MARK_STATE_UNKNOWN)
#define abbey_visit (town_known(AREA_ABBEY) == MARK_STATE_VISITED)
#define arroyo_visit (town_known(AREA_ARROYO) == MARK_STATE_VISITED)
#define broken_hills_visit (town_known(AREA_BROKEN_HILLS) == MARK_STATE_VISITED)
#define colusa_visit (town_known(AREA_NAVARRO) == MARK_STATE_VISITED)
#define den_visit (town_known(AREA_DEN) == MARK_STATE_VISITED)
#define enclave_visit (town_known(AREA_THE_ENCLAVE) == MARK_STATE_VISITED)
#define EPA_visit (town_known(AREA_EPA) == MARK_STATE_VISITED)
#define gecko_visit (town_known(AREA_GECKO) == MARK_STATE_VISITED)
#define klamath_visit (town_known(AREA_KLAMATH) == MARK_STATE_VISITED)
#define military_base_visit (town_known(AREA_MILITARY_BASE) == MARK_STATE_VISITED)
#define modoc_visit (town_known(AREA_MODOC) == MARK_STATE_VISITED)
#define new_CA_republic_visit (town_known(AREA_NCR) == MARK_STATE_VISITED)
#define primitive_tribe_visit (town_known(AREA_PRIMITIVE_TRIBE) == MARK_STATE_VISITED)
#define redding_visit (town_known(AREA_REDDING) == MARK_STATE_VISITED)
#define new_reno_visit (town_known(AREA_NEW_RENO) == MARK_STATE_VISITED)
#define san_francisco_visit (town_known(AREA_SAN_FRANCISCO) == MARK_STATE_VISITED)
#define sierra_army_base_visit (town_known(AREA_SIERRA_ARMY_BASE) == MARK_STATE_VISITED)
#define vault_13_visit (town_known(AREA_VAULT_13) == MARK_STATE_VISITED)
#define vault_15_visit (town_known(AREA_VAULT_15) == MARK_STATE_VISITED)
#define vault_city_visit (town_known(AREA_VAULT_CITY) == MARK_STATE_VISITED)
#define arroyo_destroyed_visit (town_known(AREA_ARROYO_DESTROYED) == MARK_STATE_VISITED)
#define vault_fake_13A_visit (town_known(AREA_FAKE_VAULT_13A) == MARK_STATE_VISITED)
#define vault_fake_13B_visit (town_known(AREA_FAKE_VAULT_13B) == MARK_STATE_VISITED)
#define mark_on_map(x) if (town_known(x) == MARK_STATE_UNKNOWN) then begin \
debug_msg(" mark_on_map("+x+")"); \
mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_KNOWN); \
@@ -448,63 +396,11 @@
mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_UNKNOWN); \
end
#define mark_abbey_on_map mark_on_map(AREA_ABBEY)
#define mark_arroyo_on_map mark_on_map(AREA_ARROYO)
#define mark_broken_hills_on_map mark_on_map(AREA_BROKEN_HILLS)
#define mark_colusa_on_map mark_on_map(AREA_NAVARRO)
#define mark_navarro_on_map mark_on_map(AREA_NAVARRO)
#define mark_den_on_map mark_on_map(AREA_DEN)
#define mark_enclave_on_map mark_on_map(AREA_THE_ENCLAVE)
#define mark_EPA_on_map mark_on_map(AREA_EPA)
#define mark_gecko_on_map mark_on_map(AREA_GECKO)
#define mark_klamath_on_map mark_on_map(AREA_KLAMATH)
#define mark_military_base_on_map mark_on_map(AREA_MILITARY_BASE)
#define mark_modoc_on_map mark_on_map(AREA_MODOC)
#define mark_new_CA_republic_on_map mark_on_map(AREA_NCR)
#define mark_primitive_tribe_on_map mark_on_map(AREA_PRIMITIVE_TRIBE)
#define mark_redding_on_map mark_on_map(AREA_REDDING)
#define mark_new_reno_on_map mark_on_map(AREA_NEW_RENO)
#define mark_san_francisco_on_map mark_on_map(AREA_SAN_FRANCISCO)
#define mark_sierra_army_base_on_map mark_on_map(AREA_SIERRA_ARMY_BASE)
#define mark_vault_13_on_map mark_on_map(AREA_VAULT_13)
#define mark_vault_15_on_map mark_on_map(AREA_VAULT_15)
#define mark_vault_city_on_map mark_on_map(AREA_VAULT_CITY)
#define mark_vault_fake_13A_on_map mark_on_map(AREA_FAKE_VAULT_13A)
#define mark_vault_fake_13B_on_map mark_on_map(AREA_FAKE_VAULT_13B)
#define unmark_vault_fake_13A_on_map unmark_on_map(AREA_FAKE_VAULT_13A)
/*******************************************************************************************************************
********** These represent the players acomplishments through the game *********************************************
********** Note: these reflect the Fallout2 variable designers put in the scripts assuming we were *****************
********** going to have a magic variable to keep track of the player stats throught the game **********************
*******************************************************************************************************************/
#define f2_state_v13_looking (0)
#define f2_state_v13_known (1) // set -Chris H
#define f2_state_v13_found (2) // set -Chris H
#define f2_state_v13_entered (3) // set -Chris H
#define f2_state_tribe_kidnapped (4) // ### state not set
#define f2_state_fix_tanker (5) // didn't need to exist
#define f2_state_tanker_fix_known (6) // set -Chris H
#define f2_state_tanker_fixed (7) // set -Chris H
#define f2_state_enclave_destroyed (8) // ### state not set
#define set_f2(x) if (global_var(GVAR_FALLOUT_2) < x) then set_global_var(GVAR_FALLOUT_2, x)
#define force_f2(x) set_global_var(GVAR_FALLOUT_2, x)
#define get_f2(x) (global_var(GVAR_FALLOUT_2) == x)
#define f2_flag_any (global_var(GVAR_FALLOUT_2))
#define Fallout2_vault13_looking get_f2(f2_state_v13_looking)
#define Fallout2_vault13_location_known get_f2(f2_state_v13_known)
#define Fallout2_vault13_found get_f2(f2_state_v13_found)
#define Fallout2_vault13_entered get_f2(f2_state_v13_entered)
#define Fallout2_tribe_kidnapped get_f2(f2_state_tribe_kidnapped)
#define Fallout2_fix_tanker get_f2(f2_state_fix_tanker)
#define Fallout2_tanker_known get_f2(f2_state_tanker_fix_known)
#define Fallout2_tanker_fixed get_f2(f2_state_tanker_fixed)
#define Fallout2_enclave_destroyed get_f2(f2_state_enclave_destroyed)
// Info relating to carry weight, how much something costs, and weights
#define pid_weight(x) proto_data(x,it_weight)
+103 -188
View File
@@ -7,7 +7,7 @@
// This file holds all of the things that should be preprocessed.
