Cleaned up define_lite.h and command_lite.h

Improved/corrected the fix for function args in commit e59af7e8.
Minor code edits.
This commit is contained in:
NovaRain
2020-10-26 11:25:31 +08:00
parent 0988004245
commit c6fa6bac30
5 changed files with 186 additions and 371 deletions
+45 -151
View File
@@ -1,13 +1,9 @@
/*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
#ifndef COMMAND_H
#define COMMAND_H
#ifndef COMMAND_LITE_H
#define COMMAND_LITE_H
#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) or \
#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \
((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
#define critter_weight(x) (100 + ((get_critter_stat(x,STAT_gender) == GENDER_MALE) * 50) + (get_critter_stat(x,STAT_st) * 5) - ((get_critter_stat(x,STAT_ag) + get_critter_stat(x,STAT_en))/3))
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
@@ -21,15 +17,13 @@
#define dude_iq (get_critter_stat(dude_obj,STAT_iq))
#define dude_agility (get_critter_stat(dude_obj,STAT_ag))
#define dude_luck (get_critter_stat(dude_obj,STAT_lu))
#ifndef dude_level
#define dude_level (get_pc_stat(PCSTAT_level))
#endif
#define dude_age (get_critter_stat(dude_obj,STAT_age))
#define dude_weight critter_weight(dude_obj)
#define dude_cur_carry who_carry_amount(dude_obj)
#define dude_max_carry who_max_carry(dude_obj)
#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) and ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) andAlso ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
#define dude_is_male (dude_gender == GENDER_MALE)
#define dude_is_female (dude_gender == GENDER_FEMALE)
@@ -41,43 +35,50 @@
(obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR_MK2)) + \
(obj_is_carrying_obj_pid(dude_obj, PID_HARDENED_POWER_ARMOR))) > 0)
#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE))
#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SWITCHBLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SHIV) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_WAKIZASHI_BLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SWITCHBLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SHIV) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_WAKIZASHI_BLADE))
#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) or \
#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_HARDENED_POWER_ARMOR))
#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) or \
#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_CURED_LEATHER_ARMOR))
#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) or \
#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR_MK_II))
#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) or \
#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR_MK_II))
#define dude_wearing_vault_suit COND019(1)
#define dude_has_gambling_skills ((dude_iq > 3) and (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
#define dude_has_gambling_skills ((dude_iq > 3) andAlso (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
#define dude_is_sneaking (using_skill(dude_obj,SKILL_SNEAK))
#define dude_is_walking (art_anim(obj_art_fid(dude_obj)) == ANIM_walk)
#define dude_is_running (art_anim(obj_art_fid(dude_obj)) == ANIM_running)
#define dude_is_poisoned (get_poison(dude_obj))
#define dude_is_irradiated (get_critter_stat(dude_obj, STAT_current_rad))
#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) or \
(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) or \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) or \
#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_RIGHT))
#define dude_cur_rot (has_trait(TRAIT_OBJECT,dude_obj,OBJECT_CUR_ROT))
