Added "set_quest_failure_value" script function

This commit is contained in:
NovaRain
2021-03-24 12:52:00 +08:00
parent d56de64913
commit 78d8f46af6
9 changed files with 96 additions and 31 deletions
+1
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@@ -377,6 +377,7 @@
#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
#define set_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold)
#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
@@ -791,6 +791,11 @@ optional arguments:
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)
> void sfall_func2("set_quest_failure_value", int gvarNumber, int thresholdValue)
- sets the threshold value (failure_threshold) for the quest at which the quest will be considered failed (its description in the pipboy will be crossed out and colored red)
- gvarNumber: the number of the global variable controlling the quest
- thresholdValue: the value of the global variable at which the quest is counted as a failure
------------------------
------ MORE INFO -------
------------------------
+1
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@@ -224,6 +224,7 @@
#define FO_VAR_ptable 0x59E934
#define FO_VAR_pud 0x59E960
#define FO_VAR_quest_count 0x51C12C
#define FO_VAR_quests 0x51C128
#define FO_VAR_queue 0x6648C0
#define FO_VAR_quick_done 0x5193BC
#define FO_VAR_read_callback 0x51DEEC
+8 -4
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@@ -197,11 +197,13 @@ static void __fastcall game_init_databases_hook1() {
static bool NormalizePath(std::string &path) {
if (path.find(':') != std::string::npos) return false;
int pos = 0;
do { // replace all '/' char to '\'
pos = path.find('/', pos);
if (pos != std::string::npos) path[pos] = '\\';
} while (pos != std::string::npos);
if (path.find(".\\") != std::string::npos || path.find("..\\") != std::string::npos) return false;
while (path.front() == '\\') path.erase(0, 1); // remove firsts '\'
return true;
@@ -434,18 +436,20 @@ artNotExist:
}
static void SfallResourceFile() {
const char* sfallRes = "sfall.dat";
WIN32_FIND_DATA findData;
HANDLE hFind = FindFirstFile("sfall_???.dat", &findData); // example: sfall_ru.dat, sfall_cht.dat
if (hFind != INVALID_HANDLE_VALUE) {
dlog_f("Loading a localized sfall resource file: %s\n", DL_MAIN, findData.cFileName);
patchFiles.push_back(findData.cFileName);
FindClose(hFind);
dlog_f("Loading a localized sfall resource file: %s\n", DL_MAIN, findData.cFileName);
sfallRes = findData.cFileName;
}
if (patchFiles.empty()) patchFiles.push_back("sfall.dat");
patchFiles.push_back(sfallRes);
}
void LoadOrder::init() {
SfallResourceFile(); // Load external sfall resource file (load order is before patchXXX.dat)
SfallResourceFile(); // Add external sfall resource file (load order is before patchXXX.dat)
GetExtraPatches();
MultiPatchesPatch();
+69 -25
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@@ -18,6 +18,7 @@
#include "..\main.h"
#include "..\FalloutEngine\Fallout2.h"
#include "LoadGameHook.h"
#include "QuestList.h"
@@ -343,31 +344,17 @@ skip:
}
}
static void RegisterButtonSoundFunc0() {
static void RegisterButtonSound() {
__asm {
mov ebx, fo::funcoffs::gsound_red_butt_release_;
mov edx, fo::funcoffs::gsound_red_butt_press_;
call fo::funcoffs::win_register_button_sound_func_;
call fo::funcoffs::win_register_button_sound_func_; // eax - register button
}
}
static void __stdcall ArtButtonFunc(DWORD buttonKey, DWORD buttonMem, DWORD indexArt) {
using namespace fo;
__asm {
xor ecx, ecx;
xor ebx, ebx;
mov edx, indexArt; // index from intrface.lst
mov eax, OBJ_TYPE_INTRFACE;
push ecx;
call fo::funcoffs::art_id_;
//
mov ecx, buttonKey;
xor ebx, ebx;
xor edx, edx;
call fo::funcoffs::art_ptr_lock_data_;
mov ecx, buttonMem;
mov dword ptr [ecx], eax; // first texture memory address
}
static void LoadArtButton(DWORD buttonKey, DWORD buttonMem, DWORD indexArt) { // indexArt - index from intrface.lst
long artId = fo::func::art_id(fo::ArtType::OBJ_TYPE_INTRFACE, indexArt, 0, 0, 0);
*(BYTE**)buttonMem = fo::func::art_ptr_lock_data(artId, 0, 0, (DWORD*)buttonKey); // first texture memory address
}
// Create buttons
@@ -407,11 +394,11 @@ static void __declspec(naked) StartPipboy_hack() {
// Load new texture for first (up) button. I used memory address for texture from buttons at chracter screen.
// Everything fine, because this buttons can't use in one time, and they everytime recreating.