// script.h: Script Procedure Types //
// Script Procedure Types //
#define no_proc (0)
#define start_proc (1)
#define spatial_proc (2)
@@ -41,7 +41,7 @@
#define METARULE_IS_LOADGAME 22
#define is_loading_game metarule(METARULE_IS_LOADGAME, 0)
// script.h: Script Combat Procedure SubTypes //
// Script Combat Procedure SubTypes //
#define COMBAT_SUBTYPE_WEAPON_USED (1)
#define COMBAT_SUBTYPE_HIT_SUCCEEDED (2)
#define COMBAT_SUBTYPE_SEQUENCING (3)
@@ -102,19 +102,16 @@
// dialogue defines //
#define start_dialogue(X,Y) start_gdialog(-1,X,Y,-1,-1)
// head_anim enums
//#define very_good_reaction (0)
#define good_fidget (1)
//#define good_to_neutral (2)
//#define neutral_to_good (3)
#define neutral_fidget (4)
//#define neutral_to_bad (5)
//#define bad_to_neutral (6)
#define bad_fidget (7)
//#define very_bad_reaction (8)
//#define good_phonemes (9)
//#define neutral_phonemes (10)
//#define bad_phonemes (11)
// Mood defines //
#define GOOD_REACTION (49)
#define NEUTRAL_REACTION (50)
#define BAD_REACTION (51)
// Head defines //
#define HEAD_MARCUS (1) //marcus -- Party Member (found in Broken Hills)
@@ -129,9 +126,7 @@
#define HEAD_HAKUNIN (10) // Hakunin -- Found in Arroyo
#define HEAD_BOSS (11)
#define HEAD_DYING_HAKUNIN (12)
/*
#define HEAD_OVERSEER (1) //ovrsr -- vault
*/
// Head defines //
#define BACKGROUND1 (2) // rstymetl
#define BACKGROUND_HUB (3) //hub.frm
@@ -145,6 +140,7 @@
#define BACKGROUND_MASTER (11) //master.frm
#define BACKGROUND_FOLLOWER (12) //follow.frm
#define BACKGROUND_RAIDERS (13) //raider.frm
// Start of Fallout 2: Backgrounds
#define BACKGROUND_CAVE (14) //cave0001.frm
#define BACKGROUND_ENCLAVE (15) //enclave.frm
@@ -153,14 +149,6 @@
#define BACKGROUND_PRESIDENT (18) // pres.frm
#define BACKGROUND_TENT (19) // tent.frm
#define BACKGROUND_ADOBE (20) // Adobe.frm
// Mood defines //
#define GOOD_REACTION (49)
#define NEUTRAL_REACTION (50)
#define BAD_REACTION (51)
//#define BAD_REACTION (49)
//#define NEUTRAL_REACTION (50)
//#define GOOD_REACTION (51)
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
@@ -174,11 +162,11 @@
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
// Trait defines //
#define TRAIT_PERK (0)
#define TRAIT_OBJECT (1)
#define TRAIT_TRAIT (2)
// Perk Trait Types
#define PERK_bonus_awareness (0)
#define PERK_bonus_hth_attacks (1)
@@ -207,7 +195,7 @@
#define PERK_sniper (24)
#define PERK_silent_death (25)
#define PERK_action_boy (26)
///#define PERK_mental_block (27) -- Disabled FO2
#define PERK_mental_block (27) //-- Disabled FO2
#define PERK_lifegiver (28)
#define PERK_dodger (29)
#define PERK_snakeater (30)
@@ -216,15 +204,15 @@
#define PERK_master_thief (33)
#define PERK_speaker (34)
#define PERK_heave_ho (35)
///#define PERK_friendly_foe (36) -- Disabled FO2
#define PERK_friendly_foe (36) //-- Disabled FO2
#define PERK_pickpocket (37)
#define PERK_ghost (38)
#define PERK_cult_of_personality (39)
///#define PERK_scrounger (40) -- Disabled FO2
#define PERK_scrounger (40) //-- Disabled FO2
#define PERK_explorer (41)
///#define PERK_flower_child (42) -- Disabled FO2
#define PERK_flower_child (42) //-- Disabled FO2
#define PERK_pathfinder (43)
///#define PERK_animal_friend (44) -- Disabled FO2
#define PERK_animal_friend (44) //-- Disabled FO2
#define PERK_scout (45)
#define PERK_mysterious_stranger (46)
#define PERK_ranger (47)
@@ -233,27 +221,27 @@
#define PERK_swift_learner (50)
#define PERK_tag (51)
#define PERK_mutate (52)
//#define PERK_add_nuka // Do NOT USE! Engine ONLY!
//#define PERK_add_buffout // Do NOT USE! Engine ONLY!
//#define PERK_add_mentats // Do NOT USE! Engine ONLY!
//#define PERK_add_psycho // Do NOT USE! Engine ONLY!
//#define PERK_add_radaway // Do NOT USE! Engine ONLY!
//#define PERK_weapon_long_range // Do NOT USE! Engine ONLY!
//#define PERK_weapon_accurate // Do NOT USE! Engine ONLY!
//#define PERK_weapon_penetrate // Do NOT USE! Engine ONLY!
//#define PERK_weapon_knockback // Do NOT USE! Engine ONLY!
//#define PERK_armor_powered // Do NOT USE! Engine ONLY!
//#define PERK_armor_combat // Do NOT USE! Engine ONLY!
// Note: Fallout 2: New Perks // Do NOT USE! Engine ONLY!
//#define PERK_weapon_scope_range // Do NOT USE! Engine ONLY!
//#define PERK_weapon_fast_reload // Do NOT USE! Engine ONLY!
//#define PERK_weapon_night_sight // Do NOT USE! Engine ONLY!
//#define PERK_weapon_flameboy // Do NOT USE! Engine ONLY!
//#define PERK_armor_advanced_1 // Do NOT USE! Engine ONLY!
//#define PERK_armor_advanced_2 // Do NOT USE! Engine ONLY!
//#define PERK_add_jet // Do NOT USE! Engine ONLY!
//#define PERK_add_tragic // Do NOT USE! Engine ONLY!