@@ -101,8 +102,6 @@
#define dude_has_car (global_var(GVAR_PLAYER_GOT_CAR))
#define dude_is_pornstar dude_has_porn_star_rep
#define dude_is_high drug_influence(dude_obj)
#define dude_found_geck global_var(GVAR_VAULT13_FOUND_GECK)
#define dude_stat_win(X,Y) ((do_check(dude_obj,X,Y)) > (do_check(self_obj,X,0)))
#define dude_stat_lose(X,Y) ((do_check(dude_obj,X,Y)) < (do_check(self_obj,X,0)))
@@ -114,7 +113,6 @@
#define dude_is_addict (has_trait(TRAIT_TRAIT, dude_obj, TRAIT_drug_addict))
#define self_name (obj_name(self_obj))
#define self_gender (get_critter_stat(self_obj,STAT_gender))
#define self_strength (get_critter_stat(self_obj,STAT_st))
@@ -130,7 +128,7 @@
#define self_is_armed critter_is_armed(self_obj)
#define self_wearing_armor critter_wearing_armor(self_obj)
#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) or \
#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) orElse \
(obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LASER_PISTOL))
#define self_is_sneaking (using_skill(self_obj,SKILL_SNEAK))
@@ -171,23 +169,24 @@
// some timer event macros
#define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x)
#define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x)
#define flush_add_timer_event(obj, time, param) rm_fixed_timer_event(obj, param); \
add_timer_event(obj, time, param)
#define flush_add_timer_event_sec(obj, sec, param) flush_add_timer_event(obj, game_ticks(sec), param)
/******************************************************************
General commands getting information about time
******************************************************************/
#define morning ((game_time_hour >= 600) and (game_time_hour < 700))
#define morning ((game_time_hour >= 600) andAlso (game_time_hour < 700))
#ifndef day
#define day ((game_time_hour >= 700) and (game_time_hour < 1800))
#define day ((game_time_hour >= 700) andAlso (game_time_hour < 1800))
#endif
#define evening ((game_time_hour >= 1800) and (game_time_hour < 1900))
#define evening ((game_time_hour >= 1800) andAlso (game_time_hour < 1900))
#ifndef night
#define night ((game_time_hour >= 1900) or (game_time_hour < 600))
#define night ((game_time_hour >= 1900) orElse (game_time_hour < 600))
#endif
#define GAME_TIME_SUBSECOND_RESOLUTION (10)
@@ -202,7 +201,6 @@
#define GAME_TIME_IN_MINUTES (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE))
#define GAME_TIME_IN_SECONDS (game_time / GAME_TIME_SUBSECOND_RESOLUTION)
#define ticks_til_hour(x) ((ONE_GAME_DAY * (game_time_hour > (x))) + ((((x)/100) - (game_time_hour/100)) * ONE_GAME_HOUR) + ((((x)%100) - (game_time_hour%100)) * ONE_GAME_MINUTE))
#define game_time_advance_hour(x) game_time_advance(ticks_til_hour(x))
@@ -221,9 +219,7 @@
/***************************************************************
**************** Dialogue Information ***********************
***************************************************************/
#ifndef floater
#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
#endif
#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
#define floater_rand(x,y) floater(random(x,y))
#define dude_floater(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
@@ -231,7 +227,6 @@
#define dude_floater_bad(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_BAD)
#define dude_floater_sick(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_SICK)
#define FLOAT_COLOR_NORMAL FLOAT_MSG_YELLOW
#define FLOAT_COLOR_SICK FLOAT_MSG_GREEN
#define FLOAT_COLOR_BAD FLOAT_MSG_RED
@@ -337,9 +332,7 @@
******************************************************************/
#define critter_is_male (get_critter_stat(self_obj,STAT_gender) == GENDER_MALE)
