From 6903d59e6d06b2c6b51d2233c8fb2123945f670c Mon Sep 17 00:00:00 2001 From: NovaRain Date: Sun, 5 Mar 2023 10:21:17 +0800 Subject: [PATCH] Renamed some object flags --- artifacts/scripting/headers/define_extra.h | 15 +++++++++++---- sfall/FalloutEngine/Enums.h | 6 +++--- sfall/Modules/BugFixes.cpp | 2 +- sfall/Modules/Scripting/Handlers/Objects.cpp | 2 +- 4 files changed, 16 insertions(+), 9 deletions(-) diff --git a/artifacts/scripting/headers/define_extra.h b/artifacts/scripting/headers/define_extra.h index beee1b96..3b1ac429 100644 --- a/artifacts/scripting/headers/define_extra.h +++ b/artifacts/scripting/headers/define_extra.h @@ -2,8 +2,10 @@ #ifndef DEFINE_EXTRA_H #define DEFINE_EXTRA_H +#define PID_PLAYER (16777216) + /* Combat Flags */ -#define DAM_PRESERVE_FLAGS 0x80000000 // keep the existing result flags when setting new flags in attack_complex (for sfall) +#define DAM_PRESERVE_FLAGS (0x80000000) // keep the existing result flags when setting new flags in attack_complex (for sfall) #define BODY_HIT_HEAD (0) #define BODY_HIT_LEFT_ARM (1) @@ -67,12 +69,12 @@ #define ATKMODE_SEC_FLAME 128 // 0x00000080 /* Object flags for get/set_flags */ -#define FLAG_MOUSE_3D (0x1) -#define FLAG_WALKTHRU (0x4) +#define FLAG_HIDDEN (0x1) +#define FLAG_NOSAVE (0x4) #define FLAG_FLAT (0x8) #define FLAG_NOBLOCK (0x10) #define FLAG_LIGHTING (0x20) -#define FLAG_TEMP (0x400) +#define FLAG_NOREMOVE (0x400) #define FLAG_MULTIHEX (0x800) #define FLAG_NOHIGHLIGHT (0x1000) #define FLAG_USED (0x2000) @@ -105,6 +107,9 @@ #define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back) #define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete +/* Door flags */ +#define FLAG_WALKTHRU (0x4) + /* Window flags */ #define WIN_FLAG_DONTMOVE (0x2) // does not move the window to the foreground when clicking on the window #define WIN_FLAG_MOVEONTOP (0x4) // places the window on top of other windows @@ -351,6 +356,8 @@ #define OBJ_DATA_MISC_FLAGS (0x38) #define OBJ_DATA_PID (0x64) #define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat) +#define OBJ_DATA_LIGHT_DISTANCE (0x6C) +#define OBJ_DATA_LIGHT_INTENSITY (0x70) #define OBJ_DATA_SID (0x78) // script ID #define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst // items diff --git a/sfall/FalloutEngine/Enums.h b/sfall/FalloutEngine/Enums.h index b6ec2119..f4674824 100644 --- a/sfall/FalloutEngine/Enums.h +++ b/sfall/FalloutEngine/Enums.h @@ -244,12 +244,12 @@ enum Material : long namespace ObjectFlag { enum ObjectFlag : unsigned long { - Mouse_3d = 0x00000001, - WalkThru = 0x00000004, + Hidden = 0x00000001, + NoSave = 0x00000004, // WalkThru flag for doors Flat = 0x00000008, NoBlock = 0x00000010, Lighting = 0x00000020, - Temp = 0x00000400, // ??? + NoRemove = 0x00000400, MultiHex = 0x00000800, NoHighlight = 0x00001000, Used = 0x00002000, // set if there was/is any event for the object diff --git a/sfall/Modules/BugFixes.cpp b/sfall/Modules/BugFixes.cpp index cc2a1aa8..5e4aff75 100644 --- a/sfall/Modules/BugFixes.cpp +++ b/sfall/Modules/BugFixes.cpp @@ -1144,7 +1144,7 @@ static void __declspec(naked) obj_load_func_hack() { static const DWORD obj_load_func_Ret = 0x488F14; using fo::InCombat; __asm { - test word ptr [eax + flags], Temp; // engine code + test word ptr [eax + flags], NoRemove; // engine code jz fix; retn; fix: diff --git a/sfall/Modules/Scripting/Handlers/Objects.cpp b/sfall/Modules/Scripting/Handlers/Objects.cpp index b2b714a4..90983c18 100644 --- a/sfall/Modules/Scripting/Handlers/Objects.cpp +++ b/sfall/Modules/Scripting/Handlers/Objects.cpp @@ -339,7 +339,7 @@ void op_get_party_members(OpcodeContext& ctx) { DWORD arrayId = CreateTempArray(0, 4); for (int i = 0; i < actualCount; i++) { fo::GameObject* obj = (*fo::ptr::partyMemberList)[i].object; - if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Mouse_3d))) { + if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Hidden))) { arrays[arrayId].push_back((long)obj); } }