//#define PERK_armor_charisma // Do NOT USE! Engine ONLY!
#define PERK_add_nuka (53) // Do NOT USE! Engine ONLY!
#define PERK_add_buffout (54) // Do NOT USE! Engine ONLY!
#define PERK_add_mentats (55) // Do NOT USE! Engine ONLY!
#define PERK_add_psycho (56) // Do NOT USE! Engine ONLY!
#define PERK_add_radaway (57) // Do NOT USE! Engine ONLY!
#define PERK_weapon_long_range (58) // Do NOT USE! Engine ONLY!
#define PERK_weapon_accurate (59) // Do NOT USE! Engine ONLY!
#define PERK_weapon_penetrate (60) // Do NOT USE! Engine ONLY!
#define PERK_weapon_knockback (61) // Do NOT USE! Engine ONLY!
#define PERK_armor_powered (62) // Do NOT USE! Engine ONLY!
#define PERK_armor_combat (63) // Do NOT USE! Engine ONLY!
// Note: Fallout 2: New Perks
#define PERK_weapon_scope_range (64) // Do NOT USE! Engine ONLY!
#define PERK_weapon_fast_reload (65) // Do NOT USE! Engine ONLY!
#define PERK_weapon_night_sight (66) // Do NOT USE! Engine ONLY!
#define PERK_weapon_flameboy (67) // Do NOT USE! Engine ONLY!
#define PERK_armor_advanced_1 (68) // Do NOT USE! Engine ONLY!
#define PERK_armor_advanced_2 (69) // Do NOT USE! Engine ONLY!
#define PERK_add_jet (70) // Do NOT USE! Engine ONLY!
#define PERK_add_tragic (71) // Do NOT USE! Engine ONLY!
#define PERK_armor_charisma (72) // Do NOT USE! Engine ONLY!
#define PERK_gecko_skinning_perk (73)
#define PERK_dermal_armor_perk (74)
#define PERK_dermal_enhancement_perk (75)
@@ -307,7 +295,9 @@
#define OBJECT_CUR_ROT (10)
#define OBJECT_VISIBILITY (666)
#define OBJECT_CUR_WEIGHT (669)
#define obj_is_visible_flag(WHO) has_trait(TRAIT_OBJECT,WHO,OBJECT_VISIBILITY)
// Trait Types
#define TRAIT_fast_metabolism (0)
#define TRAIT_bruiser (1)
@@ -329,8 +319,7 @@
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
// proto.h: stats //
// SPECIAL System stats
// SPECIAL System stats: strength, perception, endurance, charisma, intelligence, agility, luck
#define STAT_st (0)
#define STAT_pe (1)
#define STAT_en (2)
@@ -339,14 +328,12 @@
#define STAT_ag (5)
#define STAT_lu (6)
#define STAT_max_hp (7)
/// strength, perception, endurance, charisma, intelligence, agility,
/// luck, // luck MUST be the last basic stat
// luck MUST be the last basic stat
// derived stats
#define STAT_max_hit_points (7)
#define STAT_max_move_points (8)
#define STAT_ac (9)
///#define STAT_unarmed_dmg (10)
#define STAT_unused (10)
#define STAT_unused (10) // used in sfall for critter inventory size (see CritterInvSizeLimitMode)
#define STAT_melee_dmg (11)
#define STAT_carry_amt (12)
#define STAT_sequence (13)
@@ -391,7 +378,7 @@
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
// skill.h: Skill Equates //
// Skill Equates //
// the following are skills for the SPECIAL system
#define SKILL_SMALL_GUNS (0)
#define SKILL_BIG_GUNS (1)
@@ -418,7 +405,7 @@
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
// reaction.h: Reaction Levels //
// Reaction Levels //
#define rl_disastrous (0)
#define rl_very_bad (1)
#define rl_bad (2)
@@ -428,15 +415,11 @@
#define rl_very_good (6)
#define rl_excellent (7)
// proto.h //
//#define LOAD_MAP_INDEX (32)
// proto.h //
#define GENDER_MALE (0)
#define GENDER_FEMALE (1)
// critter_state States //
#define CRITTER_IS_NORMAL (0)
#define CRITTER_IS_DEAD (1)
@@ -445,7 +428,6 @@
#define is_critter_dead(who) (critter_state(who) bwand CRITTER_IS_DEAD)
#define is_critter_prone(who) (critter_state(who) bwand CRITTER_IS_PRONE)
// inventory Equates //
#define INVEN_TYPE_WORN (0)
#define INVEN_TYPE_RIGHT_HAND (1)
@@ -454,7 +436,6 @@
#define INVEN_TYPE_INV_COUNT (-2)
#define inven_count(WHO) critter_inven_obj(WHO, INVEN_TYPE_INV_COUNT)
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
@@ -469,7 +450,6 @@
#define item_type_misc_item (5)
#define item_type_key_item (6)
/* Item data_members */
#define it_pid (0)
#define it_name (1)
@@ -508,7 +488,6 @@
#define CR_BODY_QUADRUPED 1
#define CR_BODY_ROBOTIC 2
/* Scenery data_members */
#define sc_pid (0)
#define sc_name (1)
@@ -536,7 +515,6 @@
#define wa_material (9)
/* Tile data_members */
// NONE
/* Misc data_members */
#define mi_pid (0)
@@ -548,75 +526,37 @@
#define mi_flags (6)
#define mi_flags_ext (7)
// ----------------------------------------------------------------------- //
// ----------------------------------------------------------------------- //
/* Combat Flags */
// WIP! These are old and incorrect now, look below! 6/18/97 JLR
/*
#define DAM_KNOCKED_OUT (1) // 0x00000001 // valid flags for damage_results
#define DAM_STUNNED (2) // 0x00000002
#define DAM_KNOCKED_DOWN (4) // 0x00000004
#define DAM_DODGED (8) // 0x00000008
#define DAM_CRIP_LEG_LEFT (16) // 0x00000010
#define DAM_CRIP_LEG_RIGHT (32) // 0x00000020
#define DAM_CRIP_FOOT_LEFT (64) // 0x00000040
#define DAM_CRIP_FOOT_RIGHT (128) // 0x00000080
#define DAM_CRIP_ARM_LEFT (256) // 0x00000100
#define DAM_CRIP_ARM_RIGHT (512) // 0x00000200
#define DAM_CRIP_HAND_LEFT (1024) // 0x00000400