#define critter_is_female (get_critter_stat(self_obj,STAT_gender) == GENDER_FEMALE)
/*#define critter_is_armed (((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) \
or ((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
*/
/******************************************************************
General commands setting and getting the map exit
******************************************************************/
@@ -387,59 +380,12 @@
#define status_is_warned(status_var) (status_is(status_var, PERSON_WARNED))
#define status_is_sex(status_var) (status_is(status_var, PERSON_SEX))
#define status_is_alive(status_var) (not (status_is_killed(status_var) or status_is_assassinated(status_var) or status_is_dead(status_var)))
#define status_is_alive(status_var) (not (status_is_killed(status_var) orElse status_is_assassinated(status_var) orElse status_is_dead(status_var)))
/******************************************************************
General commands getting information about cities
******************************************************************/
#define abbey_visible_on_map (town_known(AREA_ABBEY) != MARK_STATE_UNKNOWN)
#define arroyo_visible_on_map (town_known(AREA_ARROYO) != MARK_STATE_UNKNOWN)
#define broken_hills_visible_on_map (town_known(AREA_BROKEN_HILLS) != MARK_STATE_UNKNOWN)
#define colusa_visible_on_map (town_known(AREA_NAVARRO) != MARK_STATE_UNKNOWN)
#define den_visible_on_map (town_known(AREA_DEN) != MARK_STATE_UNKNOWN)
#define enclave_visible_on_map (town_known(AREA_THE_ENCLAVE) != MARK_STATE_UNKNOWN)
#define EPA_visible_on_map (town_known(AREA_EPA) != MARK_STATE_UNKNOWN)
#define gecko_visible_on_map (town_known(AREA_GECKO) != MARK_STATE_UNKNOWN)
#define klamath_visible_on_map (town_known(AREA_KLAMATH) != MARK_STATE_UNKNOWN)
#define military_base_visible_on_map (town_known(AREA_MILITARY_BASE) != MARK_STATE_UNKNOWN)
#define modoc_visible_on_map (town_known(AREA_MODOC) != MARK_STATE_UNKNOWN)
#define new_CA_republic_visible_on_map (town_known(AREA_NCR) != MARK_STATE_UNKNOWN)
#define primitive_tribe_visible_on_map (town_known(AREA_PRIMITIVE_TRIBE) != MARK_STATE_UNKNOWN)
#define redding_visible_on_map (town_known(AREA_REDDING) != MARK_STATE_UNKNOWN)
#define new_reno_visible_on_map (town_known(AREA_NEW_RENO) != MARK_STATE_UNKNOWN)
#define san_francisco_visible_on_map (town_known(AREA_SAN_FRANCISCO) != MARK_STATE_UNKNOWN)
#define sierra_army_base_visible_on_map (town_known(AREA_SIERRA_ARMY_BASE) != MARK_STATE_UNKNOWN)
#define vault_13_visible_on_map (town_known(AREA_VAULT_13) != MARK_STATE_UNKNOWN)
#define vault_15_visible_on_map (town_known(AREA_VAULT_15) != MARK_STATE_UNKNOWN)
#define vault_city_visible_on_map (town_known(AREA_VAULT_CITY) != MARK_STATE_UNKNOWN)
#define vault_fake_13A_visible_on_map (town_known(AREA_FAKE_VAULT_13A) != MARK_STATE_UNKNOWN)
#define vault_fake_13B_visible_on_map (town_known(AREA_FAKE_VAULT_13B) != MARK_STATE_UNKNOWN)
#define abbey_visit (town_known(AREA_ABBEY) == MARK_STATE_VISITED)
#define arroyo_visit (town_known(AREA_ARROYO) == MARK_STATE_VISITED)
#define broken_hills_visit (town_known(AREA_BROKEN_HILLS) == MARK_STATE_VISITED)
#define colusa_visit (town_known(AREA_NAVARRO) == MARK_STATE_VISITED)
#define den_visit (town_known(AREA_DEN) == MARK_STATE_VISITED)
#define enclave_visit (town_known(AREA_THE_ENCLAVE) == MARK_STATE_VISITED)
#define EPA_visit (town_known(AREA_EPA) == MARK_STATE_VISITED)
#define gecko_visit (town_known(AREA_GECKO) == MARK_STATE_VISITED)
#define klamath_visit (town_known(AREA_KLAMATH) == MARK_STATE_VISITED)
#define military_base_visit (town_known(AREA_MILITARY_BASE) == MARK_STATE_VISITED)
