From 5f0c5ae1fa14c3e621b8f7c3a4d0b50bb9b84df5 Mon Sep 17 00:00:00 2001 From: burner1024 Date: Wed, 24 Feb 2021 15:40:24 +0700 Subject: [PATCH] Better docs (#241) * website skeleton * updated bunder to 2.0, added caching * fix missing plugins? * enable deploy for the branch, try to save cache * need to use relative path? * fix missing css * use doc theme * really enable doc theme? * mayeb this time * come on baby * how about now * please ? * pretty please * ehhh * working theme * added hooks * formatting * formatting 2 * added doc yaml from bgforge mls 1.0.7 * no need for nav order * link reference * hooks on top * added global scripts * pages are generated, exclude them * generate site * pip3 ? * maybe now * hooks page is generated automatically * added table of contents to pages * don't waste so much space * switch highlight classes * mark functions as code in description * more formatting * reformat doc with python * loaded offsets * opcode is loaded into yaml, txt no longer necessary * mark unsafe functions * restore hooks page * clarification * deduplicated hooks doc * saner TOC * typo * move more docs * hook scripts doc is now in md * arrays doc is now in md * added data types page * added more info about old behaviour * minor formatting issues * moved more function docs to yaml * all sfall functions docs are transpiled to yaml format * formatting * fix format * add subcategory support * simplified yaml format, added structure doc * simplified structure and added clarification * generated a separate page for hook types * formatting * disambiguation * format clarification * move get_map* to subcategory: doc is not relevant for other functions * simple permalink * fix links * included more info on the main page * more clarification * rename offset > opcode * try to get more sensible baseurl * added best practices page * what's up with the slashes * allow parent pages with no content * separate docs for direct memory access functions * added latest functions * fixed hook types link * move get_explosion_damage to macros * removed duplicated comment * removed old comments * added hook ids * lowercase sfall * more sfall lowercasing * added proper permalinks * changes from mr.stalin * fix typos * clarification * fix direct memory access page * fixed top navlink * fixed urls * checked sfallgv.sav, it's really not bloating much * format clarification * shorter name * add mixed data type, sort * add proc type, link hooks functions * use same terminology * added bool * rearranged index * added unsafe label * move to root * add stats * more upper/lowercase * should work now * added build status * added combat category, added description for modified_ini, moved global script functions into a subcat * special note for set_self * typo * enable children * cleanup * move lists to arrays * show header filename for macro instead * rearrange more items to be more intuitive * build on bionic * separate object manipulation * added object manipulation link to home * typo * formatting * Added a note about charges * punctuation * formatting * moved floor2 to math * changed label color * moved art and appearance to animations * name too long * search note * moved exex_map_update to maps category * moved more functions from other to skills * too much blue * formatting * moved art_cache_clear to art section * empathize that var name must be exactly 8 characters long * update usages for inc_npc_level * separate objects, scripts and variables * updated url * moved get_string_pointer to strings * updated add_extra_msg_file doc * typo * latest doc updates from develop * updated default layout from upstream * applied local changes: subcategory list * remove unnecessary backticks * added new functions * fix STD_PROCEDURE_END display * formatting * don't fail on missing hook id * formatting * updated doc from upstream * added optimization and sslc pages * order ssl and optimization pages below home * really order optimization on top * merge objects_in_radius variants * updated from upstream * tone down link color * fixed formatting for updated theme * updated travis for ruamel * added favicon * restored separator between functions * updated functions.yml * updated sfall functions * rearranged some window and object function * hook updates, pre-arg renaming * hook args renumbering * merged upstream * added new hooks and functions from upstream * remove the long-winded note about macro * switch to gha for jekyll deployment * sudo for deps * try to fix ruamel missing * switch build to master only, ref https://github.com/phobos2077/sfall/pull/241#discussion_r580365212 * update status badge for https://github.com/phobos2077/sfall/pull/241 --- .github/workflows/gh-pages.yml | 34 + .gitignore | 6 + README.md | 1 + artifacts/scripting/functions.yml | 1893 +++++++++++++++++ artifacts/scripting/hooks.yml | 717 +++++++ docs/404.html | 24 + docs/CNAME | 1 + docs/Gemfile | 27 + docs/Gemfile.lock | 230 ++ docs/_config.yml | 57 + docs/_includes/head_custom.html | 8 + docs/_sass/color_schemes/custom.scss | 15 + docs/arrays.md | 247 +++ .../assets/favicon/android-chrome-192x192.png | Bin 0 -> 8169 bytes .../assets/favicon/android-chrome-512x512.png | Bin 0 -> 23466 bytes docs/assets/favicon/apple-touch-icon.png | Bin 0 -> 7440 bytes docs/assets/favicon/browserconfig.xml | 9 + docs/assets/favicon/favicon-16x16.png | Bin 0 -> 913 bytes docs/assets/favicon/favicon-32x32.png | Bin 0 -> 1419 bytes docs/assets/favicon/favicon.ico | Bin 0 -> 15086 bytes docs/assets/favicon/mstile-144x144.png | Bin 0 -> 6053 bytes docs/assets/favicon/mstile-150x150.png | Bin 0 -> 6013 bytes docs/assets/favicon/mstile-310x150.png | Bin 0 -> 6614 bytes docs/assets/favicon/mstile-310x310.png | Bin 0 -> 13244 bytes docs/assets/favicon/mstile-70x70.png | Bin 0 -> 4177 bytes docs/assets/favicon/safari-pinned-tab.svg | 31 + docs/assets/favicon/site.webmanifest | 19 + docs/best-practices.md | 49 + docs/data-types.md | 21 + docs/favicon.ico | 1 + docs/generate.sh | 15 + docs/global-scripts.md | 20 + docs/hooks.md | 34 + docs/index.md | 41 + docs/optimization.md | 105 + docs/sslc.md | 352 +++ docs/yaml_to_md.py | 134 ++ 37 files changed, 4091 insertions(+) create mode 100644 .github/workflows/gh-pages.yml create mode 100644 artifacts/scripting/functions.yml create mode 100644 artifacts/scripting/hooks.yml create mode 100644 docs/404.html create mode 100644 docs/CNAME create mode 100644 docs/Gemfile create mode 100644 docs/Gemfile.lock create mode 100644 docs/_config.yml create mode 100644 docs/_includes/head_custom.html create mode 100644 docs/_sass/color_schemes/custom.scss create mode 100644 docs/arrays.md create mode 100644 docs/assets/favicon/android-chrome-192x192.png create mode 100644 docs/assets/favicon/android-chrome-512x512.png create mode 100644 docs/assets/favicon/apple-touch-icon.png create mode 100644 docs/assets/favicon/browserconfig.xml create mode 100644 docs/assets/favicon/favicon-16x16.png create mode 100644 docs/assets/favicon/favicon-32x32.png create mode 100644 docs/assets/favicon/favicon.ico create mode 100644 docs/assets/favicon/mstile-144x144.png create mode 100644 docs/assets/favicon/mstile-150x150.png create mode 100644 docs/assets/favicon/mstile-310x150.png create mode 100644 docs/assets/favicon/mstile-310x310.png create mode 100644 docs/assets/favicon/mstile-70x70.png create mode 100644 docs/assets/favicon/safari-pinned-tab.svg create mode 100644 docs/assets/favicon/site.webmanifest create mode 100644 docs/best-practices.md create mode 100644 docs/data-types.md create mode 120000 docs/favicon.ico create mode 100755 docs/generate.sh create mode 100644 docs/global-scripts.md create mode 100644 docs/hooks.md create mode 100644 docs/index.md create mode 100644 docs/optimization.md create mode 100644 docs/sslc.md create mode 100755 docs/yaml_to_md.py diff --git a/.github/workflows/gh-pages.yml b/.github/workflows/gh-pages.yml new file mode 100644 index 00000000..9e1fa95a --- /dev/null +++ b/.github/workflows/gh-pages.yml @@ -0,0 +1,34 @@ +name: github pages + +on: + push: + branches: + - master + +jobs: + deploy: + runs-on: ubuntu-latest + steps: + - name: Checkout + uses: actions/checkout@v2 + + - name: Setup Python + uses: actions/setup-python@v2 + with: + python-version: '3.x' + + - name: Install dependencies + run: | + sudo apt -y -qq install bundler python3-pip + pip3 install ruamel.yaml --user + + - name: Build + run: ./docs/generate.sh + + - name: Deploy + uses: peaceiris/actions-gh-pages@v3 + with: + github_token: ${{ secrets.GITHUB_TOKEN }} + publish_dir: ./docs/_site + user_name: 'github-actions[bot]' + user_email: 'github-actions[bot]@users.noreply.github.com' diff --git a/.gitignore b/.gitignore index 8539e29c..d7b0482c 100644 --- a/.gitignore +++ b/.gitignore @@ -222,3 +222,9 @@ FakesAssemblies/ # Visual Studio 6 workspace options file *.opt sfall/postbuild.cmd + +# jekyll build files +docs/_site +docs/.sass-cache +docs/.jekyll-metadata +docs/pages/*.md diff --git a/README.md b/README.md index e1f49bf4..7d495aad 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,5 @@ # sfall +[![github pages](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml/badge.svg)](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml) A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself. diff --git a/artifacts/scripting/functions.yml b/artifacts/scripting/functions.yml new file mode 100644 index 00000000..ee7f93e1 --- /dev/null +++ b/artifacts/scripting/functions.yml @@ -0,0 +1,1893 @@ +# Important notes on format: +# +# 1. The file must be valid YAML. (Use VScode with YAML extension to check). +# +# 2. General structure: +# - name: Category name # REQUIRED, must be UNIQUE +# parent: Parent category name # OPTIONAL. If set, will generate a subcategory page on the site. Parent category must exist. +# doc: Category doc # OPTIONAL. Must be RELEVANT for ALL functions in the category. Will be displayed in IDE for EACH function under this category, in addition to function's individual doc. +# items: +# - name: function_name # REQUIRED +# detail: void function_name(ObjectPtr obj, string text) # REQUIRED. Invocation details. SINGLE line. Will be displayed in IDE. +# doc: fuction documentation in markdown format # OPTIONAL. Will be displayed in IDE. +# opcode: function opcode # OPTIONAL +# unsafe: true/false # OPTIONAL. Whether it requires AllowUnsafeScripting. +# macro: header file name # OPTIONAL. What to include to use this. + +- name: Direct memory access # just parent page + +- name: read_xxx + parent: Direct memory access + doc: These functions take a memory address as the parameter and can read arbitrary pieces of Fallout's address space. + items: + - name: read_byte + detail: int read_byte(int address) + opcode: 0x8156 + - name: read_short + detail: int read_short(int address) + opcode: 0x8157 + - name: read_int + detail: int read_int(int address) + opcode: 0x8158 + - name: read_string + detail: int read_string(int address) + opcode: 0x8159 + +- name: write_xxx + parent: Direct memory access + doc: These functions take a memory address as the parameter and can write to arbitrary pieces of Fallout's address _None of these functions will work unless_ `AllowUnsafeScripting` _is enabled in_ `ddraw.ini`. + items: + - name: write_byte + detail: void write_byte(int address, int value) + opcode: 0x81cf + unsafe: true + - name: write_short + detail: void write_short(int address, int value) + opcode: 0x81d0 + unsafe: true + - name: write_int + detail: void write_int(int address, int value) + opcode: 0x81d1 + unsafe: true + - name: write_string + detail: void write_string(int address, string value) + opcode: 0x821b + unsafe: true + +- name: call_offset_vX + parent: Direct memory access + doc: 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`. + items: + - name: call_offset_v0 + detail: void call_offset_v0(int address) + opcode: 0x81d2 + unsafe: true + - name: call_offset_v1 + detail: void call_offset_v1(int address, int arg1) + opcode: 0x81d3 + unsafe: true + - name: call_offset_v2 + detail: void call_offset_v2(int address, int arg1, int arg2) + opcode: 0x81d4 + unsafe: true + - name: call_offset_v3 + detail: void call_offset_v3(int address, int arg1, int arg2, int arg3) + opcode: 0x81d5 + unsafe: true + - name: call_offset_v4 + detail: void call_offset_v4(int address, int arg1, int arg2, int arg3, int arg4) + opcode: 0x81d6 + unsafe: true + - name: call_offset_r0 + detail: int call_offset_r0(int address) + opcode: 0x81d7 + unsafe: true + - name: call_offset_r1 + detail: int call_offset_r1(int address, int arg1) + opcode: 0x81d8 + unsafe: true + - name: call_offset_r2 + detail: int call_offset_r2(int address, int arg1, int arg2) + opcode: 0x81d9 + unsafe: true + - name: call_offset_r3 + detail: int call_offset_r3(int address, int arg1, int arg2, int arg3) + opcode: 0x81da + unsafe: true + - name: call_offset_r4 + detail: int call_offset_r4(int address, int arg1, int arg2, int arg3, int arg4) + opcode: 0x81db + unsafe: true + +- name: Stats + doc: 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. + items: + - name: set_pc_base_stat + detail: void set_pc_base_stat(int StatID, int value) + opcode: 0x815a + - name: set_pc_extra_stat + detail: void set_pc_extra_stat(int StatID, int value) + opcode: 0x815b + - name: get_pc_base_stat + detail: int get_pc_base_stat(int StatID) + opcode: 0x815c + - name: get_pc_extra_stat + detail: int get_pc_extra_stat(int StatID) + opcode: 0x815d + - name: set_critter_base_stat + detail: void set_critter_base_stat(CritterPtr, int StatID, int value) + opcode: 0x815e + - name: set_critter_extra_stat + detail: void set_critter_extra_stat(CritterPtr, int StatID, int value) + opcode: 0x815f + - name: get_critter_base_stat + detail: int get_critter_base_stat(CritterPtr, int StatID) + opcode: 0x8160 + - name: get_critter_extra_stat + detail: int get_critter_extra_stat(CritterPtr, int StatID) + opcode: 0x8161 + - name: get_stat_min + 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 + - 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 + +- 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. + parent: Stats + items: + - name: set_stat_max + detail: void set_stat_max(int stat, int value) + opcode: 0x81b4 + - name: set_stat_min + detail: void set_stat_min(int stat, int value) + opcode: 0x81b5 + - name: set_pc_stat_max + detail: void set_pc_stat_max(int stat, int value) + opcode: 0x81b7 + - name: set_pc_stat_min + detail: void set_pc_stat_min(int stat, int value) + opcode: 0x81b8 + - name: set_npc_stat_max + detail: void set_npc_stat_max(int stat, int value) + opcode: 0x81b9 + - name: set_npc_stat_min + detail: void set_npc_stat_min(int