#define DAM_CRIP_HAND_RIGHT (2048) // 0x00000800
#define DAM_BLIND_EYE_LEFT (4096) // 0x00001000
#define DAM_BLIND_EYE_RIGHT (8192) // 0x00002000
#define DAM_DECAPITATED (16384) // 0x00004000
#define DAM_SURPRISED (32768) // 0x00008000
#define DAM_DEATH_1 (65536) // 0x00010000
#define DAM_DEATH_2 (131072) // 0x00020000
#define DAM_DEATH_3 (262144) // 0x00040000
#define DAM_HIT (524288) // 0x00080000 // true if hit or critical hit
#define DAM_UNBALANCED (1048576) // 0x00100000
#define DAM_DEAF (2097152) // 0x00200000
#define DAM_DROP_WEAPON (4194304) // 0x00400000
#define DAM_BREAK_WEAPON (8388608) // 0x00800000
#define DAM_UNREADY_WEAPON_LEFT (16777216) // 0x01000000
#define DAM_UNREADY_WEAPON_RIGHT (33554432) // 0x02000000
#define DAM_EXPLODE_WEAPON (67108864) // 0x04000000
#define DAM_DUD_SHOT (134217728) // 0x08000000
#define DAM_IGNORE_DR (268435456) // 0x10000000
#define DAM_CRITICAL (536870912) // 0x20000000 // could be a critical hit or critical miss
#define DAM_ON_FIRE (1073741824) // 0x40000000
*/
#define DAM_KNOCKED_OUT 1
#define DAM_KNOCKED_DOWN 2
#define DAM_CRIP_LEG_LEFT 4
#define DAM_CRIP_LEG_RIGHT 8
#define DAM_CRIP_ARM_LEFT 16
#define DAM_CRIP_ARM_RIGHT 32
#define DAM_BLIND 64
#define DAM_DEAD 128
#define DAM_HIT 256
#define DAM_CRITICAL 512 // could be a critical hit or critical miss
#define DAM_ON_FIRE 1024
#define DAM_BYPASS 2048
#define DAM_EXPLODE 4096
#define DAM_DESTROY 8192
#define DAM_DROP 16384
#define DAM_LOSE_TURN 32768
#define DAM_HIT_SELF 65536
#define DAM_LOSE_AMMO 131072
#define DAM_DUD 262144
#define DAM_HURT_SELF 524288
#define DAM_RANDOM_HIT 1048576
#define DAM_CRIP_RANDOM 2097152
#define DAM_BACKWASH 4194304
// valid flags for damage_results
#define DAM_KNOCKED_OUT 0x1
#define DAM_KNOCKED_DOWN 0x2
#define DAM_CRIP_LEG_LEFT 0x4
#define DAM_CRIP_LEG_RIGHT 0x8
#define DAM_CRIP_ARM_LEFT 0x10
#define DAM_CRIP_ARM_RIGHT 0x20
#define DAM_BLIND 0x40
#define DAM_DEAD 0x80
#define DAM_HIT 0x100 // hit or critical hit
#define DAM_CRITICAL 0x200 // could be a critical hit or critical miss
#define DAM_ON_FIRE 0x400
#define DAM_BYPASS 0x800
#define DAM_EXPLODE 0x1000
#define DAM_DESTROY 0x2000
#define DAM_DROP 0x4000
#define DAM_LOSE_TURN 0x8000
#define DAM_HIT_SELF 0x10000
#define DAM_LOSE_AMMO 0x20000
#define DAM_DUD 0x40000
#define DAM_HURT_SELF 0x80000
#define DAM_RANDOM_HIT 0x100000
#define DAM_CRIP_RANDOM 0x200000
#define DAM_BACKWASH 0x400000
// Fallout 2:
#define DAM_PERFORM_REVERSE 8388608
#define critter_uninjure(WHO, FLAGS) critter_injure(WHO, (FLAGS BWOR DAM_PERFORM_REVERSE))
#define DAM_PERFORM_REVERSE 0x800000
#define critter_uninjure(WHO, FLAGS) critter_injure(WHO, (FLAGS bwor DAM_PERFORM_REVERSE))
#define DMG_normal_dam 0
#define DMG_laser 1
@@ -744,11 +684,9 @@
#define wm_get_subtile_state(XPOS,YPOS) metarule3(METARULE3_WM_SUBTILE_STATE,XPOS,YPOS,0)
// Begin <objptr> tile_get_next_critter(tile, elevation, lastCritter)
//CMH
//Note these defines are really messey.
#define METARULE3_TILE_GET_NEXT_CRITTER (106)
#define tile_get_next_critter(tile, elevation, lastCritter) metarule3(METARULE3_TILE_GET_NEXT_CRITTER, tile, elevation, lastCritter)
//CMH
// End
#define METARULE3_ART_SET_BASE_FID_NUM (107)
@@ -780,6 +718,8 @@
#define INVEN_CMD_INDEX_PTR (13)
#define inven_ptr(WHO,WHERE) inven_cmds(WHO,INVEN_CMD_INDEX_PTR,WHERE)
/* Extra */
/* GSound Values */
// gsound_character_types
#define snd_human (0)
@@ -820,14 +760,10 @@
#define hit_left_weapon_reload (6)
#define hit_right_weapon_reload (7)
/* Extra */
#define fadeout(X) gfade_out(X)
#define fadein(X) gfade_in(X)
#define fade_out gfade_out(1)
#define fade_in gfade_in(1)
/* Time Information (in Ticks) */
#define ONE_GAME_SECOND (10)
#define ONE_GAME_MINUTE (60 * ONE_GAME_SECOND)
#define ONE_GAME_HOUR (60 * ONE_GAME_MINUTE)
@@ -840,56 +776,35 @@
#define bit_2 (2)
#define bit_3 (4)
#define bit_4 (8)
#define bit_5 (16)
#define bit_6 (32)
#define bit_7 (64)
#define bit_8 (128)
#define bit_9 (256)
#define bit_10 (512)
#define bit_11 (1024)
#define bit_12 (2048)
#define bit_13 (4096)
#define bit_14 (8192)
#define bit_15 (16384)
#define bit_16 (32768)
#define bit_17 (65536)
#define bit_18 (131072)
#define bit_19 (262144)
#define bit_20 (524288)
#define bit_21 (1048576)
#define bit_22 (2097152)
#define bit_23 (4194304)
#define bit_24 (8388608)
#define bit_25 (16777216)
#define bit_26 (33554432)
#define bit_27 (67108864)
#define bit_28 (134217728)
#define bit_29 (268435456)
#define bit_30 (536870912)
#define bit_31 (1073741824)
#define bit_32 (-2147483648)
#define bit_ALL (-1)
/* macros for pickup_p_proc responses. */
#define REACTION_TG 1
#define REACTION_G 2
#define REACTION_TC 3
#define REACTION_C 4
#define R_CALL_THROUGH 1
#define R_NOCALL_THROUGH -1
#ifndef PICKUP_THRESH
#define PICKUP_THRESH 1
#endif
#ifndef CALL_PICKUP
#define CALL_PICKUP R_NOCALL_THROUGH
#endif
#ifndef NPC_REACTION_VAR