#define modoc_visit (town_known(AREA_MODOC) == MARK_STATE_VISITED)
#define new_CA_republic_visit (town_known(AREA_NCR) == MARK_STATE_VISITED)
#define primitive_tribe_visit (town_known(AREA_PRIMITIVE_TRIBE) == MARK_STATE_VISITED)
#define redding_visit (town_known(AREA_REDDING) == MARK_STATE_VISITED)
#define new_reno_visit (town_known(AREA_NEW_RENO) == MARK_STATE_VISITED)
#define san_francisco_visit (town_known(AREA_SAN_FRANCISCO) == MARK_STATE_VISITED)
#define sierra_army_base_visit (town_known(AREA_SIERRA_ARMY_BASE) == MARK_STATE_VISITED)
#define vault_13_visit (town_known(AREA_VAULT_13) == MARK_STATE_VISITED)
#define vault_15_visit (town_known(AREA_VAULT_15) == MARK_STATE_VISITED)
#define vault_city_visit (town_known(AREA_VAULT_CITY) == MARK_STATE_VISITED)
#define arroyo_destroyed_visit (town_known(AREA_ARROYO_DESTROYED) == MARK_STATE_VISITED)
#define vault_fake_13A_visit (town_known(AREA_FAKE_VAULT_13A) == MARK_STATE_VISITED)
#define vault_fake_13B_visit (town_known(AREA_FAKE_VAULT_13B) == MARK_STATE_VISITED)
#define mark_on_map(x) if (town_known(x) == MARK_STATE_UNKNOWN) then begin \
debug_msg(" mark_on_map("+x+")"); \
mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_KNOWN); \
@@ -450,63 +396,11 @@
mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_UNKNOWN); \
end
#define mark_abbey_on_map mark_on_map(AREA_ABBEY)
#define mark_arroyo_on_map mark_on_map(AREA_ARROYO)
#define mark_broken_hills_on_map mark_on_map(AREA_BROKEN_HILLS)
#define mark_colusa_on_map mark_on_map(AREA_NAVARRO)
#define mark_navarro_on_map mark_on_map(AREA_NAVARRO)
#define mark_den_on_map mark_on_map(AREA_DEN)
#define mark_enclave_on_map mark_on_map(AREA_THE_ENCLAVE)
#define mark_EPA_on_map mark_on_map(AREA_EPA)
#define mark_gecko_on_map mark_on_map(AREA_GECKO)
#define mark_klamath_on_map mark_on_map(AREA_KLAMATH)
#define mark_military_base_on_map mark_on_map(AREA_MILITARY_BASE)
#define mark_modoc_on_map mark_on_map(AREA_MODOC)
#define mark_new_CA_republic_on_map mark_on_map(AREA_NCR)
#define mark_primitive_tribe_on_map mark_on_map(AREA_PRIMITIVE_TRIBE)
#define mark_redding_on_map mark_on_map(AREA_REDDING)
#define mark_new_reno_on_map mark_on_map(AREA_NEW_RENO)
#define mark_san_francisco_on_map mark_on_map(AREA_SAN_FRANCISCO)
#define mark_sierra_army_base_on_map mark_on_map(AREA_SIERRA_ARMY_BASE)
#define mark_vault_13_on_map mark_on_map(AREA_VAULT_13)
#define mark_vault_15_on_map mark_on_map(AREA_VAULT_15)
#define mark_vault_city_on_map mark_on_map(AREA_VAULT_CITY)
#define mark_vault_fake_13A_on_map mark_on_map(AREA_FAKE_VAULT_13A)
#define mark_vault_fake_13B_on_map mark_on_map(AREA_FAKE_VAULT_13B)
#define unmark_vault_fake_13A_on_map unmark_on_map(AREA_FAKE_VAULT_13A)
/*******************************************************************************************************************
********** These represent the players acomplishments through the game *********************************************
********** Note: these reflect the Fallout2 variable designers put in the scripts assuming we were *****************
********** going to have a magic variable to keep track of the player stats throught the game **********************
*******************************************************************************************************************/
#define f2_state_v13_looking (0)
#define f2_state_v13_known (1) // set -Chris H
#define f2_state_v13_found (2) // set -Chris H
#define f2_state_v13_entered (3) // set -Chris H
#define f2_state_tribe_kidnapped (4) // ### state not set
#define f2_state_fix_tanker (5) // didn't need to exist
#define f2_state_tanker_fix_known (6) // set -Chris H
#define f2_state_tanker_fixed (7) // set -Chris H