stat, int value) + opcode: 0x81ba + +- name: Skills + items: + - name: set_critter_skill_points + detail: void set_critter_skill_points(int critter, int skill, int value) + opcode: 0x8242 + doc: Will 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 it on a critter will affect all critters that share the same proto. + - name: get_critter_skill_points + detail: int get_critter_skill_points(int critter, int skill) + opcode: 0x8243 + doc: Will get the number of additional points a critter has in a skill, on top of whatever they have from their stats and other bonuses + - name: set_available_skill_points + detail: void set_available_skill_points(int value) + opcode: 0x8244 + - name: get_available_skill_points + detail: int get_available_skill_points() + opcode: 0x8245 + + - name: set_skill_max + detail: void set_skill_max(int value) + opcode: 0x81a2 + doc: Can't be used to increase the skill cap above 300. + - name: set_critter_skill_mod + detail: void set_critter_skill_mod(CritterPtr, int max) + opcode: 0x81c7 + - name: set_base_skill_mod + detail: void set_base_skill_mod(int max) + opcode: 0x81c8 + - name: mod_skill_points_per_level + detail: void mod_skill_points_per_level(int value) + doc: Accepts a value of between -100 and 100, and modifies the number of skill points the player recieves 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. + opcode: 0x8246 + +- name: Graphics + doc: 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. + items: + - name: graphics_funcs_available + detail: bool graphics_funcs_available + opcode: 0x8165 + - name: load_shader + detail: int load_shader(string path) + doc: 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. + opcode: 0x8166 + - name: free_shader + detail: void free_shader(int ID) + opcode: 0x8167 + - name: activate_shader + detail: void activate_shader(int ID) + opcode: 0x8168 + - name: deactivate_shader + detail: void deactivate_shader(int ID) + opcode: 0x8169 + - name: set_shader_int + detail: void set_shader_int(int ID, string param, int value) + opcode: 0x816d + - name: set_shader_float + detail: void set_shader_float(int ID, string param, float value) + opcode: 0x816e + - name: set_shader_vector + detail: void set_shader_vector(int ID, string param, float f1, float f2, float f3, float f4) + opcode: 0x816f + - name: get_shader_version + detail: int get_shader_version + doc: 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. + opcode: 0x81ad + - name: set_shader_mode + detail: void set_shader_mode(int mode) + opcode: 0x81ae + doc: 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. + - name: force_graphics_refresh + detail: void force_graphics_refresh(bool enabled) + opcode: 0x81b0 + doc: Forces the screen to redraw at times when it normally wouldn't. If you're using animated shader, turning this option on is recommended. + - name: get_shader_texture + detail: int get_shader_texture(int ID, int texture) + opcode: 0x81b1 + - name: set_shader_texture + detail: void set_shader_texture(int ID, string param, int texID) + opcode: 0x81b2 + - name: get_screen_width + detail: int get_screen_width() + opcode: 0x8220 + - name: get_screen_height + detail: int get_screen_height() + opcode: 0x8221 + - name: set_palette + detail: void set_palette(string path) + opcode: 0x81f2 +- name: Perks and traits + items: + - name: set_perk_image + detail: void set_perk_image(int perkID, int value) + opcode: 0x8178 + - name: set_perk_ranks + detail: void set_perk_ranks(int perkID, int value) + opcode: 0x8179 + - name: set_perk_level + detail: void set_perk_level(int perkID, int value) + opcode: 0x817a + - name: set_perk_stat + detail: void set_perk_stat(int perkID, int value) + opcode: 0x817b + - name: set_perk_stat_mag + detail: void set_perk_stat_mag(int perkID, int value) + opcode: 0x817c + - name: set_perk_skill1 + detail: void set_perk_skill1(int perkID, int value) + opcode: 0x817d + - name: set_perk_skill1_mag + detail: void set_perk_skill1_mag(int perkID, int value) + opcode: 0x817e + - name: set_perk_type + detail: void set_perk_type(int perkID, int value) + opcode: 0x817f + - name: set_perk_skill2 + detail: void set_perk_skill2(int perkID, int value) + opcode: 0x8180 + - name: set_perk_skill2_mag + detail: void set_perk_skill2_mag(int perkID, int value) + opcode: 0x8181 + - name: set_perk_str + detail: void set_perk_str(int perkID, int value) + opcode: 0x8182 + - name: set_perk_per + detail: void set_perk_per(int perkID, int value) + opcode: 0x8183 + - name: set_perk_end + detail: void set_perk_end(int perkID, int value) + opcode: 0x8184 + - name: set_perk_chr + detail: void set_perk_chr(int perkID, int value) + opcode: 0x8185 + - name: set_perk_int + detail: void set_perk_int(int perkID, int value) + opcode: 0x8196 + - name: set_perk_agl + detail: void set_perk_agl(int perkID, int value) + opcode: 0x8187 + - name: set_perk_lck + detail: void set_perk_lck(int perkID, int value) + opcode: 0x8188 + - name: set_perk_name + detail: void set_perk_name(int perkID, string value) + opcode: 0x8189 + - name: set_perk_desc + detail: void set_perk_desc(int perkID, string value) + opcode: 0x818a + - name: set_perk_freq + detail: void set_perk_freq(int value) + opcode: 0x8247 + doc: Sets the number of levels between each perk. Setting to 0 will reset it back to the default. This overrides the effects of the skilled trait. 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. + - name: get_perk_owed + detail: int get_perk_owed + opcode: 0x818e + - name: set_perk_owed + detail: void set_perk_owed(int value) + opcode: 0x818f + - name: get_perk_available + detail: int get_perk_available(int perk) + opcode: 0x8190 + - name: set_perk_level_mod + detail: void set_perk_level_mod(int levels) + opcode: 0x81ab + doc: 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. + - name: set_pyromaniac_mod + detail: void set_pyromaniac_mod(int bonus) + opcode: 0x81cb + - name: apply_heaveho_fix + detail: void apply_heaveho_fix + opcode: 0x81cc + - name: set_swiftlearner_mod + detail: void set_swiftlearner_mod(int bonus) + opcode: 0x81cd + + + - name: set_fake_perk + detail: void set_fake_perk(string name, int level, int image, string desc) + opcode: 0x81bb + doc: 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. + - name: set_fake_trait + detail: void set_fake_trait(string name, int active, int image, string desc) + opcode: 0x81bc + doc: 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. + + - name: set_selectable_perk + detail: void set_selectable_perk(string name, int active, int image, string desc) + opcode: 0x81bd + doc: Used to add additional items to "select a perk" box by setting the 'active' parameter to 1, and to remove them again by setting it to 0. + - name: set_perkbox_title + detail: void set_perkbox_title(string title) + opcode: 0x81be + doc: Used to change the title of the "select a perk" box, or by using "" it will be set back to the default. + - name: hide_real_perks + detail: void hide_real_perks() + opcode: 0x81bf + doc: Prevent the "select a perk" box from displaying any of the original 119 perks. + - name: show_real_perks + detail: void show_real_perks() + opcode: 0x81c0 + doc: Reverts the effect os `hide_real_perks`. + - name: perk_add_mode + detail: void perk_add_mode(int type) + opcode: 0x81c3 + doc: 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. + - name: clear_selectable_perks + detail: void clear_selectable_perks() + opcode: 0x81c4 + doc: Restores the "select a perk" box to its default state. + + - name: has_fake_perk + detail: int has_fake_perk(string name) + opcode: 0x81c1 + doc: Returns the number of levels the player has of the perks with the given name or ID of extra perk. + - name: has_fake_trait + detail: int has_fake_trait(string name) + opcode: 0x81c2 + doc: Returns the number of levels the player has of the traits with the given name or ID of extra trait. + - name: remove_trait + detail: void remove_trait(int traitID) + opcode: 0x8225 + - name: seq_perk_freq + detail: void seq_perk_freq(int value) + doc: Sets the number of levels between each perk. + +- name: Virtual file system + doc: 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. + items: + - name: fs_create + detail: int fs_create(string path, int size) + opcode: 0x81f7 + - name: fs_copy + detail: int fs_copy(string path, string source) + opcode: 0x81f8 + - name: fs_find + detail: int fs_find(string path) + opcode: 0x81f9 + - name: fs_write_byte + detail: void fs_write_byte(int id, int data) + opcode: 0x81fa + - name: fs_write_short + detail: void fs_write_short(int id, int data) + opcode: 0x81fb + - name: fs_write_int + detail: void fs_write_int(int id, int data) + opcode: 0x81fc + - name: fs_write_float + detail: void fs_write_float(int id, int data) + opcode: 0x81fd + - name: fs_write_string + detail: void fs_write_string(int id, string data) + opcode: 0x81fe + - name: fs_write_bstring + detail: void fs_write_bstring(int id, string data) + opcode: 0x8208 + - name: fs_read_byte + detail: int fs_read_byte(int id) + opcode: 0x8209 + - name: fs_read_short + detail: int fs_read_short(int id) + opcode: 0x820a + - name: fs_read_int + detail: int fs_read_int(int id) + opcode: 0x820b + - name: fs_read_float + detail: float fs_read_float(int id) + opcode: 0x820c + - name: fs_delete + detail: void fs_delete(int id) + opcode: 0x81ff + - name: fs_size + detail: int fs_size(int id) + opcode: 0x8200 + - name: fs_pos + detail: int fs_pos(int id) + opcode: 0x8201 + - name: fs_seek + detail: void fs_seek(int id, int pos) + opcode: 0x8202 + - name: fs_resize + detail: void fs_resize(int id, int size) + opcode: 0x8203 + +- name: Knockback + parent: Combat + doc: 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. + items: + - name: set_weapon_knockback + detail: void set_weapon_knockback(WeaponPtr, int type, float value) + opcode: 0x8195 + - name: set_target_knockback + detail: void set_target_knockback(CritterPtr, int type, float value) + opcode: 0x8196 + - name: set_attacker_knockback + detail: void set_attacker_knockback(CritterPtr, int type, float value) + opcode: 0x8197 + - name: remove_weapon_knockback + detail: void remove_weapon_knockback(WeaponPtr) + opcode: 0x8198 + - name: remove_target_knockback + detail: void remove_target_knockback(CritterPtr) + opcode: 0x8199 + - name: remove_attacker_knockback + detail: void remove_attacker_knockback(CritterPtr) + opcode: 0x819a + +- name: Maps and encounters + items: + - name: in_world_map + detail: bool in_world_map + opcode: 0x8170 + doc: 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. + - name: force_encounter + detail: void force_encounter(int map) + opcode: 0x8171 + doc: 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. + - name: force_encounter_with_flags + detail: void force_encounter_with_flags(int map, int flags) + opcode: 0x8229 + doc: | + 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. + - name: set_map_time_multi + detail: void set_map_time_multi(float multi) + opcode: 0x822a + doc: 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. + - name: set_map_enter_position + detail: void set_map_enter_position(int tile, int elevation, int rotation) + doc: Overrides the players 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. + - name: get_map_enter_position + detail: array get_map_enter_position() + doc: "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." + - name: exec_map_update_scripts + detail: void exec_map_update_scripts() + doc: Executes `map_update_p_proc` for all objects on map and global/hook scripts as well. + macro: sfall.h + - name: set_terrain_name + detail: void sfall_func3("set_terrain_name", int x, int y, string name) + doc: Overrides the terrain type name for the sub-tile on the world map by the specified coordinates. + - name: set_town_title + detail: void sfall_func2("set_town_title", int areaID, string title) + doc: | + 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 + ``` + +- name: Rest + parent: Maps and encounters + items: + - name: set_can_rest_on_map + detail: void set_can_rest_on_map(int mapNum, int elev, bool value) + doc: | + 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) + macro: sfall.h + - name: get_can_rest_on_map + detail: get_can_rest_on_map(int mapNum, int elev) + doc: | + - 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. + macro: sfall.h + +- name: Worldmap + parent: Maps and encounters + doc: 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. + items: + - name: get_world_map_x_pos + detail: int get_world_map_x_pos() + opcode: 0x8173 + - name: get_world_map_y_pos + detail: int get_world_map_y_pos() + opcode: 0x8174 + - name: set_world_map_pos + detail: void set_world_map_pos(int x, int y) + opcode: 0x8172 + + +- name: Audio + items: + - name: eax_available + detail: int eax_available + opcode: 0x81a3 + - name: set_eax_environment + detail: void set_eax_environment(int environment) + opcode: 0x81a4 + + - name: play_sfall_sound + detail: int play_sfall_sound(string file, int mode) + opcode: 0x822b + doc: | + 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. Does 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. + - name: stop_sfall_sound + detail: void stop_sfall_sound(int soundID) + opcode: 0x822c + doc: Stops looping `mp3/wav/wma` files previously launched by `play_sfall_sound`. All sounds effects will be stopped on game reload, looping or not. Does not require `AllowDShowSound` to be set to 1 in `ddraw.ini`. + +- name: Weapons and ammo + parent: Combat + items: + - name: get_weapon_ammo_pid + detail: int get_weapon_ammo_pid(ObjectPtr weapon) + opcode: 0x8217 + - name: set_weapon_ammo_pid + detail: void set_weapon_ammo_pid(ObjectPtr weapon, int pid) + opcode: 0x8218 + - name: get_weapon_ammo_count + detail: int get_weapon_ammo_count(ObjectPtr weapon) + opcode: 0x8219 + doc: This also allows to get current charges of a misc item (Geiger counter, etc). + - name: set_weapon_ammo_count + detail: void set_weapon_ammo_count(ObjectPtr weapon, int count) + opcode: 0x821a + doc: This also allows to set current charges of a misc item (Geiger counter, etc). + +- name: Version + parent: Sfall + items: + - name: sfall_ver_major + detail: int sfall_ver_major() + opcode: 0x8210 + - name: sfall_ver_minor + detail: int sfall_ver_minor() + opcode: 0x8211 + - name: sfall_ver_build + detail: int sfall_ver_build() + opcode: 0x8212 + +- name: Math + parent: Variables + items: + - name: log + detail: float log(float x) + doc: Natural logarithm of x. + opcode: 0x8264 + - name: exponent + detail: float exponent(float x) + doc: E^X + opcode: 0x8265 + - name: round + detail: int round(float x) + doc: Round x to the nearest integer. + opcode: 0x8267 + - name: sqrt + detail: float sqrt(float x) + doc: Square root of x. + opcode: 0x81ec + - name: abs + detail: int/float abs(int/float x) + doc: Absolute (positive) value of x. + opcode: 0x81ed + - name: sin + detail: float sin(float x) + doc: Sine of x + opcode: 0x81ee + - name: cos + detail: float cos(float x) + doc: Cosine of x + opcode: 0x81ef + - name: tan + detail: float tan(float x) + doc: Tangent of x + opcode: 0x81f0 + - name: arctan + detail: float arctan(float x, float y) + doc: Arctangent of x. Pass 1 as y (don't ask...). + opcode: 0x81f1 + - name: ceil + detail: int ceil(float) + opcode: 0x8266 + doc: Round x to the nearest integer that is not less than x. + - name: ^ + detail: x^y + doc: | + 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. + - name: floor2 + detail: int floor2(int/float value) + doc: 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++). + macro: sfall.h + - name: div + detail: div(x, y) + doc: | + 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. + opcode: 0x827f + +- name: Keyboard and mouse + items: + - name: key_pressed + detail: int key_pressed(int dxScancode) + opcode: 0x816c + - name: tap_key + detail: void tap_key(int dxScancode) + opcode: 0x8162 + - name: get_mouse_x + detail: int get_mouse_x() + opcode: 0x821c + - name: get_mouse_y + detail: int get_mouse_y() + opcode: 0x821d + - name: get_mouse_buttons + detail: int get_mouse_buttons() + doc: Returns the number of the mouse button that is currently pressed (1 - left, 2 - right, 3 - left+right, 4 - middle, 0 otherwise). + opcode: 0x821e + +- name: Lists + parent: Arrays + doc: 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. + items: + - name: list_begin + detail: int list_begin(int type) + opcode: 0x820d + - name: list_next + detail: int list_next(int listid) + opcode: 0x820e + - name: list_end + detail: void list_end(int listid) + opcode: 0x820f + - name: list_as_array + detail: array list_as_array(int type) + opcode: 0x8236 + - name: party_member_list + detail: array party_member_list(int includeHidden) + doc: Returns an array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.) + opcode: 0x8271 + +- name: Explosions + items: + - name: metarule2_explosions + detail: int metarule2_explosions(int arg1, int arg2) + doc: 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. + opcode: 0x8261 + + - name: set_attack_explosion_pattern + detail: void set_attack_explosion_pattern(x, y) + doc: 'Currently Y is not used and X means: 1 - reduced explosion pattern (3 effects are spawned instead of 7), 0 - full pattern.' + macro: sfall.h + + - name: set_attack_explosion_art + detail: void set_attack_explosion_art(x, y) + doc: Y not used and X is a misc frame ID (last 3 bytes, without object type) to use for the next explosion. + macro: sfall.h + + - name: set_attack_explosion_radius + detail: void set_attack_explosion_radius(x) + doc: 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). + macro: sfall.h + + - name: set_attack_is_explosion_fire + detail: void set_attack_is_explosion_fire + doc: 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. + macro: sfall.h + + - name: set_explosion_radius + detail: void set_explosion_radius(grenade, rocket) + doc: 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. + macro: sfall.h + + - name: set_dynamite_damage + detail: void set_dynamite_damage(minDmg, maxDmg) + doc: Sets the minimum and maximum damage for Dynamite. Changed damage will be reset each time the player reloads the game. + macro: sfall.h + + - name: set_plastic_damage + detail: void set_plastic_damage(minDmg, maxDmg) + doc: Sets the minimum and maximum damage for Plastic Explosives. Changed damage will be reset each time the player reloads the game. + macro: sfall.h + + - name: get_explosion_damage + detail: array get_explosion_damage(itemPid) + doc: Returns an array of the minimum and maximum damage of the explosive item. + macro: sfall.h + + - name: set_explosion_max_targets + detail: void set_explosion_max_targets(x) + doc: "Sets the maximum number of additional targets for an explosion, valid range: 1..6 (default is 6)." + macro: sfall.h + + - name: item_make_explosive + detail: void item_make_explosive(int pid, int activePid, int minDamage, int maxDamage) + doc: | + - makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives + - `maxDamage` is optional + - `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 + - minDamage/maxDamage 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 pids of Dynamite and Plastic Explosives + macro: sfall.h + +- name: Animations + items: + - name: reg_anim_combat_check + detail: void reg_anim_combat_check(int enable) + doc: 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. + opcode: 0x825c + - name: reg_anim_destroy + detail: void reg_anim_destroy(ObjectPtr) + doc: Given object is destroyed at the end of current animation set. + opcode: 0x825a + - name: reg_anim_animate_and_hide + detail: void reg_anim_animate_and_hide(ObjectPtr, int animID, int delay) + doc: Exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed). + opcode: 0x825b + - name: reg_anim_light + detail: void reg_anim_light(ObjectPtr, int light, int delay) + doc: '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)' + opcode: 0x825d + - name: reg_anim_change_fid + detail: void reg_anim_change_fid(ObjectPtr, int FID, int delay) + doc: Should work like `art_change_fid_num` but in `reg_anim` sequence. + opcode: 0x825e + - name: reg_anim_take_out + detail: void reg_anim_take_out(ObjectPtr, holdFrameID, delay) + doc: Plays "take out weapon" animation for given `holdFrameID`. It is not required to have such weapon in critter's inventory. + opcode: 0x825f + - name: reg_anim_turn_towards + detail: void reg_anim_turn_towards(ObjectPtr, int tile/target, delay) + doc: Makes object change its direction to face given tile num or target object. + opcode: 0x8260 + - name: reg_anim_callback + detail: void reg_anim_callback(procedure proc) + doc: Adds the given procedure to an animation sequence-list and executes it in the registered sequence. + opcode: 0x827e + +- name: Art and appearance + items: + - name: art_exists + detail: int art_exists(int artFID) + doc: '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))`.' + opcode: 0x8274 + - name: refresh_pc_art + detail: void refresh_pc_art + opcode: 0x8227 + - name: art_cache_clear + detail: void art_cache_clear() + doc: Clears the cache of FRM image files loaded into memory. + macro: sfall.h + + - name: set_hero_race + detail: void set_hero_race(int style) + opcode: 0x8214 + - name: set_hero_style + detail: void set_hero_style(int style) + opcode: 0x8215 + + +- name: Tiles and paths + items: + - name: get_tile_fid + detail: int get_tile_fid(int tile) + opcode: 0x823a + - name: tile_under_cursor + detail: int tile_under_cursor + opcode: 0x824b + - name: tile_light + detail: int tile_light(int elevation, int tileNum) + doc: Returns light intensity at the given tile in range from 0 to 65535. + opcode: 0x826d + - name: tile_get_objs + detail: array tile_get_objs(int tileNum, int elevation) + doc: 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. + opcode: 0x8270 + - name: tile_refresh_display + detail: void tile_refresh_display() + doc: Redraws the game scene (tiles, walls, objects, etc.). + - name: obj_blocking_tile + detail: ObjectPtr obj_blocking_tile(int tileNum, int elevation, int blockingType) + doc: Returns first object blocking given tile using given blocking function or 0 if tile is clear. + opcode: 0x826f + + - name: tile_by_position + detail: int tile_by_position(int x, int y) + doc: | + - returns the tile number at the x, y position relative to the top-left corner of the screen + - if the position is outside of the range of tiles, it will return -1 + macro: sfall.h + + - name: obj_blocking_line + detail: ObjectPtr obj_blocking_line(ObjectPtr objFrom, int tileTo, int blockingType) + doc: 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. + opcode: 0x826e + - name: path_find_to + detail: array path_find_to(ObjectPtr objFrom, int tileTo, int blockingType) + doc: 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. + opcode: 0x8272 + +- name: Other + items: + - name: input_funcs_available + detail: int input_funcs_available() + opcode: 0x816b + doc: The input functions are only available if the user has the input hook turned on in `ddraw.ini`. Use `input_funcs_available` to check. + - name: get_year + detail: int get_year + opcode: 0x8163 + - name: set_dm_model + detail: void set_dm_model(string name) + opcode: 0x8175 + - name: set_df_model + detail: void set_df_model(string name) + opcode: 0x8176 + - name: set_movie_path + detail: void set_movie_path(string filename, int movieid) + opcode: 0x8177 + - name: set_pipboy_available + detail: void set_pipboy_available(int available) + doc: 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. + opcode: 0x818b + - name: get_kill_counter + detail: int get_kill_counter(int critterType) + opcode: 0x818c + - name: mod_kill_counter + detail: void mod_kill_counter(int critterType, int amount) + opcode: 0x818d + - name: active_hand + detail: int active_hand + opcode: 0x8193 + - name: toggle_active_hand + detail: void toggle_active_hand + opcode: 0x8194 + - name: set_pickpocket_max + detail: void set_pickpocket_max(int percentage) + opcode: 0x81a0 + doc: Effects all critters rather than just the player and can set the maximum in range from 0 to 999. + - name: set_hit_chance_max + detail: void set_hit_chance_max(int percentage) + opcode: 0x81a1 + doc: Effects all critters rather than just the player and can set the maximum in range from 0 to 999. + - name: set_xp_mod + detail: void set_xp_mod(int percentage) + opcode: 0x81aa + - name: set_critter_hit_chance_mod + detail: void set_critter_hit_chance_mod(CritterPtr, int max, int mod) + opcode: 0x81c5 + - name: set_base_hit_chance_mod + detail: void set_base_hit_chance_mod(int max, int mod) + opcode: 0x81c6 + - name: inc_npc_level + detail: void inc_npc_level(int party_member_pid) + opcode: 0x81a5 + doc: 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. + - name: get_npc_level + detail: int get_npc_level(string npc) + opcode: 0x8241 + - name: get_viewport_x + detail: int get_viewport_x() + opcode: 0x81a6 + - name: get_viewport_y + detail: int get_viewport_y() + opcode: 0x81a7 + - name: set_viewport_x + detail: void set_viewport_x(int view_x) + opcode: 0x81a8 + - name: set_viewport_y + detail: void set_viewport_y(int view_y) + opcode: 0x81a9 + - name: set_hp_per_level_mod + detail: void set_hp_per_level_mod(int mod) + opcode: 0x81ce + + + - name: set_unspent_ap_bonus + detail: void set_unspent_ap_bonus(int multiplier) + opcode: 0x81e6 + doc: Alters 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.) + - name: get_unspent_ap_bonus + detail: int get_unspent_ap_bonus() + doc: Gets 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.) + opcode: 0x81e7 + - name: set_unspent_ap_perk_bonus + detail: void set_unspent_ap_perk_bonus(int multiplier) + opcode: 0x81e8 + doc: Similar to `set_unspent_ap_bonus`, but effects the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus. + - name: get_unspent_ap_perk_bonus + detail: int get_unspent_ap_perk_bonus() + opcode: 0x81e9 + doc: Similar to `get_unspent_ap_bonus`, but accounts for the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus. + + - name: nb_create_char + detail: int nb_create_char() + opcode: 0x81f6 + doc: "`nb_*` functions are reserved for the brotherhood tactical training mod, and should be avoided." + + - name: get_proto_data + detail: int get_proto_data(int pid, int offset) + opcode: 0x8204 + doc: Used to read 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. + - name: set_proto_data + detail: void set_proto_data(int pid, int offset, int value) + opcode: 0x8205 + doc: Used to alter 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. + + - name: hero_select_win + detail: void hero_select_win(int) + opcode: 0x8213 + - name: stop_game + detail: void stop_game() + opcode: 0x8222 + - name: resume_game + detail: void resume_game() + opcode: 0x8223 + - name: create_message_window + detail: void create_message_window(string message) + opcode: 0x8224 + - name: get_light_level + detail: int get_light_level() + opcode: 0x8226 + doc: Returns 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. + + - name: mark_movie_played + detail: void mark_movie_played(int id) + opcode: 0x8240 + - name: gdialog_get_barter_mod + detail: int gdialog_get_barter_mod + opcode: 0x824c + - name: set_inven_ap_cost + detail: void set_inven_ap_cost + opcode: 0x824d + - name: game_loaded + detail: int game_loaded() + doc: 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. + opcode: 0x8164 + + - name: get_game_mode + detail: int get_game_mode() + doc: 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`. + opcode: 0x81af + - name: get_uptime + detail: int get_uptime() + doc: 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. + opcode: 0x81b3 + + - name: set_base_pickpocket_mod + detail: void set_base_pickpocket_mod(int max, int mod) + doc: 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 + opcode: 0x81ca + - name: set_critter_pickpocket_mod + detail: void set_critter_pickpocket_mod(CritterPtr, int max, int mod) + doc: The same as `set_base_pickpocket`, but applies only to specific critter. + opcode: 0x81c9 + + - name: message_str_game + detail: string message_str_game(int fileId, int messageId) + doc: | + Works exactly the same as message_str, except you get messages from files in `text/english/game` folder. 