#define NPC_REACTION_VAR (-1)
#endif
#define bit_5 (0x10)
#define bit_6 (0x20)
#define bit_7 (0x40)
#define bit_8 (0x80)
#define bit_9 (0x100)
#define bit_10 (0x200)
#define bit_11 (0x400)
#define bit_12 (0x800)
#define bit_13 (0x1000)
#define bit_14 (0x2000)
#define bit_15 (0x4000)
#define bit_16 (0x8000)
#define bit_17 (0x10000)
#define bit_18 (0x20000)
#define bit_19 (0x40000)
#define bit_20 (0x80000)
#define bit_21 (0x100000)
#define bit_22 (0x200000)
#define bit_23 (0x400000)
#define bit_24 (0x800000)
#define bit_25 (0x1000000)
#define bit_26 (0x2000000)
#define bit_27 (0x4000000)
#define bit_28 (0x8000000)
#define bit_29 (0x10000000)
#define bit_30 (0x20000000)
#define bit_31 (0x40000000)
#define bit_32 (0x80000000)
#define bit_ALL (0xFFFFFFFF)
+2
View File
@@ -294,6 +294,7 @@
#define art_cache_clear sfall_func0("art_cache_clear")
#define attack_is_aimed sfall_func0("attack_is_aimed")
#define car_gas_amount sfall_func0("car_gas_amount")
#define clear_window sfall_func0("win_fill_color")
#define combat_data sfall_func0("combat_data")
#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
@@ -384,6 +385,7 @@
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
#define win_fill_color(x, y, width, height, color) sfall_func5("win_fill_color", x, y, width, height, color)
#define set_fake_perk_npc(npc, perk, level, image, desc) sfall_func5("set_fake_perk_npc", npc, perk, level, image, desc)
#define set_fake_trait_npc(npc, trait, active, image, desc) sfall_func5("set_fake_trait_npc", npc, trait, active, image, desc)
+7 -2
View File
@@ -732,7 +732,7 @@ optional argument:
- 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 Fallout palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145)
- 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)
@@ -762,7 +762,7 @@ optional arguments:
- 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 Fallout palette. Pass 0 if the text color was previously set by vanilla SetTextColor function
- 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)
@@ -774,6 +774,11 @@ optional arguments:
- 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)
------------------------
------ MORE INFO -------
------------------------
+16 -2
View File
@@ -366,11 +366,25 @@ void DrawToSurface(long width, long height, long fromX, long fromY, long fromWid
}
}
// Fills the specified non-scripted interface window with index color 0 (black color)
// Fills the specified interface window with index color
void WinFillRect(long winID, long x, long y, long width, long height, BYTE indexColor) {
fo::Window* win = fo::func::GNW_find(winID);
BYTE* surf = win->surface + (win->width * y) + x;
long pitch = win->width - width;
while (height--) {
long w = width;
while (w--) *surf++ = indexColor;
surf += pitch;
};
}
// Fills the specified interface window with index color 0 (black color)
void ClearWindow(long winID, bool refresh) {
fo::Window* win = fo::func::GNW_find(winID);
BYTE* surf = win->surface;
for (long i = 0; i < win->height; i++) {
std::memset(win->surface, 0, win->width);
std::memset(surf, 0, win->width);
surf += win->width;
}
if (refresh) {
fo::func::GNW_win_refresh(win, &win->rect, 0);
+4 -1
View File
@@ -115,7 +115,10 @@ void DrawToSurface(long width, long height, long fromX, long fromY, long fromWid
void DrawToSurface(long width, long height, long fromX, long fromY, long fromWidth, BYTE* fromSurf, long toX, long toY, long toWidth, long toHeight, BYTE* toSurf);
// Fills the specified non-scripted interface window with index color 0 (black color)
// Fills the specified interface window with index color
void WinFillRect(long winID, long x, long y, long width, long height, BYTE indexColor);
// Fills the specified interface window with index color 0 (black color)
void ClearWindow(long winID, bool refresh = true);
// Print text to surface
+17
View File
@@ -391,6 +391,23 @@ void __cdecl trans_buf_to_buf(BYTE* src, long width, long height, long src_width
__asm emms;
}
BYTE* __fastcall loadPCX(const char* file, long* width, long* height) {
__asm {
mov eax, ecx;
mov ebx, height;
mov ecx, FO_VAR_pal;
call fo::funcoffs::loadPCX_;
push eax;
mov ebx, [width];
mov edx, FO_VAR_pal;
mov ecx, [height];
mov ebx, [ebx];
mov ecx, [ecx];
call fo::funcoffs::datafileConvertData_;
pop eax;
}
}
long __fastcall get_game_config_string(const char* outValue, const char* section, const char* param) {
__asm {
mov ebx, param;
+2
View File
@@ -80,6 +80,8 @@ void __cdecl buf_to_buf(BYTE* src, long width, long height, long src_width, BYTE
// trans_buf_to_buf_ function implementation
void __cdecl trans_buf_to_buf(BYTE* src, long width, long height, long src_width, BYTE* dst, long dst_width);
BYTE* __fastcall loadPCX(const char* file, long* width, long* height);
long __fastcall get_game_config_string(const char* outValue, const char* section, const char* param);
// X-Macro for wrapper functions.
