Implemented highlighting mod as a stand-alone global script with LOS and NoHighlight flag checks #53

This commit is contained in:
phobos2077
2017-03-13 03:36:02 +07:00
parent a379e1f998
commit 6152615ce5
9 changed files with 100 additions and 14 deletions
+52
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@@ -0,0 +1,52 @@
#include "..\scripting\headers\sfall.h"
#include "..\scripting\headers\define_extra.h"
//#include "..\..\..\!SRC\headers\define.h"
#define it_flags (6)
#define CRITTER_IS_DEAD (1)
variable highlightKey;
variable highlightContainers;
procedure toggle_highlight_object(variable obj, variable color) begin
if obj
and (proto_data(obj_pid(obj), it_flags) bwand FLAG_NOHIGHLIGHT) == 0
and (color == 0 or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
set_outline(obj, color);
end
end
procedure toggle_highlight(variable color) begin
variable obj;
foreach obj in list_as_array(LIST_GROUNDITEMS) begin
call toggle_highlight_object(obj, color);
end
foreach obj in list_as_array(LIST_CRITTERS) begin
if critter_state(obj) == CRITTER_IS_DEAD then begin
call toggle_highlight_object(obj, color);
end
end
tile_refresh_display;
end
procedure key_press_handler begin
variable pressed := get_sfall_arg,
scanCode := get_sfall_arg;
if scanCode == highlightKey then begin
if pressed then begin
call toggle_highlight(OUTLINE_DARK_YELLOW);
end else begin
call toggle_highlight(0);
end
end
end
procedure start begin
if game_loaded then begin
highlightKey := get_ini_setting("ddraw.ini|Input|ToggleItemHighlightsKey");
display_msg("key= " + highlightKey);
highlightContainers := get_ini_setting("ddraw.ini|Input|HighlightContainers");
register_hook_proc(HOOK_KEYPRESS, key_press_handler);
end
end
+26 -1
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@@ -39,6 +39,32 @@
#define ATKMODE_SEC_BURST 112 // 0x00000070
#define ATKMODE_SEC_FLAME 128 // 0x00000080
/* Object flags */
#define FLAG_MOUSE_3D (0x1)
#define FLAG_WALKTHRU (0x4)
#define FLAG_FLAT (0x8)
#define FLAG_NOBLOCK (0x10)
#define FLAG_LIGHTING (0x20)
#define FLAG_TEMP (0x400)
#define FLAG_MULTIHEX (0x800)
#define FLAG_NOHIGHLIGHT (0x1000)
#define FLAG_USED (0x2000)
#define FLAG_TRANSRED (0x4000)
#define FLAG_TRANSNONE (0x8000)
#define FLAG_TRANSWALL (0x10000)
#define FLAG_TRANSGLASS (0x20000)
#define FLAG_TRANSSTEAM (0x40000)
#define FLAG_TRANSENERGY (0x80000)
#define FLAG_LEFT_HAND (0x1000000)
#define FLAG_RIGHT_HAND (0x2000000)
#define FLAG_WORN (0x4000000)
#define FLAG_HIDDENITEM (0x8000000)
#define FLAG_WALLTRANSEND (0x10000000)
#define FLAG_LIGHTTHRU (0x20000000)
#define FLAG_SEEN (0x40000000)
#define FLAG_SHOOTTHRU (0x80000000)
/* Critter Flags */
#define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with)
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from)
@@ -224,5 +250,4 @@
#define WPN_ANIM_MINIGUN (0x09) // (L)
#define WPN_ANIM_ROCKET_LAUNCHER (0x0A) // (M)
#endif // DEFINE_EXTRA_H
+10 -9
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@@ -158,14 +158,14 @@
#define GAME_MSG_PRO_TILE (0x1004)