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.) + opcode: 0x826b + + - name: sneak_success + detail: int sneak_success + doc: Returns 1 if 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`). + opcode: 0x826c + + - name: create_spatial + detail: ObjectPtr create_spatial(int scriptID, int tile, int elevation, int radius) + doc: Creates new spatial script with given SID, at given tile, and radius. + opcode: 0x8273 + + - name: unwield_slot + detail: void sfall_func2("unwield_slot", object critter, int slot) + doc: | + 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`) + + + - name: add_trait + detail: void add_trait(int traitID) + doc: adds the specified trait to the player + macro: sfall.h + - name: get_inven_ap_cost + detail: int get_inven_ap_cost + doc: Returns the current AP cost to access the inventory in combat + - name: add_g_timer_event + detail: void add_g_timer_event(int time, int fixedParam) + doc: | + 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 + macro: sfall.h + +- name: Variables + items: + - name: sprintf + detail: string sprintf(string format, any value) + doc: Formats given value using standart 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"). + opcode: 0x8250 + - name: typeof + detail: int typeof(any value) + doc: 'Returns type of the given value: VALTYPE_INT, VALTYPE_FLOAT or VALTYPE_STR.' + opcode: 0x8253 + - name: atoi + detail: int atoi(string text) + opcode: 0x8237 + - name: atof + detail: float atof(string text) + opcode: 0x8238 + +- name: Strings + parent: Variables + items: + - name: string_split + detail: array string_split(string, split) + doc: "Takes a string and a seperator, searches the string for all instances of the seperator, and returns a temp array filled with the pieces of the string split at each instance. If you give an empty string as the seperator, 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))`" + opcode: 0x8235 + - name: substr + detail: string substr(string, start, length) + doc: | + 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 + opcode: 0x824e + - name: strlen + detail: int strlen(string text) + doc: Returns string length. + opcode: 0x824f + - name: charcode + detail: int charcode(string text) + doc: Returns ASCII code for the first character in given string. + opcode: 0x8251 + - name: get_string_pointer + detail: int get_string_pointer(string text) + doc: Returns a pointer to a string variable or to a text. + macro: sfall.h + - name: string_format + detail: string string_format(string format, any val1, any val2, ...) + doc: | + 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 + macro: sfall.h + - name: string_to_case + detail: string sfall_func2("string_to_case", string text, int toCase) + doc: | + 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. + +- name: Interface + +- name: Tags + parent: Interface + doc: 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. + items: + - name: show_iface_tag + detail: void show_iface_tag(int tag) + opcode: 0x81dc + - name: hide_iface_tag + detail: void hide_iface_tag(int tag) + opcode: 0x81dd + - name: is_iface_tag_active + detail: int is_iface_tag_active(int tag) + opcode: 0x81de + doc: Starting from sfall 4.1, can also be used to check 0 for SNEAK, 1 for POISONED, and 2 for RADIATED. + - name: set_iface_tag_text + detail: void set_iface_tag_text(int tag, string text, int color) + doc: 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_iface_tag` function. The text is limited to 19 characters. + macro: sfall.h + - name: add_iface_tag + detail: void add_iface_tag() + doc: 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. + macro: sfall.h + +- name: Global variables + doc: These functions require an __EXACTLY 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. The 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. + items: + - name: set_sfall_global + detail: void set_sfall_global(string/int varname, int/float value) + opcode: 0x819d + - name: get_sfall_global_int + detail: int get_sfall_global_int(string/int varname) + opcode: 0x819e + - name: get_sfall_global_float + detail: float get_sfall_global_float(string/int varname) + opcode: 0x819f + +- name: Hook functions + parent: Hooks # normal page + items: + - name: init_hook + detail: int init_hook() + doc: The hook script equivalent of game_loaded; it returns 2 when the script is first loaded, 1 when the player reloads and 0 otherwise. + opcode: 0x81ea + - name: get_sfall_arg + detail: mixed get_sfall_arg() + doc: 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. + opcode: 0x81e4 + - name: get_sfall_args + detail: int get_sfall_args() + doc: Returns all hook arguments as a new temp array. + opcode: 0x823c + - name: get_sfall_arg_at + detail: mixed get_sfall_arg_at(int argNum) + doc: Gets the value of hook argument with the specified argument number (first argument of hook starts from 0) + macro: sfall.h + - name: set_sfall_return + detail: void set_sfall_return(int value) + doc: 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. + opcode: 0x81e5 + - name: set_sfall_arg + detail: void set_sfall_arg(int argNum, int value) + doc: 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 `register_hook_proc`). + opcode: 0x823d + - name: register_hook + detail: void register_hook(int hookID) + doc: 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 current global script. You can use all above functions like normal. + opcode: 0x8207 + - name: register_hook_proc + detail: void register_hook_proc(int hookID, proc procedure) + doc: | + 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!). + + Use zero (0) as second argument to unregister hook script from current global script. + + __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 + 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: + ```js + set_sfall_arg(0, (original_chance / 2)); + ``` + + This basically changes hook argument for the next script. Mod B code: + ```js + 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`. + opcode: 0x8262 + - name: register_hook_proc_spec + detail: void register_hook_proc_spec(int hookID, procedure proc) + doc: 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. + +- name: Array functions + parent: Arrays # not in this files, normal page + items: + - name: create_array + detail: int create_array(int size, int nothing) + doc: Creates permanent array (but not "saved"). + opcode: 0x822d + - name: temp_array + detail: int temp_array(int size, int nothing) + doc: Works exactly like "create_array", only created array becomes "temporary." + opcode: 0x8233 + - name: fix_array + detail: void fix_array(int arrayID) + doc: Changes "temporary" array into "permanent" ("permanent" arrays are not automatically saved into savegames). + opcode: 0x8234 + - name: set_array + detail: void set_array(int arrayID, mixed key, mixed value) + doc: 'Sets array value (shorthand: arrayID[key] := value).' + opcode: 0x822e + - name: get_array + detail: mixed get_array(int arrayID, mixed key) + doc: 'Returns array value by key or index (shorthand: arrayID[key]).' + opcode: 0x822f + - name: resize_array + detail: void resize_array(int arrayID, int size) + doc: Changes array size. + opcode: 0x8232 + - name: free_array + detail: void free_array(int arrayID) + doc: Deletes any array. + opcode: 0x8230 + - name: scan_array + detail: mixed scan_array(int arrayID, mixed value) + doc: Searches for a first occurence of given value inside given array. + opcode: 0x8239 + - name: len_array + detail: int len_array(int arrayID) + doc: Returns number of elements or key=>value pairs in a given array. + opcode: 0x8231 + - name: array_key + detail: mixed array_key(int arrayID, int index) + doc: Don't use it directly; it is generated by the compiler in foreach loops. + opcode: 0x8256 + - name: arrayexpr + detail: int arrayexpr(mixed key, mixed value) + doc: Don't use it directly; it is used by compiler to create array expressions. + opcode: 0x8257 + - name: save_array + detail: void save_array(mixed key, int arrayID) + doc: Array is saved (arrayID is associated with given "key"). + opcode: 0x8254 + - name: load_array + detail: int load_array(mixed key) + doc: Load array from savegame data by the same key provided in "save_array". + opcode: 0x8255 + +- name: Sfall # just parent page + +- name: funcX + parent: Sfall + items: + - name: sfall_func0 + detail: any sfall_func0(char* funcName) + doc: Calls scripting function with given name and no arguments. + opcode: 0x8276 + - name: sfall_func1 + detail: any sfall_func1(char* funcName, arg1) + doc: Calls scripting function with given name and 1 argument. + opcode: 0x8277 + - name: sfall_func2 + detail: any sfall_func2(char* funcName, arg1, arg2) + doc: Calls scripting function with given name and 2 arguments. + opcode: 0x8278 + - name: sfall_func3 + detail: any sfall_func3(char* funcName, arg1, arg2, arg3) + doc: Calls scripting function with given name and 3 arguments. + opcode: 0x8279 + - name: sfall_func4 + detail: any sfall_func4(char* funcName, arg1, arg2, arg3, arg4) + doc: Calls scripting function with given name and 4 arguments. + opcode: 0x827a + - name: sfall_func5 + detail: any sfall_func5(char* funcName, arg1, arg2, arg3, arg4, arg5) + doc: Calls scripting function with given name and 5 arguments. + opcode: 0x827b + - name: sfall_func6 + detail: any sfall_func6(char* funcName, arg1, arg2, arg3, arg4, arg5, arg6) + doc: Calls scripting function with given name and 6 arguments + opcode: 0x827c + - name: sfall_func7 + detail: any sfall_func7(string funcName, arg1, arg2, arg3, arg4, arg5, arg6, arg7) + doc: Calls scripting function with given name and 7 arguments + opcode: 0x8280 + - name: sfall_func8 + detail: any sfall_func8(string funcName, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) + doc: Calls scripting function with given name and 8 arguments + opcode: 0x8281 + +- name: Sfall funcX macros + items: + - name: critter_inven_obj2 + detail: ObjectPtr critter_inven_obj2(ObjectPtr obj, int type) + doc: Works just like vanilla `critter_inven_obj`, but correctly reports item in player's inactive hand slot. + macro: sfall.h + - name: item_weight + detail: int item_weight(ObjectPtr obj) + doc: Gets the current weight of an object. + macro: sfall.h + + - name: spatial_radius + detail: int spatial_radius(ObjectPtr obj) + doc: Returns radius of spatial script, associated with given dummy-object (returned by `create_spatial`). + macro: sfall.h + - name: set_rest_heal_time + detail: void set_rest_heal_time(int time) + doc: 'Sets the time interval in minutes for healing during resting. The default is 180. Note: The interval will be reset each time the player reloads the game.' + macro: sfall.h + - name: set_rest_mode + detail: void set_rest_mode(int flags) + doc: '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.' + macro: sfall.h + + - name: get_metarule_table + detail: array get_metarule_table + doc: Returns names of all currently available scripting functions. + macro: sfall.h + + - name: dialog_message + detail: void dialog_message(string text) + doc: Displays a message in the NPC response window in dialog or barter screen. + macro: sfall.h + + - name: get_current_inven_size + detail: get_current_inven_size(ObjectPtr object) + doc: Returns the current inventory size of the container or the critter. + macro: sfall.h + + - name: get_object_ai_data + detail: int get_object_ai_data(ObjectPtr object, int aiParam) + doc: 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. + macro: sfall.h + + - name: npc_engine_level_up + detail: void npc_engine_level_up(bool toggle) + doc: 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. + macro: sfall.h + + - name: set_drugs_data + detail: void set_drugs_data(int type, int pid, int value) + doc: "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)." + macro: sfall.h + + - name: metarule_exist + detail: bool metarule_exist(string metaruleName) + doc: Returns True if the specified name of metarule (sfall_funcX) function exists in the current version of sfall. + macro: sfall.h + + - name: add_extra_msg_file + detail: int add_extra_msg_file(string fileName) + doc: | + 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. + + Alternative form: `int add_extra_msg_file(string fileName, int fileNumber)` + - `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. + macro: sfall.h + + - name: void sfall_func0("remove_timer_event") + detail: void sfall_func0("remove_timer_event") + doc: Clears all set timer events for the current global script. + macro: sfall.h + - name: sfall_func1("remove_timer_event", int fixedParam) + detail: void sfall_func1("remove_timer_event", int fixedParam) + doc: Removes all timer events with the specified `fixedParam` value for the current global script. + macro: sfall.h + + - name: sfall_func0("hide_window") + detail: void sfall_func0("hide_window") + doc: Hides currently active (selected) script window. + macro: sfall.h + - name: sfall_func1("hide_window", string winName) + detail: void sfall_func0("hide_window") + doc: | + Hides the specified script window. + - winName: the window name, assigned to the window by the `CreateWin/create_win` function + macro: sfall.h + - name: sfall_func0("show_window") + detail: void sfall_func0("show_window") + doc: Displays the script window previously hidden with the `sfall_func0("hide_window")` function. + macro: sfall.h + - name: sfall_func1("show_window", string winName) + detail: void sfall_func1("show_window", string winName) + doc: | + Displays the specified hidden script window. + `winName`: the window name, assigned to the window by the `CreateWin/create_win` function + macro: sfall.h + + - name: get_text_width + detail: int get_text_width(string text) + doc: Returns the text width in pixels for the currently set font. + macro: sfall.h + + - name: sfall_func2("string_compare", string str1, string str2) + detail: bool sfall_func2("string_compare", string str1, string str2) + doc: Compares two strings case-insensitive, and returns `True` if the two strings are matched. + macro: sfall.h + - name: sfall_func3("string_compare", string str1, string str2, int codePage) + detail: bool sfall_func3("string_compare", string str1, string str2, int codePage) + doc: | + 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 + macro: sfall.h + + - name: objects_in_radius + detail: objects_in_radius", int tile, int radius, int elevation, int type) + doc: | + - returns an array of objects of a type (see `OBJ_TYPE_*` constants in `define_extra.h`) within the specified radius from the given tile + - passing -1 to the `type` argument or _not specifying it_ will return all objects within the radius + - the radius is limited to 50 hexes + macro: sfall.h + +- name: NPC perks + parent: Perks and traits + doc: These functions are similar to `has_fake_*/set_fake_*/set_selectable_perk` functions, but apply to the specified party member NPC (including `dude_obj`) + items: + - name: set_fake_perk_npc + detail: void set_fake_perk_npc(object npc, string namePerk, int level, int image, string desc) + macro: sfall.h + - name: set_fake_trait_npc + detail: void set_fake_trait_npc(object npc, string nameTrait, int active, int image, string desc) + macro: sfall.h + - name: set_selectable_perk_npc + detail: void set_selectable_perk_npc(object npc, string namePerk, int active, int image, string desc) + macro: sfall.h + - name: has_fake_perk_npc + detail: int has_fake_perk_npc(object npc, string namePerk) + macro: sfall.h + - name: has_fake_trait_npc + detail: int has_fake_trait_npc(object npc, string nameTrait) + macro: sfall.h + +- name: Global script functions + parent: Global scripts + items: + - name: set_global_script_repeat + detail: void set_global_script_repeat(int frames) + opcode: 0x816a + doc: Only has an effect on the script it is called from. Every global script needs its own `game_loaded` block to correctly set up repeat rate. Will have no effect if called on a non-global script. + - name: set_global_script_type + detail: void set_global_script_type(int type) + opcode: 0x819b + doc: Only has an effect on the script it is called from. Every global script needs its own `game_loaded` block to correctly set up the script type. + - name: available_global_script_types + detail: int available_global_script_types + opcode: 0x819c + +- name: Combat + items: + - name: attack_is_aimed + detail: bool attack_is_aimed() + doc: Returns 1 if the aimed attack mode is selected, 0 otherwise. + macro: sfall.h + + - name: block_combat + detail: void block_combat(bool value) + doc: Deny the player to enter combat mode. + opcode: 0x824a + + - name: force_aimed_shots + detail: void force_aimed_shots(int pid) + opcode: 0x823e + doc: Allows 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.) Will allow a weapon to make aimed shots even if it normally couldn't. Affects player and NPCs alike. 