+1
View File
@@ -234,6 +234,7 @@ WRAP_WATCOM_FUNC3(long, register_object_take_out, GameObject*, object, long, hol
WRAP_WATCOM_FUNC3(long, register_object_turn_towards, GameObject*, object, long, tileNum, long, nothing)
WRAP_WATCOM_FUNC2(long, roll_random, long, minValue, long, maxValue)
WRAP_WATCOM_FUNC1(long*, runProgram, Program*, progPtr)
WRAP_WATCOM_FUNC1(long, selectWindowID, long, sWinID)
WRAP_WATCOM_FUNC1(ScriptInstance*, scr_find_first_at, long, elevation)
WRAP_WATCOM_FUNC0(ScriptInstance*, scr_find_next_at)
WRAP_WATCOM_FUNC1(GameObject*, scr_find_obj_from_program, Program*, program)
+43 -26
View File
@@ -188,8 +188,7 @@ struct CombatGcsd {
struct ScriptInstance {
long id;
long next;
// first 3 bits - elevation, rest - tile number
long elevationAndTile;
long elevationAndTile; // first 3 bits - elevation, rest - tile number
long spatialRadius;
long flags;
long scriptIdx;
@@ -205,30 +204,49 @@ struct ScriptInstance {
GameObject *targetObject;
long actionNum;
long scriptOverrides;
char gap_48[4];
long field_48;
long howMuch;
char gap_50[4];
long field_50;
long procedureTable[28];
};
// Script run-time data
struct Program {
const char* fileName;
const char* fileName; // path and file name of the script "scripts\*.int"
long *codeStackPtr;
long gap_8;
long gap_9;
long field_8;
long field_C;
long *codePtr;
long field_14;
long gap_18;
long field_18;
long *dStackPtr;
long *aStackPtr;
long *dStackOffs;
long *aStackOffs;
long gap_2C;
long field_2C;
long *stringRefPtr;
long gap_34;
long *procTablePtr;
long field_34; // procTablePtr
long *procTablePtr; // field_38
long regs[12];
long field_6C;
long field_70;
long field_74;
long field_78;
long field_7C;
union {
long flags;
struct {
char flags1;
char flags2;
char flags3;
char flags4;
};
};
long currentScriptWin; // current window for executing script
long field_88;
};
static_assert(sizeof(Program) == 140, "Incorrect Program definition.");
struct ItemButtonItem {
GameObject* item;
@@ -584,8 +602,7 @@ struct Proto {
long flags;
long flagsExt;
// 0x0Y00XXXX: Y - script type (0=s_system, 1=s_spatial, 2=s_time, 3=s_item, 4=s_critter); XXXX - number in scripts.lst. -1 means no script.
long scriptId;
long scriptId; // 0x0Y00XXXX: Y - script type (0=s_system, 1=s_spatial, 2=s_time, 3=s_item, 4=s_critter); XXXX - number in scripts.lst. -1 means no script.
ItemType type;
union {
@@ -730,14 +747,14 @@ struct Window {
long width;
long height;
long clearColour;
long rand1;
long rand2;
long randX;
long randY;
BYTE *surface; // bytes frame data ref to palette
long *buttonsList;
long unknown5; // buttonptr?
long unknown6;
long buttonT1; // buttonptr?
long buttonT2;
long *menuBar;
long *drawFunc;
long *drawFunc; // trans_buf_to_buf_
};
struct sWindow {
@@ -745,18 +762,18 @@ struct sWindow {
long wID;
long width;
long height;
long unknown1;
long unknown2;
long unknown3;
long unknown4;
long region1;
long region2;
long region3;
long region4;
long *buttons;
long numButtons;
long unknown5;
long unknown6;
long setPositionX;
long setPositionY;
long clearColour;
long flags;
long unknown7;
long unknown8;
float randX;
float randY;
};
struct LSData {
+2
View File
@@ -85,6 +85,7 @@
#define FO_VAR_folder_card_title2 0x5705BC
#define FO_VAR_frame_time 0x5709C4
#define FO_VAR_free_perk 0x570A29
#define FO_VAR_freePtr 0x519594
#define FO_VAR_frstc_draw1 0x5707D8
#define FO_VAR_game_config 0x58E950
#define FO_VAR_game_global_vars 0x5186C0
@@ -190,6 +191,7 @@
#define FO_VAR_optionsButtonUpKey 0x518F28
#define FO_VAR_optnwin 0x663900
#define FO_VAR_outlined_object 0x518D94
#define FO_VAR_pal 0x56D7E0
#define FO_VAR_partyMemberAIOptions 0x519DB8
#define FO_VAR_partyMemberCount 0x519DAC
#define FO_VAR_partyMemberLevelUpInfoList 0x519DBC
+4 -6
View File
@@ -939,14 +939,12 @@ static void __declspec(naked) main_death_scene_hook() {
}
static void __declspec(naked) display_body_hook() {
static const DWORD display_body_hook_Ret = 0x47098D;
__asm {
mov ebx, [esp + 0x60 - 0x28 + 8];
cmp ebx, 1; // check mode 0 or 1
jbe fix;
add esp, 8;
mov dword ptr [esp + 0x60 - 0x40], 0; // frm_ptr
jmp display_body_hook_Ret;
xor ebx, ebx;
jmp fo::funcoffs::art_id_;
fix:
dec edx; // USE.FRM
mov ecx, 48; // INVBOX.FRM
@@ -987,7 +985,7 @@ void Interface::init() {
if (hrpIsEnabled == false || hrpVersionValid) SafeWrite8(0x481345, 4); // main_death_scene_
if (hrpVersionValid) SafeWrite8(HRPAddress(0x10011738), 10);
// Cosmetic fix for the background image of the character portrait on the inventory and character screens
// Cosmetic fix for the background image of the character portrait on the player's inventory screen
HookCall(0x47093C, display_body_hook);
BYTE code[11] = {
0x8B, 0xD3, // mov edx, ebx
@@ -995,7 +993,7 @@ void Interface::init() {
0x0F, 0xAF, 0xD3, // imul edx, ebx (y * frame width)
0x53, 0x90 // push ebx (frame width)
};
SafeWriteBytes(0x470971, code, 11);
SafeWriteBytes(0x470971, code, 11); // calculates the offset in the pixel array for x/y coordinates
}
void Interface::exit() {
+78 -25
View File
@@ -378,7 +378,7 @@ void mf_create_win(OpcodeContext& ctx) {
: fo::WinFlags::MoveOnTop;
if (fo::func::createWindow(ctx.arg(0).strValue(),