#define f2_state_enclave_destroyed (8) // ### state not set
#define set_f2(x) if (global_var(GVAR_FALLOUT_2) < x) then set_global_var(GVAR_FALLOUT_2, x)
#define force_f2(x) set_global_var(GVAR_FALLOUT_2, x)
#define get_f2(x) (global_var(GVAR_FALLOUT_2) == x)
#define f2_flag_any (global_var(GVAR_FALLOUT_2))
#define Fallout2_vault13_looking get_f2(f2_state_v13_looking)
#define Fallout2_vault13_location_known get_f2(f2_state_v13_known)
#define Fallout2_vault13_found get_f2(f2_state_v13_found)
#define Fallout2_vault13_entered get_f2(f2_state_v13_entered)
#define Fallout2_tribe_kidnapped get_f2(f2_state_tribe_kidnapped)
#define Fallout2_fix_tanker get_f2(f2_state_fix_tanker)
#define Fallout2_tanker_known get_f2(f2_state_tanker_fix_known)
#define Fallout2_tanker_fixed get_f2(f2_state_tanker_fixed)
#define Fallout2_enclave_destroyed get_f2(f2_state_enclave_destroyed)
// Info relating to carry weight, how much something costs, and weights
#define pid_weight(x) proto_data(x,it_weight)
@@ -566,4 +460,4 @@
#define set_is_click set_lvar_bit_off(LVAR_Flags, is_float_bit)
#endif // COMMAND_LITE_H
#endif // COMMAND_H
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -692,7 +692,7 @@ optional arguments:
> int sfall_func0("win_fill_color")
> int sfall_func5("win_fill_color", int x, int y, int width, int height, int color)
- fills the rectangle area of the currently selected script window with the specified color, or clears the entire window with transparent color (called without arguments)
- 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)
------------------------
+10 -8
View File
@@ -211,7 +211,7 @@ public:
// number of arguments, possibly reduced by argShift
int numArgs() const {
return _args.size() - _argShift;
return _numArgs - _argShift;
}
// returns current argument shift, default is 0
@@ -223,7 +223,6 @@ public:
// for example if shift value is 2, then subsequent calls to arg(i) will return arg(i+2) instead, etc.
void setArgShift(int shift) {
assert(shift >= 0);
_argShift = shift;
}
@@ -257,11 +256,12 @@ public:
void resetState(TProgram* program, int argNum) {
_program = program;
// reset argument list
if (argNum < OP_MAX_ARGUMENTS) std::fill(_args.begin() + argNum, _args.end(), ScriptValue());
// reset return value
_ret = ScriptValue();
// reset argument list
std::fill(_args.begin(), _args.end(), ScriptValue());
_args.resize(argNum);
// reset number of arguments
_numArgs = argNum;
// reset arg shift
_argShift = 0;
}
@@ -357,11 +357,13 @@ public:
}
private:
TProgram* _program;
int _argShift;
std::vector<ScriptValue> _args;
ScriptValue _ret;
TProgram* _program;
int _numArgs;
int _argShift;
};
static OpcodeHandler opHandler;
+6 -2
View File
@@ -444,7 +444,7 @@ static void mf_create_win() {
: WinFlags::MoveOnTop;
if (CreateWindowFunc(opHandler.arg(0).strValue(),
opHandler.arg(1).rawValue(), opHandler.arg(2).rawValue(), // y, x
opHandler.arg(1).rawValue(), opHandler.arg(2).rawValue(), // x, y
opHandler.arg(3).rawValue(), opHandler.arg(4).rawValue(), // w, h
(flags & WinFlags::Transparent) ? 0 : 256, flags) == -1)
{
@@ -885,7 +885,11 @@ static void mf_win_fill_color() {
return;
}
if (opHandler.numArgs() > 0) {
WinFillRect(ptr_sWindows[iWin].wID, opHandler.arg(0).rawValue(), opHandler.arg(1).rawValue(), opHandler.arg(2).rawValue(), opHandler.arg(3).rawValue(), (BYTE)opHandler.arg(4).rawValue());
WinFillRect(ptr_sWindows[iWin].wID,
opHandler.arg(0).rawValue(), opHandler.arg(1).rawValue(), // x, y
opHandler.arg(2).rawValue(), opHandler.arg(3).rawValue(), // w, h
static_cast<BYTE>(opHandler.arg(4).rawValue())
);
} else {
ClearWindow(ptr_sWindows[iWin].wID, false); // full clear
}