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 function once at each reload. Use a pid of 0 to represent unarmed. + - name: disable_aimed_shots + detail: void disable_aimed_shots(int pid) + opcode: 0x823f + doc: Allows 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.) stops a weapon from making aimed shots even if it normally coulld. Affects player and NPCs alike. The list of edited weapons is not saved over game loads, so you need to call the function once at each reload. Use a pid of 0 to represent unarmed. + - name: get_attack_type + detail: int get_attack_type + opcode: 0x8228 + - name: get_bodypart_hit_modifier + detail: int get_bodypart_hit_modifier(int bodypart) + opcode: 0x81df + doc: Gets the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id's are from 0 to 8. + - name: combat_data + detail: mixed combat_data + doc: | + - 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);` + - name: set_bodypart_hit_modifier + detail: void set_bodypart_hit_modifier(int bodypart, int value) + opcode: 0x81e0 + doc: Alters 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. + + - name: set_critical_table + detail: void set_critical_table(int crittertype, int bodypart, int level, int valuetype, int value) + opcode: 0x81e1 + doc: Used for modifying the critical table. For details see [critical hit tables](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. Requires `OverrideCriticalTable` to be set to 1 in `ddraw.ini`. (Disabled by default, because it noticably increases loading times.) + - name: get_critical_table + detail: int get_critical_table(int crittertype, int bodypart, int level, int valuetype) + opcode: 0x81e2 + doc: Gets current critical table. For details see [critical hit tables](http://falloutmods.wikia.com/wiki/Critical_hit_tables). Requires `OverrideCriticalTable` to be set to 1 in `ddraw.ini`. (Disabled by default, because it noticably increases loading times.) + - name: reset_critical_table + detail: void reset_critical_table(int crittertype, int bodypart, int level, int valuetype) + opcode: 0x81e3 + doc: Resets the critical table to default (or to the contents of `CriticalOverrides.ini`, if it exists). For details see 'http://falloutmods.wikia.com/wiki/Critical_hit_tables'. Requires `OverrideCriticalTable` to be set to 1 in `ddraw.ini`. (Disabled by default, because it noticably increases loading times.) + + - name: get_last_target + detail: ObjectPtr get_last_target(ObjectPtr critter) + doc: Will return the last critter to be deliberately attacked. Outside of combat always returns 0. + opcode: 0x8248 + - name: get_last_attacker + detail: ObjectPtr get_last_attacker(ObjectPtr critter) + doc: 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. Outside of combat always returns 0. + opcode: 0x8249 + + - name: set_critter_burst_disable + detail: void set_critter_burst_disable(int critter, int disable) + opcode: 0x8216 + + - name: get_critter_current_ap + detail: int get_critter_current_ap(CritterPtr) + opcode: 0x8191 + doc: Should only be used during the target critters turn while in combat. Calling it 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.) + - name: set_critter_current_ap + detail: void set_critter_current_ap(CritterPtr, int ap) + opcode: 0x8192 + doc: Should only be used during the target critters turn while in combat. + +- name: Car + items: + - name: set_car_current_town + detail: void set_car_current_town(int town) + opcode: 0x81b6 + doc: Changes the current town index for the player's car. + - name: car_gas_amount + detail: int car_gas_amount() + doc: | + 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. + macro: sfall.h + - name: set_car_intface_art + detail: void set_car_intface_art(int artIndex) + doc: | + - 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 + macro: sfall.h + +- name: Windows and images + parent: Interface + items: + - name: interface_art_draw + detail: int sfall_func4("interface_art_draw", int winType, string artFile/int artID, int x, int y) + doc: | + ```c++ + 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 + + - name: interface_print + detail: int sfall_func5("interface_print", string text, int winType, int x, int y, int color) + doc: | + ```c++ + 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 + + - name: draw_image + detail: void draw_image(string/int artFile/artId, int frame, int x, int y, bool noTransparent) + doc: | + - 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 + - `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))` + macro: sfall.h + + - name: draw_image_scaled + detail: void draw_image_scaled(string/int artFile/artId, int frame, int x, int y, int width, int height) + doc: | + - 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 + - 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 called without `x/y/width/height` arguments, the image will be scaled to fit the window without transparent background + macro: sfall.h + + - name: get_window_under_mouse + detail: int get_window_under_mouse() + opcode: 0x821f + - name: create_win + detail: void create_win(string winName, int x, int y, int width, int height, int flags) + doc: "`flags` argument is optional. 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." + macro: sfall.h + + - name: get_window_attribute + detail: int sfall_func1("get_window_attribute", int winType) + doc: | + Alternative form: `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 + - name: message_box + detail: int sfall_func4("message_box", string message, int flags, int color1, int color2) + doc: | + 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) + ``` + - name: set_window_flag + detail: void set_window_flag(string winName/int winID, int flag, bool value) + doc: | + 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 + macro: sfall.h + + - name: win_fill_color + detail: int win_fill_color(int x, int y, int width, int height, int color) + doc: | + 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) + - name: nterface_overlay + detail: sfall_func2("interface_overlay", int winType, int mode) + doc: | + Alternative form: `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) + +- name: Outline + parent: Interface + items: + - name: outlined_object + detail: ObjectPtr outlined_object() + doc: Returns an object that is currently highlighted by hovering the mouse above it. + macro: sfall.h + - name: get_outline + detail: int get_outline(ObjectPtr obj) + doc: Gets the current outline color for an object. + macro: sfall.h + - name: set_outline + detail: void set_outline(ObjectPtr obj, int color) + doc: | + - 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 + macro: sfall.h + +- name: Main interface + parent: Interface + items: + - name: intface_is_hidden + detail: bool intface_is_hidden() + macro: sfall.h + doc: Returns 1 if interface is currently hidden, 0 otherwise. + - name: intface_redraw + detail: void intface_redraw(bool winType) + macro: sfall.h + doc: | + Redraws main game interface. Useful after direct changes to current player weapons or stats to reflect changes. + - 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. + - name: intface_hide + detail: void intface_hide() + doc: Hides main interface. + macro: sfall.h + - name: intface_show + detail: void intface_show() + doc: Shows main interface. + macro: sfall.h + +- name: Inventory + parent: Interface + items: + - name: display_stats + detail: void display_stats() + doc: | + - Updates player's stats in the inventory display window or on the character screen. + - NOTE: works only when the interface window is opened + macro: sfall.h + - name: inventory_redraw + detail: void inventory_redraw(invSide) + doc: 'Redraws inventory items list in the inventory/loot/barter screens. Argument 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).' + macro: sfall.h + +- name: Cursor + parent: Interface + items: + - name: get_cursor_mode + detail: int get_cursor_mode() + doc: 'Returns the current cursor mode. Values: 0 - movement cursor, 1 - command cursor, 2 - targeting cursor, 4 to 10 are Skilldex skills (yellow targeting cursor).' + macro: sfall.h + - name: set_cursor_mode + detail: void set_cursor_mode(int mode) + doc: Sets the current cursor mode. + macro: sfall.h + +- name: Locks + items: + - name: lock_is_jammed + detail: bool lock_is_jammed(ObjectPtr obj) + doc: Returns 1 if the lock (container or scenery) is currently jammed, 0 otherwise. + macro: sfall.h + - name: unjam_lock + detail: void unjam_lock(ObjectPtr obj) + doc: 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. + macro: sfall.h + - name: set_unjam_locks_time + detail: void set_unjam_locks_time(int time) + doc: 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. + macro: sfall.h + +- name: INI settings + items: + - name: modified_ini + detail: int modified_ini + opcode: 0x823b + doc: Returns the value of ModifiedIni setting in [Main] section of the INI. + - name: get_ini_setting + detail: int get_ini_setting(string setting) + doc: | + - 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 sfall's settings, by using `ddraw.ini` as the file name. + opcode: 0x81ac + - name: get_ini_string + detail: string get_ini_string(string setting) + doc: Reads a string value from an ini file in the fallout directory. + opcode: 0x81eb + - name: get_ini_section + detail: array get_ini_section(string file, string sect) + doc: '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.' + macro: sfall.h + - name: get_ini_sections + detail: array get_ini_sections(string file) + doc: Returns an array of names of all sections in a given INI file. + macro: sfall.h + - name: set_ini_setting + detail: void set_ini_setting(string setting, int/string value) + doc: '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. __Note:__ the file name is limited to 63 chars (including the extension), the section name is limited to 32 characters.' + macro: sfall.h + +- name: Objects and scripts + items: + - name: set_self + detail: void set_self(ObjectPtr) + doc: | + Overrides the script's `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. + - 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. + opcode: 0x8206 + - name: set_dude_obj + detail: void set_dude_obj(ObjectPtr critter) + doc: Take control of a given critter. Passing value 0 will reset control back to "real" dude. + macro: sfall.h + - name: real_dude_obj + detail: ObjectPtr real_dude_obj() + doc: Returns the initial `dude_obj` after `set_dude_obj` was used. + macro: sfall.h + + - name: remove_script + detail: void remove_script(ObjectPtr) + opcode: 0x81f3 + doc: Accepts a pointer to an object and will remove the script from that object. + - name: set_script + detail: void set_script(ObjectPtr, int scriptid) + opcode: 0x81f4 + doc: Accepts a pointer to an object and scriptID, and applies the given script to an object (scriptID accept the same values as `create_object_sid `from sfall 3.6). 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. + - name: get_script + detail: int get_script(ObjectPtr) + opcode: 0x81f5 + doc: | + - 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. + + - name: obj_is_carrying_obj + detail: int (ObjectPtr invenObj, ObjectPtr itemObj) + doc: 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.) + opcode: 0x8275 + + - name: loot_obj + detail: ObjectPtr loot_obj() + doc: Returns a pointer to the target object (container or critter) of the loot screen. + macro: sfall.h + - name: dialog_obj + detail: ObjectPtr dialog_obj() + doc: Returns a pointer to the object (critter) the player is having a conversation or bartering with. + macro: sfall.h + + - name: obj_under_cursor + detail: ObjectPtr obj_under_cursor(bool onlyCritter, bool includeDude) + doc: | + 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:** the function will always return 0 if the cursor is in movement mode (hexagon cursor). + macro: sfall.h + + - name: get_object_data + detail: get_object_data(ObjectPtr object, int offset) + doc: Returns the data at the specified offset of an object (see `OBJ_DATA_*` constants in `define_extra.h` for offsets). + macro: sfall.h + - name: set_object_data + detail: set_object_data(ObjectPtr object, int offset, int data) + doc: Sets the data at the specified offset of an object. + macro: sfall.h + + - name: get_flags + detail: int get_flags(ObjectPtr obj) + doc: Gets the current value of object flags (see `define_extra.h` for available flags). + macro: sfall.h + - name: set_flags + detail: void set_flags(ObjectPtr obj, int flags) + doc: 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. + macro: sfall.h + + - name: set_unique_id + detail: int set_unique_id(ObjectPtr object, int flag) + doc: | + 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. `flag` is optional. + - 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 `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 + macro: sfall.h diff --git a/artifacts/scripting/hooks.yml b/artifacts/scripting/hooks.yml new file mode 100644 index 00000000..774cdb80 --- /dev/null +++ b/artifacts/scripting/hooks.yml @@ -0,0 +1,717 @@ +# Format: +# - name: BlaBla # Human readable hook name. HOOK_BLABLA and hs_blabla.int in the docs are generated from this. Required. +# id: HOOK_BLABLA # real hook id. Optional. +# doc: | +# Hook documentation, markdown format. +# Can be multiline. +# Required. +# filename: override filename (hs_blabla.int), if it doesn't match the generated one. Optional. + +- name: ToHit + id: HOOK_TOHIT + doc: | + 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 + ``` + +- name: AfterHitRoll + id: HOOK_AFTERHITROLL + doc: | + 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 + ``` + +- name: CalcAPCost + id: HOOK_CALCAPCOST + doc: | + 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 normal AP cost + + int ret0 - The new AP cost + ``` + +- name: DeathAnim1 + id: HOOK_DEATHANIM1 + doc: | + 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 + ``` + +- name: DeathAnim2 + id: HOOK_DEATHANIM2 + doc: | + Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than hs_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 + ``` + +- name: CombatDamage + id: HOOK_COMBATDAMAGE + filename: hs_subcombatdmg.int + doc: | + 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 + ``` + +- name: OnDeath + id: HOOK_ONDEATH + doc: | + 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` + +- name: FindTarget + id: HOOK_FINDTARGET + doc: | + 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. + Use `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. + + ``` + 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 + ``` + +- name: UseObjOn + id: HOOK_USEOBJON + doc: | + Runs when: + 1. a critter uses an object on another critter. (Or themselves) + 1. 