#define GAME_MSG_PRO_MISC (0x1005)
#define OUTLINE_NONE (0)
#define OUTLINE_RED_GLOW (0x01)
#define OUTLINE_RED (0x02)
#define OUTLINE_PURPLE (0x03)
#define OUTLINE_GREY (0x04)
#define OUTLINE_GREEN_GLOW (0x08)
#define OUTLINE_YELLOW (0x10)
#define OUTLINE_DARK_YELLOW (0x20)
#define OUTLINE_NONE (0)
#define OUTLINE_RED_GLOW (0x01)
#define OUTLINE_RED (0x02)
#define OUTLINE_PURPLE (0x03)
#define OUTLINE_GREY (0x04)
#define OUTLINE_GREEN_GLOW (0x08)
#define OUTLINE_YELLOW (0x10)
#define OUTLINE_DARK_YELLOW (0x20)
#define mstr_combat(x) (message_str_game(GAME_MSG_COMBAT, x))
#define mstr_ai(x) (message_str_game(GAME_MSG_AI, x))
@@ -206,4 +206,5 @@
#define intface_is_hidden sfall_func0("intface_is_hidden")
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
#define get_outline(obj) sfall_func1("get_outline", obj)
#define get_outline(obj) sfall_func1("get_outline", obj)
#define tile_refresh_display sfall_func0("tile_refresh_display")
+1 -1
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@@ -62,7 +62,7 @@ DWORD GetCharGapWidth();
// get maximum character width for current font
DWORD GetMaxCharWidth();
// Redraw the given object on screen
// Redraw the given object on screen (does not always redraws the whole object)
void RedrawObject(GameObject* obj);
}
@@ -432,5 +432,9 @@ void sf_intface_is_hidden(OpcodeContext& ctx) {
ctx.setReturn(isHidden);
}
void sf_tile_refresh_display(OpcodeContext& ctx) {
fo::func::tile_refresh_display();
}
}
}
@@ -81,5 +81,7 @@ void sf_intface_hide(OpcodeContext&);
void sf_intface_is_hidden(OpcodeContext&);
void sf_tile_refresh_display(OpcodeContext&);
}
}
@@ -125,7 +125,8 @@ static const SfallMetarule metaruleArray[] = {
{"intface_is_hidden", sf_intface_is_hidden, 0, 0},
{"exec_map_update_scripts", sf_exec_map_update_scripts, 0, 0},
{"set_outline", sf_set_outline, 2, 2, {ARG_OBJECT, ARG_INT}},
{"get_outline", sf_get_outline, 1, 1, {ARG_OBJECT}}
{"get_outline", sf_get_outline, 1, 1, {ARG_OBJECT}},
{"tile_refresh_display", sf_tile_refresh_display, 0, 0},
};
void InitMetaruleTable() {
@@ -401,7 +401,6 @@ void sf_set_outline(OpcodeContext& ctx) {
auto obj = ctx.arg(0).asObject();
int color = ctx.arg(1).asInt();
obj->outline = color;
fo::RedrawObject(obj);
}
void sf_get_outline(OpcodeContext& ctx) {
+3 -1
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@@ -39,6 +39,7 @@
#include "Modules\FileSystem.h"
#include "Modules\Graphics.h"
#include "Modules\HighlightingMod.h"
#include "Modules\HookScripts.h"
#include "Modules\HeroAppearance.h"
#include "Modules\Input.h"
#include "Modules\Inventory.h"
@@ -136,6 +137,7 @@ static void InitModules() {
manager.add<Worldmap>();
manager.add<Stats>();
manager.add<ScriptExtender>();
manager.add<HookScripts>();
manager.add<LoadGameHook>();
manager.add<MainLoopHook>();
manager.add<Perks>();
@@ -166,7 +168,7 @@ static void InitModules() {
manager.add<AnimationsAtOnce>();
manager.add<BarBoxes>();
manager.add<HeroAppearance>();
manager.add<HighlightingMod>();
//manager.add<HighlightingMod>();
manager.add<MiscPatches>();
manager.initAll();