ctx.arg(1).rawValue(), ctx.arg(2).rawValue(), // y, x
ctx.arg(1).rawValue(), ctx.arg(2).rawValue(), // x, y
ctx.arg(3).rawValue(), ctx.arg(4).rawValue(), // w, h
(flags & fo::WinFlags::Transparent) ? 0 : 256, flags) == -1)
{
@@ -458,6 +458,45 @@ void mf_set_window_flag(OpcodeContext& ctx) {
}
}
static void __fastcall FreeArtFile(fo::FrmFile* frmPtr) {
if (frmPtr->id == 'PCX') {
__asm mov eax, frmPtr;
__asm mov eax, [eax]frmPtr.pixelData;
__asm call ds:[FO_VAR_freePtr];
delete[] frmPtr;
} else {
__asm mov eax, frmPtr;
__asm call fo::funcoffs::my_free_;
}
}
static fo::FrmFile* LoadArtFile(const char* file, long frame, long direction, fo::FrmFrameData* &framePtr, bool checkPCX) {
fo::FrmFile* frmPtr = nullptr;
if (checkPCX) {
const char* pos = strrchr(file, '.');
if (pos && _stricmp(++pos, "PCX") == 0) {
long w, h;
BYTE* data = fo::func::loadPCX(file, &w, &h);
if (!data) return nullptr;
frmPtr = reinterpret_cast<fo::FrmFile*>(new BYTE[78]);
std::memset(frmPtr, 0, 74);
frmPtr->id = 'PCX';
frmPtr->width = static_cast<short>(w);
frmPtr->height = static_cast<short>(h);
frmPtr->pixelData = data;
framePtr = frmPtr->GetFrameData(0, 0);
return frmPtr;
}
}
if (fo::func::load_frame(file, &frmPtr)) {
return nullptr;
}
framePtr = frmPtr->GetFrameData(direction, frame);
return frmPtr;
}
static long GetArtFIDFile(long fid, const char* &file) {
long direction = 0;
long _fid = fid & 0xFFFFFFF;
@@ -471,24 +510,16 @@ static long GetArtFIDFile(long fid, const char* &file) {
return direction;
}
static fo::FrmFile* LoadArtFile(const char* file, long frame, long direction, fo::FrmFrameData* &framePtr) {
fo::FrmFile* frmPtr = nullptr;
if (fo::func::load_frame(file, &frmPtr)) {
return nullptr;
}
framePtr = frmPtr->GetFrameData(direction, frame);
return frmPtr;
}
static long DrawImage(OpcodeContext& ctx, bool isScaled) {
if (*(DWORD*)FO_VAR_currentWindow == -1) {
ctx.printOpcodeError("%s() - no created/selected window for the image.", ctx.getMetaruleName());
if (!fo::func::selectWindowID(ctx.program()->currentScriptWin) || *(DWORD*)FO_VAR_currentWindow == -1) {
ctx.printOpcodeError("%s() - no created or selected window.", ctx.getMetaruleName());
return 0;
}
long direction = 0;
const char* file = nullptr;
if (ctx.arg(0).isInt()) { // art id
bool isID = ctx.arg(0).isInt();
if (isID) { // art id
long fid = ctx.arg(0).rawValue();
if (fid == -1) return -1;
@@ -498,15 +529,16 @@ static long DrawImage(OpcodeContext& ctx, bool isScaled) {
}
fo::FrmFrameData* framePtr;
fo::FrmFile* frmPtr = LoadArtFile(file, ctx.arg(1).rawValue(), direction, framePtr);
fo::FrmFile* frmPtr = LoadArtFile(file, ctx.arg(1).rawValue(), direction, framePtr, !isID);
if (frmPtr == nullptr) {
ctx.printOpcodeError("%s() - cannot open the file: %s", ctx.getMetaruleName(), file);
return -1;
}
long result = 1;
BYTE* pixelData = (frmPtr->id == 'PCX') ? frmPtr->pixelData : framePtr->data;
if (isScaled && ctx.numArgs() < 3) {
fo::func::displayInWindow(framePtr->width, framePtr->width, framePtr->height, framePtr->data); // scaled to window size (w/o transparent)
fo::func::displayInWindow(framePtr->width, framePtr->width, framePtr->height, pixelData); // scaled to window size (w/o transparent)
} else {
int x = ctx.arg(2).rawValue(), y = ctx.arg(3).rawValue();
if (isScaled) { // draw to scale
@@ -531,14 +563,14 @@ static long DrawImage(OpcodeContext& ctx, bool isScaled) {
long w_width = fo::func::windowWidth();
long xy_pos = (y * w_width) + x;
fo::func::window_trans_cscale(framePtr->width, framePtr->height, s_width, s_height, xy_pos, w_width, framePtr->data); // custom scaling
fo::func::window_trans_cscale(framePtr->width, framePtr->height, s_width, s_height, xy_pos, w_width, pixelData); // custom scaling
} else { // with x/y frame offsets
fo::func::windowDisplayBuf(x + frmPtr->xshift[direction], framePtr->width, y + frmPtr->yshift[direction], framePtr->height, framePtr->data, ctx.arg(4).rawValue());
fo::func::windowDisplayBuf(x + frmPtr->xshift[direction], framePtr->width, y + frmPtr->yshift[direction], framePtr->height, pixelData, ctx.arg(4).rawValue());
}
}
exit:
fo::func::mem_free(frmPtr);
FreeArtFile(frmPtr);
return result;
}
@@ -555,7 +587,8 @@ static long InterfaceDrawImage(OpcodeContext& ctx, fo::Window* interfaceWin) {
bool useShift = false;
long direction = -1, w = -1, h = -1;
if (ctx.arg(1).isInt()) { // art id
bool isID = ctx.arg(1).isInt();
if (isID) { // art id
long fid = ctx.arg(1).rawValue();
if (fid == -1) return -1;
@@ -577,7 +610,7 @@ static long InterfaceDrawImage(OpcodeContext& ctx, fo::Window* interfaceWin) {
long frame = ctx.arg(4).rawValue();
fo::FrmFrameData* framePtr;
fo::FrmFile* frmPtr = LoadArtFile(file, frame, direction, framePtr);
fo::FrmFile* frmPtr = LoadArtFile(file, frame, direction, framePtr, !isID);
if (frmPtr == nullptr) {
ctx.printOpcodeError("%s() - cannot open the file: %s", ctx.getMetaruleName(), file);
return -1;
@@ -595,14 +628,15 @@ static long InterfaceDrawImage(OpcodeContext& ctx, fo::Window* interfaceWin) {
int width = (w >= 0) ? w : framePtr->width;
int height = (h >= 0) ? h : framePtr->height;
fo::func::trans_cscale(framePtr->data, framePtr->width, framePtr->height, framePtr->width,