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. + 1. 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) + ``` + +- name: UseObj + id: HOOK_USEOBJ + doc: | + 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 + int 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) + ``` + +- name: RemoveInvenObj + id: HOOK_REMOVEINVENOBJ + doc: | + 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 + ``` + +- name: BarterPrice + id: HOOK_BARTERPRICE + doc: | + 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 + ``` + +- name: MoveCost + id: HOOK_MOVECOST + doc: | + 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 + ``` + +- name: Deprecated hooks + filename: "" # skip + doc: | + * `hs_hexmoveblocking.int` + * `hs_hexaiblocking.int` + * `hs_hexshootblocking.int` + * `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 `hs_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 + + object* ret0 - 0 if the hex doesn't block, or any sort of object pointer if it does + ``` + +- name: ItemDamage + id: HOOK_ITEMDAMAGE + doc: | + 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 + ``` + +- name: AmmoCost + id: HOOK_AMMOCOST + doc: | + 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 `Misc.CheckWeaponAmmoCost=1` in ddraw.ini + + ``` + Item arg0 - weapon + int arg1 - Number of bullets in burst (1 for single shots) + int arg2 - Ammo cost calculated by original function (this is basically 2 for Super Cattle Prod and Mega Power Fist) + 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 - new ammo cost value (set to 0 for unlimited ammo) + ``` + +- name: KeyPress + id: HOOK_KEYPRESS + doc: | + Runs once every time when any key was pressed or released. + * DX codes: (see dik.h header) + * [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) + ``` + +- name: MouseClick + id: HOOK_MOUSECLICK + doc: | + 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) + ``` + +- name: UseSkill + id: HOOK_USESKILL + doc: | + 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) + ``` + +- name: Steal + id: HOOK_STEAL + doc: | + 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) + ``` + +- name: WithinPerception + id: HOOK_WITHINPRECEPTION + 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. + + 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) + ``` + +- name: InventoryMove + id: HOOK_INVENTORYMOVE + doc: | + 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) + ``` + +- name: InvenWield + id: HOOK_INVENWIELD + doc: | + 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 + Obj 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 + ``` + +- name: AdjustFID + id: HOOK_ADJUSTFID + doc: | + 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 + ``` + +- name: CombatTurn + id: HOOK_COMBATURN + doc: | + 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) + int 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 + ``` + +- name: StdProcedure + id: HOOK_STDPROCEDURE + doc: | + Runs before Fallout 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 ret0 - pass -1 to cancel the execution of the handler + ``` +- name: StdProcedureEnd + id: HOOK_STDPROCEDURE_END + filename: hs_stdprocedure.int + doc: | + Runs after Fallout 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 + ``` + +- name: CarTravel + id: HOOK_CARTRAVEL + doc: | + 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 + ``` + +- name: SetGlobalVar + id: HOOK_SETGLOBALVAR + doc: | + 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 + ``` + +- name: RestTimer + id: HOOK_RESTTIMER + doc: | + 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 + ``` + +- name: GameModeChange + id: HOOK_GAMEMODECHANGE + doc: | + 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 + ``` + +- name: UseAnimObj + id: HOOK_USEANIMOBJ + doc: | + 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) + ``` + +- name: ExplosiveTimer + id: HOOK_EXPLOSIVETIMER + doc: | + 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 + ``` + +- name: DescriptionObj + id: HOOK_DESCRIPTIONOBJ + doc: | + 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 + ``` + +- name: UseSkillOn + id: HOOK_USESKILLON + 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. + + ``` + 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) + ``` + +- name: OnExplosion + id: HOOK_ONEXPLOSION + doc: | + 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 + ``` + +- name: SubCombatDamage + id: HOOK_SUBCOMBATDAMAGE + doc: | + 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). + 1. 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 + Obj 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 + ``` + +- name: SetLighting + id: HOOK_SETLIGHTING + doc: | + 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) + ``` + +- name: Sneak + id: HOOK_SNEAK + doc: | + 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 + ``` + +- name: TargetObject + id: HOOK_TARGETOBJECT + doc: | + 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 + ``` + +- name: Encounter + id: HOOK_ENCOUNTER + doc: | + 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) + ``` + +- name: AdjustPoison + id: HOOK_ADJUSTPOISON + doc: | + 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) + ```` +- name: AdjustRads + id: HOOK_ADJUSTRADS + doc: | + 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 + ``` +- name: RollCheck + id: HOOK_ROLLCHECK + doc: | + 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 + ``` diff --git a/docs/404.html b/docs/404.html new file mode 100644 index 00000000..c472b4ea --- /dev/null +++ b/docs/404.html @@ -0,0 +1,24 @@ +--- +layout: default +--- + + + +
+

404

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Page not found :(

+

The requested page could not be found.

+
diff --git a/docs/CNAME b/docs/CNAME new file mode 100644 index 00000000..f6d9b101 --- /dev/null +++ b/docs/CNAME @@ -0,0 +1 @@ +sfall.bgforge.net diff --git a/docs/Gemfile b/docs/Gemfile new file mode 100644 index 00000000..d5e88f5f --- /dev/null +++ b/docs/Gemfile @@ -0,0 +1,27 @@ +source "https://rubygems.org" + +# Hello! This is where you manage which Jekyll version is used to run. +# When you want to use a different version, change it below, save the +# file and run `bundle install`. Run Jekyll with `bundle exec`, like so: +# +# bundle exec jekyll serve +# +# This will help ensure the proper Jekyll version is running. +# Happy Jekylling! + +# If you want to use GitHub Pages, remove the "gem "jekyll"" above and +# uncomment the line below. To upgrade, run `bundle update github-pages`. +gem "github-pages", group: :jekyll_plugins +gem "jekyll-remote-theme" + +# If you have any plugins, put them here! +group :jekyll_plugins do + gem "jekyll-feed", "~> 0.6" + gem 'jekyll-analytics' +end + +# Windows does not include zoneinfo files, so bundle the tzinfo-data gem +gem "tzinfo-data", platforms: [:mingw, :mswin, :x64_mingw, :jruby] + +# Performance-booster for watching directories on Windows +gem "wdm", "~> 0.1.0" if Gem.win_platform? diff --git a/docs/Gemfile.lock b/docs/Gemfile.lock new file mode 100644 index 00000000..01778947 --- /dev/null +++ b/docs/Gemfile.lock @@ -0,0 +1,230 @@ +GEM + remote: https://rubygems.org/ + specs: + activesupport (4.2.9) + i18n (~> 0.7) + minitest (~> 5.1) + thread_safe (~> 0.3, >= 0.3.4) + tzinfo (~> 1.1) + addressable (2.6.0) + public_suffix (>= 2.0.2, < 4.0) + coffee-script (2.4.1) + coffee-script-source + execjs + coffee-script-source (1.11.1) + colorator (1.1.0) + concurrent-ruby (1.1.5) + 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+PLATFORMS + ruby + +DEPENDENCIES + github-pages + jekyll-analytics + jekyll-feed (~> 0.6) + jekyll-remote-theme + tzinfo-data + +BUNDLED WITH + 2.0.1 diff --git a/docs/_config.yml b/docs/_config.yml new file mode 100644 index 00000000..1569814b --- /dev/null +++ b/docs/_config.yml @@ -0,0 +1,57 @@ +# Welcome to Jekyll! +# +# This config file is meant for settings that affect your whole blog, values +# which you are expected to set up once and rarely edit after that. If you find +# yourself editing this file very often, consider using Jekyll's data files +# feature for the data you need to update frequently. +# +# For technical reasons, this file is *NOT* reloaded automatically when you use +# 'bundle exec jekyll serve'. If you change this file, please restart the server process. + +# Site settings +# These are used to personalize your new site. If you look in the HTML files, +# you will see them accessed via {{ site.title }}, {{ site.email }}, and so on. +# You can create any custom variable you would like, and they will be accessible +# in the templates via {{ site.myvariable }}. +title: sfall +email: your-email@example.com +description: >- # this means to ignore newlines until "baseurl:" + Sfall documentation +baseurl: "" # the subpath of your site, e.g. /blog +url: "" # the base hostname & protocol for your site, e.g. http://example.com +github_username: BGforgeNet + +# Build settings +markdown: kramdown +plugins: + - jekyll-remote-theme + - jekyll-analytics + +remote_theme: pmarsceill/just-the-docs +search_enabled: true +color_scheme: custom + +# Exclude from processing. +# The following items will not be processed, by default. Create a custom list +# to override the default setting. +exclude: + - Gemfile + - Gemfile.lock + - node_modules + - vendor/bundle/ + - vendor/cache/ + - vendor/gems/ + - vendor/ruby/ + - generate.sh + - yaml_to_md.py + +aux_links: + "Forum": + - "https://nma-fallout.com/threads/fo2-engine-tweaks-sfall.178390/" + "GitHub": + - "https://github.com/phobos2077/sfall/" + +jekyll_analytics: + Matomo: + url: st.bgforge.net + siteId: "16" diff --git a/docs/_includes/head_custom.html b/docs/_includes/head_custom.html new file mode 100644 index 00000000..a794d036 --- /dev/null +++ b/docs/_includes/head_custom.html @@ -0,0 +1,8 @@ + + + + + + + + diff --git a/docs/_sass/color_schemes/custom.scss b/docs/_sass/color_schemes/custom.scss new file mode 100644 index 00000000..6f3f9e45 --- /dev/null +++ b/docs/_sass/color_schemes/custom.scss @@ -0,0 +1,15 @@ +$link-color: $blue-100; + +.navigation { + padding-top: 1rem !important; +} +.main-content { + padding-top: 1rem !important; +} + +.highlight .kt { + color: #93a1a1 !important; +} +.highlight .n { + color: #dc322f !important; +} diff --git a/docs/arrays.md b/docs/arrays.md new file mode 100644 index 00000000..ff6c5059 --- /dev/null +++ b/docs/arrays.md @@ -0,0 +1,247 @@ +--- +layout: page +title: Arrays +nav_order: 2 +has_children: true +permalink: /arrays/ +--- + +# Arrays +{: .no_toc} + +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. +See array function reference [here]({{ site.baseurl }}/array-functions/). + +* TOC +{:toc} + +## Arrays concept + +Array elements are accessed by index or key. For example: + +```c++ +// this code puts some string in array "list" at index 5: +list[5] := "Value"; +``` + +There are 2 different types of arrays currently available: +* 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: + ```c++ + // 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). + + +* 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: + +* Accessing elements. Use square brackets: + ```js + display_msg(arr[5]); + mymap["price"] := 515.23; + ``` +* Alternative accessing for maps. Use dot: + ```js + display_msg(mymap.name); + mymap.price := 232.23; + ``` +* Array expressions. Create and fill arrays with just one expression: + ```c++ + // 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). + + +* Iterating in loop. Use "foreach" key word like this: + ```js + 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: + +* 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. + +* 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). + +* 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: + +```js +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 + +```js +// 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 + +```js +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)`: + - 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) + +* `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: +* 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. +* 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. 