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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Renamed some object flags
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@@ -11,14 +11,10 @@
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*/
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#include "..\headers\define.h"
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//#include "..\headers\command.h"
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#include "..\headers\global.h"
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#include "..\headers\critrpid.h"
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#include "main.h"
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#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
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#define OBJ_DATA_LIGHT_INTENSITY (0x70)
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#define PID_PLAYER (16777216)
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procedure start;
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procedure AllowControl(variable pid);
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procedure SetLight(variable critter, variable int, variable dist);
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@@ -130,12 +130,12 @@
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detail: get_stat_min(int stat, bool who = False)
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doc: |
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- Returns the minimum set value of the specified stat (see `set_stat_min` functions)
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- who: 0 (`false`) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
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- who: 0 (`False`) or omitting the argument - returns the value of the player, 1 (`True`) - returns the value set for other critters
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- name: get_stat_max
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detail: get_stat_max(int stat, bool who = False)
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doc: |
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- Returns the maximum set value of the specified stat (see `set_stat_max` functions)
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- who: 0 (`false`) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
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- who: 0 (`False`) or omitting the argument - returns the value of the player, 1 (`True`) - returns the value set for other critters
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- name: Alter min/max
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doc: 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.
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@@ -1680,7 +1680,7 @@
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- winName: the window name, assigned to the window by the `CreateWin/create_win` function
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- 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
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- flag: the flag to change (see `WIN_FLAG_*` constants in `define_extra.h`)
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- value: `true` - set the flag, `false` - unset the flag
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- value: `True` - set the flag, `False` - unset the flag
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macro: sfall.h
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- name: win_fill_color
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@@ -1925,5 +1925,5 @@
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- name: obj_is_openable
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detail: bool obj_is_openable(object obj)
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doc: Returns True if the object is openable (i.e. has an opening/closing animation)
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doc: Returns True if the object is openable (i.e. has an opening/closing animation), False otherwise
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macro: sfall.h
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@@ -2,8 +2,10 @@
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#ifndef DEFINE_EXTRA_H
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#define DEFINE_EXTRA_H
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#define PID_PLAYER (16777216)
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/* Combat Flags */
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#define DAM_PRESERVE_FLAGS 0x80000000 // keep the existing result flags when setting new flags in attack_complex (for sfall)
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#define DAM_PRESERVE_FLAGS (0x80000000) // keep the existing result flags when setting new flags in attack_complex (for sfall)
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#define BODY_HIT_HEAD (0)
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#define BODY_HIT_LEFT_ARM (1)
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@@ -67,12 +69,12 @@
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#define ATKMODE_SEC_FLAME 128 // 0x00000080
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/* Object flags for get/set_flags */
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#define FLAG_MOUSE_3D (0x1)
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#define FLAG_WALKTHRU (0x4)
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#define FLAG_HIDDEN (0x1)
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#define FLAG_NOSAVE (0x4)
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#define FLAG_FLAT (0x8)
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#define FLAG_NOBLOCK (0x10)
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#define FLAG_LIGHTING (0x20)
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#define FLAG_TEMP (0x400)
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#define FLAG_NOREMOVE (0x400)
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#define FLAG_MULTIHEX (0x800)
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#define FLAG_NOHIGHLIGHT (0x1000)
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#define FLAG_USED (0x2000)
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@@ -105,6 +107,9 @@
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#define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back)
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#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
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/* Door flags */
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#define FLAG_WALKTHRU (0x4)
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/* Window flags */
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#define WIN_FLAG_DONTMOVE (0x2) // does not move the window to the foreground when clicking on the window
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#define WIN_FLAG_MOVEONTOP (0x4) // places the window on top of other windows
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@@ -424,6 +429,8 @@
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#define OBJ_DATA_MISC_FLAGS (0x38)
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#define OBJ_DATA_PID (0x64)
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#define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat)
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#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
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#define OBJ_DATA_LIGHT_INTENSITY (0x70)
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#define OBJ_DATA_SID (0x78) // script ID
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#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
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// items
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@@ -243,12 +243,12 @@ enum class Material : long
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namespace ObjectFlag {
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enum ObjectFlag : unsigned long {
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Mouse_3d = 0x00000001,
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WalkThru = 0x00000004,
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Hidden = 0x00000001,
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NoSave = 0x00000004, // WalkThru flag for doors
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Flat = 0x00000008,
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NoBlock = 0x00000010,
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Lighting = 0x00000020,
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Temp = 0x00000400, // ???
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NoRemove = 0x00000400,
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MultiHex = 0x00000800,
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NoHighlight = 0x00001000,
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Used = 0x00002000, // set if there was/is any event for the object
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@@ -25,7 +25,7 @@ static fo::GameObject* __fastcall obj_path_blocking_at(fo::GameObject* source, l
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if (elev == obj->object->elevation) {
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fo::GameObject* object = obj->object;
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long flags = object->flags;
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if (!(flags & (fo::ObjectFlag::Mouse_3d | fo::ObjectFlag::NoBlock)) && source != object) {
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if (!(flags & (fo::ObjectFlag::Hidden | fo::ObjectFlag::NoBlock)) && source != object) {
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char type = object->TypeFid();
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if (type == fo::ObjType::OBJ_TYPE_SCENERY || type == fo::ObjType::OBJ_TYPE_WALL) {
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return object;
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@@ -44,7 +44,7 @@ static fo::GameObject* __fastcall obj_path_blocking_at(fo::GameObject* source, l
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if (elev == obj->object->elevation) {
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fo::GameObject* object = obj->object;
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long flags = object->flags;
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if (flags & fo::ObjectFlag::MultiHex && !(flags & (fo::ObjectFlag::Mouse_3d | fo::ObjectFlag::NoBlock)) && source != object) {
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if (flags & fo::ObjectFlag::MultiHex && !(flags & (fo::ObjectFlag::Hidden | fo::ObjectFlag::NoBlock)) && source != object) {
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char type = object->TypeFid();
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if (type == fo::ObjType::OBJ_TYPE_SCENERY || type == fo::ObjType::OBJ_TYPE_WALL) {
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return object;
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@@ -1160,7 +1160,7 @@ static void __declspec(naked) obj_load_func_hack() {
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static const DWORD obj_load_func_Ret = 0x488F14;
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using fo::InCombat;
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__asm {
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test word ptr [eax + flags], Temp; // engine code
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test word ptr [eax + flags], NoRemove; // engine code
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jz fix;
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retn;
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fix:
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@@ -340,7 +340,7 @@ void op_get_party_members(OpcodeContext& ctx) {
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DWORD arrayId = CreateTempArray(0, 4);
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for (int i = 0; i < actualCount; i++) {
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fo::GameObject* obj = fo::var::partyMemberList[i].object;
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if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Mouse_3d))) {
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if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Hidden))) {
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arrays[arrayId].push_back((long)obj);
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}
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}
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