fo::func::trans_cscale(((frmPtr->id == 'PCX') ? frmPtr->pixelData : framePtr->data), framePtr->width, framePtr->height, framePtr->width,
interfaceWin->surface + (y * interfaceWin->width) + x, width, height, interfaceWin->width
);
if (!(ctx.arg(0).rawValue() & 0x1000000)) {
fo::func::GNW_win_refresh(interfaceWin, &interfaceWin->rect, 0);
}
fo::func::mem_free(frmPtr);
FreeArtFile(frmPtr);
return 1;
}
@@ -699,10 +733,10 @@ void mf_get_window_attribute(OpcodeContext& ctx) {
result = 1;
break;
case 1: // x
result = win->wRect.left;
result = win->rect.x;
break;
case 2: // y
result = win->wRect.top;
result = win->rect.y;
break;
}
ctx.setReturn(result);
@@ -748,5 +782,24 @@ void mf_interface_print(OpcodeContext& ctx) { // same as vanilla PrintRect
if (!(color & 0x1000000)) fo::func::GNW_win_refresh(win, &win->rect, 0);
}
void mf_win_fill_color(OpcodeContext& ctx) {
long result = fo::func::selectWindowID(ctx.program()->currentScriptWin);
long iWin = *(DWORD*)FO_VAR_currentWindow;
if (!result || iWin == -1) {
ctx.printOpcodeError("%s() - no created or selected window.", ctx.getMetaruleName());
ctx.setReturn(-1);
return;
}
if (ctx.numArgs() > 0) {
fo::WinFillRect(fo::var::sWindows[iWin].wID,
ctx.arg(0).rawValue(), ctx.arg(1).rawValue(), // x, y
ctx.arg(2).rawValue(), ctx.arg(3).rawValue(), // w, h
static_cast<BYTE>(ctx.arg(4).rawValue())
);
} else {
fo::ClearWindow(fo::var::sWindows[iWin].wID, false); // full clear
}
}
}
}
@@ -119,5 +119,7 @@ void mf_get_window_attribute(OpcodeContext&);
void mf_interface_print(OpcodeContext&);
void mf_win_fill_color(OpcodeContext&);
}
}
@@ -150,6 +150,7 @@ static const SfallMetarule metarules[] = {
{"tile_refresh_display", mf_tile_refresh_display, 0, 0},
{"unjam_lock", mf_unjam_lock, 1, 1, -1, {ARG_OBJECT}},
{"unwield_slot", mf_unwield_slot, 2, 2, -1, {ARG_OBJECT, ARG_INT}},
{"win_fill_color", mf_win_fill_color, 0, 5, -1, {ARG_INT, ARG_INT, ARG_INT, ARG_INT, ARG_INT}},
#ifndef NDEBUG
{"validate_test", mf_test, 2, 5, -1, {ARG_INT, ARG_NUMBER, ARG_STRING, ARG_OBJECT, ARG_ANY}},
#endif
+1 -1
View File
@@ -70,7 +70,6 @@ int OpcodeContext::argShift() const {
void OpcodeContext::setArgShift (int shift) {
assert(shift >= 0);
_argShift = shift;
}
@@ -175,6 +174,7 @@ void OpcodeContext::handleOpcode(ScriptingFunctionHandler func, const OpcodeArgu
if (_hasReturn) _pushReturnValue();
}
// unused method
void __stdcall OpcodeContext::handleOpcodeStatic(fo::Program* program, DWORD opcodeOffset, ScriptingFunctionHandler func, char argNum, bool hasReturn) {
// for each opcode create new context on stack (no allocations at this point)
OpcodeContext currentContext(program, opcodeOffset / 4, argNum, hasReturn);
+7 -6
View File
@@ -163,10 +163,8 @@ public:
static DWORD getScriptTypeBySfallType(DataType dataType);
private:
// pops arguments from data stack
void _popArguments();
// pushes return value to data stack
void _pushReturnValue();
std::array<ScriptValue, OP_MAX_ARGUMENTS> _args;
ScriptValue _ret;
fo::Program* _program;
DWORD _opcode;
@@ -177,9 +175,12 @@ private:
int _numArgs;
bool _hasReturn;
int _argShift;
std::array<ScriptValue, OP_MAX_ARGUMENTS> _args;
ScriptValue _ret;
long _errorVal; // error value for incorrect arguments
// pops arguments from data stack
void _popArguments();
// pushes return value to data stack
void _pushReturnValue();
};
}
+12 -7
View File
@@ -172,22 +172,27 @@ static bool LoadFrm(Frm* frm) {
return true;
}
static fo::Window* dialogWin = nullptr;
static struct DialogWinPos {
long x = -1;
long y;
} dialogWinPos;
static void __fastcall DrawHeadFrame(Frm* frm, int frameno) {
if (frm && !frm->broken) {
if (!frm->loaded && !LoadFrm(frm)) goto loadFail;
fo::FrmFrameData* frame = fo::func::frame_ptr((fo::FrmHeaderData*)frm, frameno, 0);
if (dialogWin == nullptr) {
dialogWin = fo::func::GNW_find(fo::var::dialogueBackWindow);
if (texHighlight) Graphics::SetHighlightTexture(texHighlight, dialogWin->wRect.left, dialogWin->wRect.top);
if (dialogWinPos.x == -1) {
fo::Window* dialogWin = fo::func::GNW_find(fo::var::dialogueBackWindow);
if (texHighlight) Graphics::SetHighlightTexture(texHighlight, dialogWin->rect.x, dialogWin->rect.y);
dialogWinPos.x = dialogWin->rect.x;
dialogWinPos.y = dialogWin->rect.y;
}
Graphics::SetHeadTex(frm->textures[frameno],
frame->width,
frame->height,
frame->x + frm->xshift + dialogWin->wRect.left,
frame->y + frm->yshift + dialogWin->wRect.top,
frame->x + frm->xshift + dialogWinPos.x,
frame->y + frm->yshift + dialogWinPos.y,
(frm->showHighlights == 2)
);
showHighlights = frm->showHighlights;
@@ -217,7 +222,7 @@ void __declspec(naked) gdDestroyHeadWindow_hack() {
__asm {
call Graphics::SetDefaultTechnique;
mov showHighlights, 0;
//mov dialogWin, 0; // uncomment if the dialog window position is supposed to change
//mov dword ptr ds:[dialogWinPos], -1; // uncomment if the dialog window position is supposed to change
pop ebp;
pop edi;
pop edx;
+2 -2
View File
@@ -25,6 +25,6 @@
#define VERSION_MAJOR 4
#define VERSION_MINOR 2
#define VERSION_BUILD 8
#define VERSION_REV 0
#define VERSION_REV 1
#define VERSION_STRING "4.2.8"
#define VERSION_STRING "4.2.8.1"