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/dev/null +++ b/docs/assets/favicon/site.webmanifest @@ -0,0 +1,19 @@ +{ + "name": "sfall", + "short_name": "sfall", + "icons": [ + { + "src": "/assets/favicon/android-chrome-192x192.png", + "sizes": "192x192", + "type": "image/png" + }, + { + "src": "/assets/favicon/android-chrome-512x512.png", + "sizes": "512x512", + "type": "image/png" + } + ], + "theme_color": "#ffffff", + "background_color": "#ffffff", + "display": "standalone" +} diff --git a/docs/best-practices.md b/docs/best-practices.md new file mode 100644 index 00000000..ae044115 --- /dev/null +++ b/docs/best-practices.md @@ -0,0 +1,49 @@ +--- +title: Best practices +permalink: /best-practices/ +nav_order: 2 +--- + + +# Best practices +{: .no_toc} + +* TOC +{: toc} + +## Mod compatibility + +0. If it can be done in a [global script]({{ site.baseurl }}/global-scripts/), do it in a global script. Combined with hooks, they are extremely powerful, possibilities ranging from creating new perks to UI scripting to prototype altering on-the-fly. + While scripting _does_ take a bit longer to get started, and hacking prototypes directly with GUI programs _might look_ easier at first, consider that: + * Scripts from different mods modifying the same thing can actually be compatible with each other. Binary files can't. + * Scripts can be version controlled and thus are much more easier to maintain. + +1. If you're using [set_sfall_return]({{ site.baseurl }}/hook-functions/#set_sfall_return), always couple it with [set_sfall_arg]({{ site.baseurl }}/hook-functions/#set_sfall_arg) for the corresponding `arg`(s), unless you have a specific reason not to. Detailed explanation is available [here]({{ site.baseurl }}/hook-functions/#register_hook_proc). + +2. Pick yourself a 2-3 character [modding prefix](http://www.nma-fallout.com/threads/a-modding-prefix-for-your-mods.217791/). Use it for: + * global script names + * global variable names and saved array names + * debug messages + + This will ensure (to some degree), that another mod doesn't overwrite your scripts, doesn't mess with your global variables, and that debug messages coming from your scripts can be distinguished easily. + + For example, if you pick prefix "**a_**", your script could be named `gl_a_myscript.int`, and might look like this: + + ```js + #define NAME "gl_a_myscript" + #define ndebug(message) debug_msg(NAME + ": " + message + "\n") + + procedure start begin + if game_loaded then begin + set_sfall_global("a_myvar", 1000); + ndebug("initialized"); + end + end + ... + ``` + +## Performance + +1. Do not abuse [set_global_script_repeat]({{ site.baseurl }}/global-scripts/). Whenever possible, register your script as a [hook]({{ site.baseurl }}/hooks/) instead. You can register the same procedure at multiple hook points, if necessary. + - If you have `set_global_script_repeat(300)` in your script, you're probably doing something wrong. That's an invocation every 3-5 seconds, approximately. + - If you have `set_global_script_repeat(30)`, you are definitely doing something wrong. Look for suitable hooks harder, think of another way for implementing it, ask fellow modders for help. diff --git a/docs/data-types.md b/docs/data-types.md new file mode 100644 index 00000000..942803e7 --- /dev/null +++ b/docs/data-types.md @@ -0,0 +1,21 @@ +--- +title: Data types +nav_order: 2 +permalink: /data-types/ +--- + +# Data types +{: .no_toc} + +Data types mentioned in this document + +* `array` - array ID to be used with array-related functions (actually an integer) +* `any` - any type +* `bool` - boolean (in fact, `int`: `True` is 1 and `False` is 0) +* `int` - integer number +* `mixed` - type depends on exact use case +* `float` - floating point number +* `ObjectPtr` - pointer to a game object (actually an integer) +* `proc` - procedure name (used in [register_hook_proc]({{ site.baseurl }}/hook-functions/#register_hook_proc)) +* `string` - string (text) value +* `void` - means opcode does not return any value diff --git a/docs/favicon.ico b/docs/favicon.ico new file mode 120000 index 00000000..50003e99 --- /dev/null +++ b/docs/favicon.ico @@ -0,0 +1 @@ +assets/favicon/favicon.ico \ No newline at end of file diff --git a/docs/generate.sh b/docs/generate.sh new file mode 100755 index 00000000..73ae9a15 --- /dev/null +++ b/docs/generate.sh @@ -0,0 +1,15 @@ +#!/bin/bash + +set -xeu -o pipefail + +site_dir="docs" +yml_dir="../artifacts/scripting" +pages_dir="pages" + +cd "$site_dir" +echo "sfall.bgforge.net" > CNAME +mkdir -p "$pages_dir" +./yaml_to_md.py "$yml_dir/functions.yml" "$yml_dir/hooks.yml" "$pages_dir" + +bundle install +bundle exec jekyll build diff --git a/docs/global-scripts.md b/docs/global-scripts.md new file mode 100644 index 00000000..1d454298 --- /dev/null +++ b/docs/global-scripts.md @@ -0,0 +1,20 @@ +--- +layout: page +title: Global scripts +nav_order: 2 +has_children: true +has_toc: false +permalink: /global-scripts/ +--- + +# 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. + [Using mode 1 requires the input wrapper to be enabled. Use `available_global_script_types` to check what is available.] - Obsolete. +- 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. + diff --git a/docs/hooks.md b/docs/hooks.md new file mode 100644 index 00000000..10841a03 --- /dev/null +++ b/docs/hooks.md @@ -0,0 +1,34 @@ +--- +title: Hooks +nav_order: 2 +has_children: true +permalink: /hooks/ +--- + +# Hooks + +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. + +See [hook types]({{ site.baseurl }}/hook-types/) and hook [functions reference]({{ site.baseurl }}/hook-functions/) for details. + +## Hooks compatibility + +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]({{ site.baseurl }}/hook-functions/#register_hook_proc) or [register_hook]({{ site.baseurl }}/hook-functions/#register_hook). + +Example setup for a hook-script based mod: + +```js +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 +``` diff --git a/docs/index.md b/docs/index.md new file mode 100644 index 00000000..4e320e9d --- /dev/null +++ b/docs/index.md @@ -0,0 +1,41 @@ +--- +navigation: 1 +title: Home +permalink: / +nav_order: 1 +--- + +## sfall +{: .no_toc} + +* TOC +{: toc} + +Sfall is a set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself. + +Engine modifications include: + +* Better support for modern operating systems +* Externalizing many settings like starting map and game time, skills, perks, critical hit tables, books, etc. +* Bug fixes +* Many additional features for users, such as item highlight button, party member control, etc. +* Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions) + +Note that this is documentation for sfall specifically, not Fallout scripting in general. For vanilla function reference, refer to the [wiki](https://falloutmods.fandom.com/wiki/Fallout_1_and_Fallout_2_scripting_-_commands,_reference,_tutorials). + +## Getting started + +To get started with sfall, first familiarize yourself with new concepts: +* Global [scripts]({{ site.baseurl }}/global-scripts/) and [variables]({{ site.baseurl }}/global-variables/). +* [Arrays]({{ site.baseurl }}/arrays/) and [lists]({{ site.baseurl }}/lists/). +* [Hooks]({{ site.baseurl }}/hooks/). +* [Data types]({{ site.baseurl }}/data-types/). +* [Object and script manipulation]({{ site.baseurl }}/objects-and-scripts/). + +Pay special attention to the [best practices]({{ site.baseurl }}/best-practices/) page. Also, take a look at [SSLC features]({{ site.baseurl }}/sslc/) and [optimization guide]({{ site.baseurl }}/optimization/). + +Next, proceed to discover new functions. They are categorized, use the menu to find the one you need. If you can't, check [uncategorized functions]({{ site.baseurl }}/other/) list and [sfall macros]({{ site.baseurl }}/sfall-funcx-macros/). Also, there's search at the top of the page. + +## Questions and problems +* Report bugs and suggest features on [Github](https://github.com/phobos2077/sfall/issues). +* Ask questions and discuss on the [forum](http://nma-fallout.com/threads/fo2-engine-tweaks-sfall.178390/). diff --git a/docs/optimization.md b/docs/optimization.md new file mode 100644 index 00000000..87ced15e --- /dev/null +++ b/docs/optimization.md @@ -0,0 +1,105 @@ +--- +layout: page +title: Optimization +permalink: /optimization/ +nav_order: 5 +--- + + +# Optimization +{: .no_toc} + +* TOC +{: toc} + +The executation speed of scripts is not typically important in an unmodded game, given the difference in performance between a modern computer and what Fallout was designed for. When you start adding mods to the mix there's the potential for problems again, since sfall's global script system means that you can have a large amount of scripts being run every single frame. + +## sslc -O option + +The sfall build of sslc supports a -O command line option to perform an optimization pass over the generated code. This isn't a magic make-my-code-go-faster bullet; most of what it does is very limited in scope. It's primary purpose was to strip out the procedures and variables which get automatically pulled into every script that includes define.h, whether you use them or not, and to do something about the additional variables that get created by foreach loops. + +There are several levels of optimization available: +- `-O1` - Basic, only removes unreferenced globals variables and procedures, code itself remains untouched. +- `-O2` - Full, most code optimizations are on, but only those that were tested on complex scripts. +- `-O3` - Experimental, provides most efficiency, but tend to break some complex code due to bugs. + +The following optimizations are performed: + +- constant expression folding: if an expression depends only on values which are known at compile time, then the expression is replaced by its result. + `a:=2+2;` -> `a:=4;` +- constant variable initialization: All variables are initialised to some value, ('0', if you don't specify anything else,) so sslc attempts to make use of that fact to remove the first assignment to a variable if the first assignment is a constant expression. + ``` + variable a; -> variable a:=4; + a:=4; -> + ``` +- constant propagation: checks for values assigned to variables which can be computed at compile time, and replaces relevent references to the symbol by the constant. The original store is not removed by this optimization. Global variables are considered for this optimization only if they are not marked import or export, and are not assigned to anywhere in the script. + ``` + a:=4 -> a:=4 + foo(a); -> foo(4); + ``` +- dead code removal: Checks for and removes code which cannot be reached, either because it is hidden behind a return or because the argument to an if statement can be computed at compile time. + ``` + if 1 then begin -> display_msg("foo"); + display_msg("foo"); -> + end else begin -> + display_msg("bar"); -> + end -> + ``` +- unreferenced variable elimination: Checks for variables which are never referenced, and removes them. Also applies to global variables, as long as they are not marked for export. + ``` + variable i, j, k; -> variable i; + i:=1; -> i:=1; + return; -> return; + ``` +- unreferenced procedure elimination: Checks for any procedures which are never called, and removes them. + ``` + procedure foo begin return "foo"; end -> procedure foo begin return "foo"; end + procedure bar begin return "bar"; end -> procedure start begin + procedure start begin -> display_msg(foo); + display_msg(foo); -> end + end -> + ``` +- dead store removal: Removes variable assignments if the result of the variable is unused, and if the expression used to compute the value of the variable is provably free of side effects. (See 'pure' keyword) + ``` + a:="moo"; -> a:="foo"; + a:="foo"; -> display_msg(a); + display_msg(a); -> + a:="bar"; -> + ``` +- store combination: Where there are two stores in a row to the same variable, the two expressions are combined. + ``` + var1 := var2; -> var1 := var2 + var3; + var1 += var3; -> + ``` +- variable combination: Where usage regions of variables do not overlap, combine the variables to provide additional candidates for unreferenced variable elimination. Very useful for scripts containing multiple foreach loops, which generate 2 or 3 hidden variables each. + ``` + a:="foo"; -> a:="foo"; + display_msg(a); -> display_msg(a); + b:="bar"; -> a:="bar"; + display_msg(b); -> display_msg(a); + ``` +- namelist compression: Fallout stores the names of all file scope variables and procedures in a namelist which is saved into the .int. Any of these that are unreferenced can be removed, and the names of global variables can be modified to make them shorter. + +## Writing your own code + +- Don't have global scripts running any more often that you need them to. Not everything needs to be run every single frame. +- Never concat constant strings with the '+' operator, as it forces the operation to be done at runtime. The compiler can cope with constant strings being placed next to each other without the need for a +, which results in far more efficient code as the combination is done at lex time. + ``` + #define GLOB_PREFIX "ts__" -> #define GLOB_PREFIX "ts__" + + procedure start begin -> procedure start begin + set_sfall_global(GLOB_PREFIX + "foo1", 0); -> set_sfall_global(GLOB_PREFIX "foo1", 0); + end -> end + ``` +- Avoid function calls in while loops. function calls are expensive in comparison to variable lookups, so it's more efficient to move the function call out of the loop and store the result in a variable + ``` + while i < len_array(array) do begin -> tmp:= len_array(array); + ... -> while i < tmp do begin + end -> ... + -> end + ``` +- Mark functions with pure or inline where relevent. + + 'pure' is a hint to the optimizer that a procedure has no side effects. (i.e. there's no way to tell that it's been called aside from its return value.) Pure procedures cannot modify global variables, or call any other procedure that isn't itself pure. Functions marked with pure can only be used in expressions (i.e. you cannot use the `call ` syntax to call them.) If there are non-pure terms in an expression, it prevents that expression being considered for dead store removal. Where no such optimizations can be performed, or if optimization is disabled, marking a procedure with pure will have no effect on the compiled code. + + 'inline' is an instruction to the compiler to replace calls to the marked procedure with a copy of the procedures code instead of having a seperate call. inlined procedures cannot use the 'return' command, cannot be predefined, and cannot be used as part of an expression. inlining if a procedure is only going to be called once is always a win, but if there are multiple calls to a procedure you will end up bloating the size of the generated code. diff --git a/docs/sslc.md b/docs/sslc.md new file mode 100644 index 00000000..68b6afaa --- /dev/null +++ b/docs/sslc.md @@ -0,0 +1,352 @@ +--- +layout: page +title: SSLC +permalink: /sslc/ +nav_order: 4 +--- + +# SSLC +{: .no_toc} + +* TOC +{: toc} + +This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional scripting functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer. + +Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive. + +If you use fallout script editor, you can extract `compile.exe` and `dos4gw.exe` to its `\binary` folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible. + +When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line `procedure start;` before any `#include`s that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5) + +This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall scripting functions. + +The original unmodified sslc source is over here: [http://www.teamx.ru/eng/files/srcs/index.shtml](http://www.teamx.ru/eng/files/srcs/index.shtml). + +## Command line options + +``` +-q don't wait for input on error +-n no warnings +-b backward compatibility mode +-l no logo +-p preprocess source +-O optimize code (full, see optimization.txt) +-O set specific level of optimization (0 - off, 1 - basic, 2 - full, 3 - experimental) +-d print debug messages +-D output an abstract syntax tree of the program +-o set output path (follows the input file name) +-s enable short-circuit evaluation for all AND, OR operators +-m define a macro named "macro" for conditional compilation +-I specify an additional directory to search for include files +``` + +The original command line option `-w` to turn on warnings no longer has an effect, since warnings are now on by default + +## Additional supported syntax + +Syntax which requires sfall for compiled scripts to be interpreted, is marked by asterix (*). + +- Optional arguments in user-defined procedures. You can only use constants for default values. It basically puts those constants in place of omitted arguments. + + - new: + ``` + procedure test(variable x, variable y := 0, variable z := -1) begin + ... + end + ... + call test("value"); + ``` + - old: + ``` + procedure test(variable x, variable y, variable z) begin + ... + end + ... + call test("value", 0, -1); + ``` + +- New logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions. + Using these operators allow the right part of logical expressions not to be evaluated (executed, computed) if the result is already known. This can improve the performance of running scripts. + + Example: `if (obj andAlso obj_pid(obj) == PID_STIMPAK) then ...