Renamed some object flags

This commit is contained in:
NovaRain
2023-03-05 10:18:59 +08:00
parent a75886a020
commit 56150d572a
7 changed files with 24 additions and 21 deletions
+2 -6
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@@ -11,14 +11,10 @@
*/
#include "..\headers\define.h"
//#include "..\headers\command.h"
#include "..\headers\global.h"
#include "..\headers\critrpid.h"
#include "main.h"
#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
#define OBJ_DATA_LIGHT_INTENSITY (0x70)
#define PID_PLAYER (16777216)
procedure start;
procedure AllowControl(variable pid);
procedure SetLight(variable critter, variable int, variable dist);
+4 -4
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@@ -130,12 +130,12 @@
detail: get_stat_min(int stat, bool who = False)
doc: |
- Returns the minimum set value of the specified stat (see `set_stat_min` functions)
- who: 0 (`false`) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
- who: 0 (`False`) or omitting the argument - returns the value of the player, 1 (`True`) - returns the value set for other critters
- name: get_stat_max
detail: get_stat_max(int stat, bool who = False)
doc: |
- Returns the maximum set value of the specified stat (see `set_stat_max` functions)
- who: 0 (`false`) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
- who: 0 (`False`) or omitting the argument - returns the value of the player, 1 (`True`) - returns the value set for other critters
- name: Alter min/max
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.
@@ -1680,7 +1680,7 @@
- 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
- value: `True` - set the flag, `False` - unset the flag
macro: sfall.h
- name: win_fill_color
@@ -1925,5 +1925,5 @@
- name: obj_is_openable
detail: bool obj_is_openable(object obj)
doc: Returns True if the object is openable (i.e. has an opening/closing animation)
doc: Returns True if the object is openable (i.e. has an opening/closing animation), False otherwise
macro: sfall.h
+11 -4
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@@ -2,8 +2,10 @@
#ifndef DEFINE_EXTRA_H
#define DEFINE_EXTRA_H
#define PID_PLAYER (16777216)
/* Combat Flags */
#define DAM_PRESERVE_FLAGS 0x80000000 // keep the existing result flags when setting new flags in attack_complex (for sfall)
#define DAM_PRESERVE_FLAGS (0x80000000) // keep the existing result flags when setting new flags in attack_complex (for sfall)
#define BODY_HIT_HEAD (0)
#define BODY_HIT_LEFT_ARM (1)
@@ -67,12 +69,12 @@
#define ATKMODE_SEC_FLAME 128 // 0x00000080
/* Object flags for get/set_flags */
#define FLAG_MOUSE_3D (0x1)
#define FLAG_WALKTHRU (0x4)
#define FLAG_HIDDEN (0x1)
#define FLAG_NOSAVE (0x4)
#define FLAG_FLAT (0x8)
#define FLAG_NOBLOCK (0x10)
#define FLAG_LIGHTING (0x20)
#define FLAG_TEMP (0x400)
#define FLAG_NOREMOVE (0x400)
#define FLAG_MULTIHEX (0x800)
#define FLAG_NOHIGHLIGHT (0x1000)
#define FLAG_USED (0x2000)
@@ -105,6 +107,9 @@
#define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back)
#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
/* Door flags */
#define FLAG_WALKTHRU (0x4)
/* Window flags */
#define WIN_FLAG_DONTMOVE (0x2) // does not move the window to the foreground when clicking on the window
#define WIN_FLAG_MOVEONTOP (0x4) // places the window on top of other windows
@@ -424,6 +429,8 @@
#define OBJ_DATA_MISC_FLAGS (0x38)
#define OBJ_DATA_PID (0x64)
#define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat)
#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
#define OBJ_DATA_LIGHT_INTENSITY (0x70)
#define OBJ_DATA_SID (0x78) // script ID
#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
// items
+3 -3
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@@ -243,12 +243,12 @@ enum class Material : long
namespace ObjectFlag {
enum ObjectFlag : unsigned long {
Mouse_3d = 0x00000001,
WalkThru = 0x00000004,
Hidden = 0x00000001,
NoSave = 0x00000004, // WalkThru flag for doors
Flat = 0x00000008,
NoBlock = 0x00000010,
Lighting = 0x00000020,
Temp = 0x00000400, // ???
NoRemove = 0x00000400,
MultiHex = 0x00000800,
NoHighlight = 0x00001000,
Used = 0x00002000, // set if there was/is any event for the object
+2 -2
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@@ -25,7 +25,7 @@ static fo::GameObject* __fastcall obj_path_blocking_at(fo::GameObject* source, l
if (elev == obj->object->elevation) {
fo::GameObject* object = obj->object;
long flags = object->flags;
if (!(flags & (fo::ObjectFlag::Mouse_3d | fo::ObjectFlag::NoBlock)) && source != object) {
if (!(flags & (fo::ObjectFlag::Hidden | fo::ObjectFlag::NoBlock)) && source != object) {
char type = object->TypeFid();
if (type == fo::ObjType::OBJ_TYPE_SCENERY || type == fo::ObjType::OBJ_TYPE_WALL) {
return object;
@@ -44,7 +44,7 @@ static fo::GameObject* __fastcall obj_path_blocking_at(fo::GameObject* source, l
if (elev == obj->object->elevation) {
fo::GameObject* object = obj->object;
long flags = object->flags;
if (flags & fo::ObjectFlag::MultiHex && !(flags & (fo::ObjectFlag::Mouse_3d | fo::ObjectFlag::NoBlock)) && source != object) {
if (flags & fo::ObjectFlag::MultiHex && !(flags & (fo::ObjectFlag::Hidden | fo::ObjectFlag::NoBlock)) && source != object) {
char type = object->TypeFid();
if (type == fo::ObjType::OBJ_TYPE_SCENERY || type == fo::ObjType::OBJ_TYPE_WALL) {
return object;
+1 -1
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@@ -1160,7 +1160,7 @@ static void __declspec(naked) obj_load_func_hack() {
static const DWORD obj_load_func_Ret = 0x488F14;
using fo::InCombat;
__asm {
test word ptr [eax + flags], Temp; // engine code
test word ptr [eax + flags], NoRemove; // engine code
jz fix;
retn;
fix:
+1 -1
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@@ -340,7 +340,7 @@ void op_get_party_members(OpcodeContext& ctx) {
DWORD arrayId = CreateTempArray(0, 4);
for (int i = 0; i < actualCount; i++) {
fo::GameObject* obj = fo::var::partyMemberList[i].object;
if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Mouse_3d))) {
if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Hidden))) {
arrays[arrayId].push_back((long)obj);
}
}