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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Updated healing skills example mod
(fix inaccurate behavior and refactoring)
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@@ -20,32 +20,33 @@
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#define critter_max_hp(cr) get_critter_stat(cr, STAT_max_hit_points)
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#define critter_cur_hp(cr) get_critter_stat(cr, STAT_current_hp)
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#define critter_body_type(cr) proto_data(obj_pid(cr), cr_body_type)
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#define critter_has_dmg_flag(cr, flag) ((get_object_data(cr, OBJ_DATA_DAMAGE_FLAGS) bwand flag) != 0)
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#define clear_critter_flag(cr, offset, flag) set_object_data(cr, offset, get_object_data(cr, offset) bwand bwnot(flag))
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#define clear_critter_dmg_flag(cr, flag) clear_critter_flag(cr, OBJ_DATA_DAMAGE_FLAGS, flag)
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#define clear_critter_combat_flag(cr, flag) clear_critter_flag(cr, OBJ_DATA_COMBAT_STATE, flag)
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#define SKILL_COUNT (18)
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#define SKILLS_MAX_USES_PER_DAY (3)
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variable times_skill_used, healable_damage_flags;
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procedure skill_use_slot_available(variable skill) begin
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variable slot, time, hoursSinceLastUsage,
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skillOffset := skill * SKILLS_MAX_USES_PER_DAY;
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variable slot, time, hoursSinceLastUsage, timesUsed;
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// Lazy init array
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if (not times_skill_used) then
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times_skill_used := create_array_list(SKILL_COUNT * SKILLS_MAX_USES_PER_DAY);
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times_skill_used := create_array_map;
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if (not times_skill_used[skill]) then
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times_skill_used[skill] := create_array_list(SKILLS_MAX_USES_PER_DAY);
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timesUsed := times_skill_used[skill];
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for (slot := 0; slot < SKILLS_MAX_USES_PER_DAY; slot++) begin
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if (times_skill_used[skillOffset + slot] == 0) then
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if (timesUsed[slot] == 0) then
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return slot;
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end
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time := game_time;
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hoursSinceLastUsage = (time - times_skill_used[skillOffset + 0]) / ONE_GAME_HOUR;
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hoursSinceLastUsage = (time - timesUsed[0]) / ONE_GAME_HOUR;
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if (hoursSinceLastUsage <= 24) then begin
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return -1;
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end
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@@ -53,19 +54,21 @@ procedure skill_use_slot_available(variable skill) begin
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end
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procedure skill_use_slot_add(variable skill) begin
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variable i,
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slot := skill_use_slot_available(skill),
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skillOffset := skill * SKILLS_MAX_USES_PER_DAY;
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variable i, timesUsed,
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slot := skill_use_slot_available(skill);
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if (slot == -1) then
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return -1;
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if (times_skill_used[skillOffset + slot] != 0) then begin
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timesUsed := times_skill_used[skill];
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if (timesUsed[slot] != 0) then begin
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// Shift all earlier use times to make use for the new time.
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for (i := 0; i < slot; i++) begin
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times_skill_used[skillOffset + i] := times_skill_used[skillOffset + i + 1];
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timesUsed[i] := timesUsed[i + 1];
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end
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end
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times_skill_used[skillOffset + slot] = game_time;
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timesUsed[slot] = game_time;
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return 0;
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end
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@@ -85,6 +88,18 @@ procedure critter_is_dead(variable critter) begin
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return false;
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end
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procedure critter_body_type(variable critter) begin
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if (not critter) then begin
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debug_msg("\nError: critter_body_type: pobj was NULL!");
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return CR_BODY_BIPED;
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end
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if (obj_type(critter) != OBJ_TYPE_CRITTER) then
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return CR_BODY_BIPED;
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return proto_data(obj_pid(critter), cr_body_type);
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end
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procedure critter_is_crippled(variable critter) begin
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if (not critter) then
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return false;
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@@ -121,23 +136,43 @@ procedure show_skill_use_messages(variable skill, variable successCount := 1) be
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display_msg(sprintf(mstr_skill(505), after - before));
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end
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variable sfall_ini_RemoveCriticalTimelimits := -2;
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/**
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* Exactly like FO2 roll_check functions, but without returning "how_much" and disabling criticals in the first day.
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* Exactly like FO2 roll_check function, but without returning "how_much".
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* @arg {int} rollMod
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* @arg {int} critSuccessMod
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*/
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procedure roll_check(variable rollMod, variable critChance) begin
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procedure roll_check(variable rollMod, variable critSuccessMod) begin
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variable
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delta := rollMod - random(1, 100),
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roll;
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roll, criticalsAllowed;
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if (sfall_ini_RemoveCriticalTimelimits == -2) then
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sfall_ini_RemoveCriticalTimelimits := get_ini_setting("ddraw.ini|Misc|RemoveCriticalTimelimits");
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criticalsAllowed := (sfall_ini_RemoveCriticalTimelimits > 0) or (game_time >= ONE_GAME_DAY);
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if (delta < 0) then begin
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return ROLL_CRITICAL_FAILURE if (random(1, 100) <= -delta / 10) else ROLL_FAILURE;
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return ROLL_CRITICAL_FAILURE
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if (criticalsAllowed and random(1, 100) <= -delta / 10)
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else ROLL_FAILURE;
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end
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return ROLL_CRITICAL_SUCCESS if (random(1, 100) <= delta / 10 + critChance) else ROLL_SUCCESS;
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return ROLL_CRITICAL_SUCCESS
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if (criticalsAllowed and random(1, 100) <= delta / 10 + critSuccessMod)
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else ROLL_SUCCESS;
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end
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// 530: damaged eye
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// 531: crippled left arm
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// 532: crippled right arm
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// 533: crippled right leg
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// 534: crippled left leg
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#define display_uncrippled_msg(dmgFlagIdx, prefixMsgId) display_msg(sprintf(mstr_skill(prefixMsgId), mstr_skill(530 + dmgFlagIdx)))
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/**
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* A refactored version of skill_use function from the engine, for use with healing skills only. Returns true if skill use was successful.
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* A refactored version of skill_use function from the engine, for use with healing skills only. Returns true if skill use was actually attempted.
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* @arg {ObjectPtr} user
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* @arg {ObjectPtr} target
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* @arg {int} skill - First Aid, Doctor or Repair
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@@ -204,22 +239,16 @@ procedure use_healing_skill(variable user, variable target, variable skill, vari
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clear_critter_combat_flag(target, COMBAT_STATE_FLEEING);
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// 520: You heal your %s.
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// 521: You heal the %s.
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prefixMsg := 520 if (target == dude_obj) else 521;
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display_uncrippled_msg(i, 520 if (target == dude_obj) else 521);
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call skill_use_slot_add(skill);
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skillUseSlotAdded := true;
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if (user == dude_obj) then
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call show_skill_use_messages(skill);
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end else begin
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// 525: You fail to heal your %s.
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// 526: You fail to heal the %s.
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prefixMsg := 525 if (target == dude_obj) else 526;
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display_uncrippled_msg(i, 525 if (target == dude_obj) else 526);
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end
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// 530: damaged eye
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// 531: crippled left arm
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// 532: crippled right arm
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// 533: crippled right leg
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// 534: crippled left leg
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display_msg(sprintf(mstr_skill(prefixMsg), mstr_skill(530 + i)));
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if (user == dude_obj) then
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call show_skill_use_messages(skill);
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end
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end
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@@ -270,6 +299,7 @@ procedure use_healing_skill(variable user, variable target, variable skill, vari
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end
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// TODO: not sure if this is needed
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//exec_map_update_scripts
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return true;
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end
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