` + + If `obj` is `null`, the second condition will not be checked and your script won't fail with "obj is null" error in debug.log + + This also has an effect that a value of last computed argument is returned as a result of whole expressions, instead of always 0 (`false`) or 1 (`true`): + ``` + obj := false; + display_msg(obj orElse "something"); // will print "something" + ``` + You can also use the `-s` option to enable short-circuit evaluation for all the `AND`, `OR` operators in the script. + + NOTE: Be aware that it may break some old scripts because operators behavior is changed slightly. + +- Conditional expressions (Python-inspired), also known as ternary operator: + - new: + ``` + X := value1 if condition else value2 + ``` + - old: + ``` + if (condition) then + X := value1; + else + X := value2; + ``` +- To assign values, you can use the alternative assignment operator from C/Java instead of Pascal syntax. + - new: + ``` + x = 5; + ``` + - old: + ``` + x := 5; + ``` +- Multiple variable declaration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style. + - new: + ``` + variable a, b, c; + ``` + - old: + ``` + variable begin a; b; c; end + ``` +- Variable initialization with expressions: You can now initialize local variables with complex expressions instead of constants. + - new: + ``` + variable tile := tile_num(dude_obj); + ``` + - old: + ``` + variable tile; + tile := tile_num(dude_obj); + ``` + NOTE: if your expression starts with a constant (eg. `2+2`), enclose it in parentheses, otherwise compiler will be confused and give you errors. + +- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers `0` to `9` and `a-f` are allowed in the number. The number may not have a decimal point. + - new: + ``` + a := 0x1000; + ``` + - old: + ``` + a := 4096; + ``` +- Increment/decrement operators: `++` and `--` can be used as shorthand for `+=1` and `-=1` respectively. They are mearly a syntactic shorthand to improve readability, and so their use is only allowed where `+=1` would normally be allowed. + - new: + ``` + a++; + ``` + - old: + ``` + a += 1; + ``` + +- `break` & `continue` statements: they work just like in most high-level languages. `break` jumps out of the loop. `continue` jumps right to the beginning of the next iteration (see `for` and `foreach` sections for additional details). + - new: + ``` + while (i < N) begin + // ... + if (/* some condition */) then break; + // ... + end + ``` + - old: + ``` + while (i < N and not(breakFlag)) begin + // ... + if (/* condition */) then breakFlag := true; + // ... + end + ``` + - new: + ``` + for (i := 0; i < N; i++) begin + // ... + if (/* condition */) then begin + // action + continue; + end + // else actions + end + ``` + - old: + ``` + for (i := 0; i < N; i++) begin + // ... + if (/* condition */) then begin + // action + end else begin + // else actions + end + end + ``` + +- `for` loops: Another piece of syntactic shorthand, to shorten `while` loops in many cases. Parentheses around the loop statements are recommended but not required (when not using parentheses, a semicolon is required after the 3rd loop statement). + - new: + ``` + for (i := 0; i < 5; i++) begin + display_msg("i = "+i); + end + ``` + - old: + ``` + i := 0; + while (i < 5) do begin + display_msg("i = "+i); + i++; + end + ``` + NOTE: `continue` statement in a `for` loop will recognize increment statement (third statement in parentheses) and will execute it before jumping back to the beginning of loop. This way you will not get an endless loop. + +- `switch` statements: A shorthand way of writing big `if then else if...` blocks + - new: + ``` + switch get_attack_type begin + case ATKTYPE_PUNCH: display_msg("punch"); + case ATKTYPE_KICK: display_msg("kick"); + default: display_msg("something else"); + end + ``` + - old: + ``` + variable tmp; + tmp := get_attack_type; + if tmp == ATKTYPE_PUNCH then begin + display_msg("punch"); + end else if tmp == ATKTYPE_KICK then begin + display_msg("kick"); + end else begin + display_msg("something else"); + end + ``` + +- empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition: + ``` + #define my_macro diplay_msg("foo"); + + procedure start begin + my_macro; + end + ``` + +- Procedure stringify operator `@`: designed to make callback-procedures a better option and allow for basic functional programming. Basically it replaces procedure names preceeded by `@` by a string constant. + Not many people know that since vanilla Fallout you can call procedures by "calling a variable" containing it's name as a string value. There was a couple of problems using this: + - optimizer wasn't aware that you are referencing a procedure, and could remove it, if you don't call it explicitly (can be solved by adding making procedure "critical") + - you couldn't see all references of a procedure from a Script Editor + - it was completely not obvious that you could do such a thing, it was a confusing syntax + - old: + ``` + callbackVar := "Node000"; + callbackVar(); + ``` + - new: + ``` + callbackVar := @Node000; + callbackVar(); + ``` +- *arrays: In vanilla fallout arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in []'s to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see "arrays.txt" for more information) + - new: + ``` + procedure bingle begin + variable a[2]; + a[0] := 5; + a[a[0] - 4] := a[0] + 4; + display_msg("a[0]=" + a[0] + ", a[1]=" + a[1]); + end + ``` + - old: + ``` + procedure bingle begin + variable a; + a := temp_array(2, 4); + set_array(a, 0, 5); + set_array(a, get_array(a, 0) - 4, get_array(a, 0) + 4); + display_msg("a[0]=" + get_array(a, 0) + ", a[1]=" + get_array(a, 1)); + end + ``` + +- *array expressions: sometimes you need to construct an array of elements and you will probably want to do it in just one expression. This is now possible: + - new: + ``` + list := ["A", "B", "C", "D"]; + ``` + - old: + ``` + list := temp_array(4, 2); + list[0] := "A"; + list[1] := "B"; + list[2] := "C"; + list[3] := "D"; + ``` + Syntax specific for associative arrays is also available. (see "arrays.txt" for full introduction to this type of arrays). + +- *map array expressions: + ``` + map := {5: "five", 10: "ten", 15: "fifteen", 20: "twelve"}; + ``` + +- * "dot" syntax to access elements of associative arrays. "dot" syntax allows to work with arrays like objects: + ``` + trap.radius := 3; + trap.tile := tile_num(dude_obj); + ``` + You can chain dot and bracket syntax to access elements of multi-dimensional arrays: + ``` + collectionList[5].objectList[5].name += " foo"; + ``` + + NOTE: when using incremental operators like `+=`, `*=`, `++`, `--` compiler will use additional temp variable to get an array at penultimate level in order to avoid making the same chain of "get_array" calls twice. + +- * `foreach` loops: A shorthand method of looping over all elements in an array. Syntax is `foreach ( in )`. + - new: + ``` + procedure bingle begin + variable critter; + foreach (critter in list_as_array(LIST_CRITTERS)) begin + display_msg(""+critter); + end + end + ``` + - old: + ``` + procedure bingle begin + variable begin critter; array; len; count; end + array := list_as_array(LIST_CRITTERS); + len := len_array(array); + count := 0; + while count < len do begin + critter := array[count]; + display_msg("" + critter); + end + end + ``` + If you want an index array element (or key for "maps") at each iteration, use syntax: `foreach (: in )` + ``` + foreach (pid: price in itemPriceMap) begin + if (itemPid == pid) then + itemPrice := price; + end + ``` + If you want to add additional condition for continuing the loop, use syntax: `foreach ( in while )`. In this case loop will iterate over elements of an array until last element or until "while" expression is true (whatever comes first). + + NOTE: just like `for` loop, "continue" statement will respect increments of a hidden counter variable, so you can safely use it inside `foreach`. + +## int2ssl note + +int2ssl by Anchorite (TeamX) is included in sfall modderspack package. It was updated to support all additional opcodes of sfall, along with some syntax features. You can use it to decompile any sfall or non-sfall script. + +## Fixes +- `playmoviealpharect` was using the token for `playmoviealpha`, breaking both functions in the process. +- `addbuttonflag` had an entry in the token table, and could be parsed, but was missing an entry in the emit list. This resulted in the compiler accepting it as a valid function, but not outputting any code for it into the compiled script. +- The function `tokenize` was missing an entry in the token table, and so would not be recognised by the compiler. +- Fixed the check for the `call "foo"` syntax so that non-string constants will no longer be accepted. + +## Backward compatibility + +There are several changes in this version of sslc which may result in problems for previously working scripts. A new command line option `-b` is available, which will turn off all new fixes and features which have the possibility of causing a previously compiling script to change its behaviour. (And only those features; anything which would not compile under the old sslc is not affected.) This includes the following: +- Since `for`, `foreach`, `break`, `continue`, `in` and `tokenize` are now hardcoded names, existing scripts that use any of them as a variable or procedure name will no longer compile. +- Missing a semicolon after a variable declaration is now a hard error. (Originally sslc would check for the semicolon, but would not complain if it was missing.) +- The function `addbuttonflag` used to be recognised by the compiler, but would not emit any code into the int file. +- The function `playmoviealpharect` compiled as `playmoviealpha`. diff --git a/docs/yaml_to_md.py b/docs/yaml_to_md.py new file mode 100755 index 00000000..2873d427 --- /dev/null +++ b/docs/yaml_to_md.py @@ -0,0 +1,134 @@ +#!/usr/bin/env python3 +# coding: utf-8 + +import sys, os +import ruamel.yaml +yaml = ruamel.yaml.YAML(typ="rt") +yaml.width = 4096 +yaml.indent(mapping=2, sequence=4, offset=2) + +functions_yaml = sys.argv[1] +hooks_yaml = sys.argv[2] +md_dir = sys.argv[3] + +# template for functions pages +function_header_template = '''--- +layout: page +title: '{name}' # quote just in case +nav_order: 6 +{has_children} +# parent - could be empty +{parent} +has_toc: false +permalink: {permalink} +--- + +# {name} +{{: .no_toc}} +''' + +# template for hooks types page - hardcoded +hooks_header = '''--- +layout: page +title: Hook types +nav_order: 6 +parent: Hooks +permalink: /hook-types/ +--- + +# Hook types +{: .no_toc} + +* TOC +{:toc} +--- +''' + +def get_slug(string): + return string.lower().replace(' ','-').replace(':','-').replace('/','-').replace('--','-') + +# functions pages +with open(functions_yaml) as yf: + data = yaml.load(yf) + for cat in data: # list categories + text = "" + + # check for childre + has_children = "" + children = [x for x in data if "parent" in x and x["parent"] == cat["name"]] + if len(children) > 0: + has_children = "has_children: true" + + # used in filename and permalink + slug = get_slug(cat['name']) + + # if parent is present, this is a subcategory + parent = "" + if 'parent' in cat: + parent = "parent: " + cat['parent'] + header = function_header_template.format(name=cat['name'], parent=parent, has_children=has_children, permalink="/{}/".format(slug)) + text += header + + # common doc for category + if 'doc' in cat: + text = text + '\n' + cat['doc'] + '\n' + + if len(children) > 0: + text += "\n## Subcategories\n{: .no_toc}\n\n" + for c in children: + text += "- [**{}**](/{}/)\n".format(c["name"], get_slug(c["name"])) + text += "\n" + + if 'items' in cat: # allow parent pages with no immediate items + text += "## Functions\n{: .no_toc}\n\n" + text += "* TOC\n{: toc}\n" + # individual functions + items = cat['items'] + items = sorted(items, key=lambda k: k['name']) + + for i in items: + # header + text += "\n---\n\n### **{}**\n".format(i['name']) + # macro label + if 'macro' in i: + text += "{: .d-inline-block }\n" + format(i['macro']) + "\n{: .label .label-green }\n" + # unsafe label + if 'unsafe' in i and i['unsafe'] is True: + text += '{: .d-inline-block }\nUNSAFE\n{: .label .label-red }\n' + # usage + text += "```c++\n{}\n```\n".format(i['detail']) + # doc, if present + if 'doc' in i: + text += i['doc'] + '\n' + + md_path = os.path.join(md_dir, slug + ".md") + with open(md_path, 'w') as f: + f.write(text) + + +# hook types page +with open(hooks_yaml) as yf: + hooks = yaml.load(yf) + hooks = sorted(hooks, key=lambda k: k['name']) # alphabetical sort + text = hooks_header + + for h in hooks: + name = h['name'] + doc = h['doc'] + try: + hid = h['id'] + except: + hid = "HOOK_" + name.upper() + if 'filename' in h: # overriden filename? + filename = h['filename'] + else: + filename = "hs_" + name.lower() + ".int" + + text += "\n## {}\n\n".format(name) # header + if filename != "": # if not skip + text += "`{}` ({})\n\n".format(hid, filename) # `HOOK_SETLIGHTING` (hs_setlighting.int) + text += doc # actual documentation + + md_path = os.path.join(md_dir, "hook-types.md") + with open(md_path, 'w') as f: + f.write(text)