// Down
ArtButtonFunc(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp, indexUpArt0);
ArtButtonFunc(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown, indexDownArt0);
LoadArtButton(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp, indexUpArt0);
LoadArtButton(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown, indexDownArt0);
// Up
ArtButtonFunc(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp1, indexUpArt1);
ArtButtonFunc(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown1, indexDownArt1);
LoadArtButton(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp1, indexUpArt1);
LoadArtButton(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown1, indexDownArt1);
xPos = questsScrollButtonsX;
yPos = questsScrollButtonsY;
@@ -421,13 +408,13 @@ static void __declspec(naked) StartPipboy_hack() {
picDown = (BYTE*)fo::var::optionsButtonDown1;
picUp = (BYTE*)fo::var::optionsButtonUp1;
if (fo::func::win_register_button(winRef, xPos, yPos, width, height, -1, -1, -1, 0x300, picUp, picDown, 0, 32) != -1) {
RegisterButtonSoundFunc0();
RegisterButtonSound();
}
picDown = (BYTE*)fo::var::optionsButtonDown;
picUp = (BYTE*)fo::var::optionsButtonUp;
if (fo::func::win_register_button(winRef, xPos, yPos + height, width, height, -1, -1, -1, 0x301, picUp, picDown, 0, 32) != -1) {
RegisterButtonSoundFunc0();
RegisterButtonSound();
}
__asm {
@@ -504,7 +491,64 @@ void QuestListPatch() {
MakeCall(0x497A7D, pip_print_hack);
}
////////////////////////////////////////////////////////////////////////////////
struct QuestFailure {
long gvarNum;
long failureVal;
};
std::vector<QuestFailure> questFailures;
static long FindGVarQuestFailure(long globalVarNum) {
for (size_t i = 0; i < questFailures.size(); i++) {
if (questFailures[i].gvarNum == globalVarNum) return i;
}
return -1;
}
void QuestList::AddQuestFailureValue(long globalVarNum, long failureThreshold) {
long index = FindGVarQuestFailure(globalVarNum);
if (index == -1) {
questFailures.push_back({ globalVarNum, failureThreshold });
} else {
questFailures[index].failureVal = failureThreshold;
}
}
static BYTE __fastcall CheckQuestFailureState(fo::QuestData* quest, BYTE completeColor) {
if (questFailures.empty()) return completeColor;
const BYTE failureColor = 136; // dark red
long index = FindGVarQuestFailure(quest->gvarIndex);
return (index != -1 && fo::var::game_global_vars[quest->gvarIndex] >= questFailures[index].failureVal) ? failureColor : completeColor;
}
static void __declspec(naked) PipStatus_hack() {
__asm {
push eax;
push ecx;
mov dl, ds:[0x6A5B34]; // completeColor (dark green)
mov ecx, ds:[FO_VAR_quests];
add ecx, [esp + 0x4BC - 0x28 + 12];
call CheckQuestFailureState;
mov bl, al;
pop ecx;
pop eax;
retn;
}
}
static void ResetQuests() {
questFailures.clear();
}
void QuestList::init() {
LoadGameHook::OnGameReset() += ResetQuests;
MakeCall(0x498222, PipStatus_hack, 1);
questsButtonsType = GetConfigInt("Misc", "UseScrollingQuestsList", 0);
if (questsButtonsType > 0) {
dlog("Applying quests list patch.", DL_INIT);
+2
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@@ -25,6 +25,8 @@ class QuestList : public Module {
public:
const char* name() { return "QuestList"; }
void init();
static void AddQuestFailureValue(long globalVarNum, long failureThreshold);
};
}
@@ -136,6 +136,7 @@ static const SfallMetarule metarules[] = {
{"set_map_enter_position", mf_set_map_enter_position, 3, 3, -1, {ARG_INT, ARG_INT, ARG_INT}},
{"set_object_data", mf_set_object_data, 3, 3, -1, {ARG_OBJECT, ARG_INT, ARG_INT}},
{"set_outline", mf_set_outline, 2, 2, -1, {ARG_OBJECT, ARG_INT}},
{"set_quest_failure_value", mf_set_quest_failure_value, 2, 2, -1, {ARG_INT, ARG_INT}},
{"set_rest_heal_time", mf_set_rest_heal_time, 1, 1, -1, {ARG_INT}},
{"set_rest_mode", mf_set_rest_mode, 1, 1, -1, {ARG_INT}},
{"set_selectable_perk_npc", mf_set_selectable_perk_npc, 5, 5, -1, {ARG_OBJECT, ARG_STRING, ARG_INT, ARG_INT, ARG_STRING}},
@@ -27,6 +27,7 @@
//#include "..\..\MiscPatches.h"
#include "..\..\Movies.h"
#include "..\..\PlayerModel.h"
#include "..\..\QuestList.h"
#include "..\..\ScriptExtender.h"
#include "..\..\Sound.h"
@@ -496,5 +497,9 @@ void mf_get_ini_section(OpcodeContext& ctx) {
ctx.setReturn(arrayId);
}
void mf_set_quest_failure_value(OpcodeContext& ctx) {
QuestList::AddQuestFailureValue(ctx.arg(0).rawValue(), ctx.arg(1).rawValue());
}
}
}
+2
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@@ -102,5 +102,7 @@ void mf_get_ini_sections(OpcodeContext&);
void mf_get_ini_section(OpcodeContext&);
void mf_set_quest_failure_value(OpcodeContext&);
}
}