From c98af496b3bccfd97f8c59caf3360ea586486d91 Mon Sep 17 00:00:00 2001 From: NovaRain Date: Fri, 11 Oct 2019 00:53:22 +0800 Subject: [PATCH] Added command_lite.h header file to modderspack --- artifacts/scripting/headers/command_lite.h | 567 +++++++++++++++++++++ sfall/Graphics.cpp | 3 +- 2 files changed, 569 insertions(+), 1 deletion(-) create mode 100644 artifacts/scripting/headers/command_lite.h diff --git a/artifacts/scripting/headers/command_lite.h b/artifacts/scripting/headers/command_lite.h new file mode 100644 index 00000000..5d61dc34 --- /dev/null +++ b/artifacts/scripting/headers/command_lite.h @@ -0,0 +1,567 @@ +/* + Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved. +*/ + +#ifndef COMMAND_H +#define COMMAND_H + + +#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) or \ + ((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) + +#define dude_is_stupid (dude_iq <= 3) +#define dude_name (obj_name(dude_obj)) +#define dude_gender (get_critter_stat(dude_obj,STAT_gender)) +#define dude_strength (get_critter_stat(dude_obj,STAT_st)) +#define dude_perception (get_critter_stat(dude_obj,STAT_pe)) +#define dude_endurance (get_critter_stat(dude_obj,STAT_en)) +#define dude_charisma (get_critter_stat(dude_obj,STAT_ch)) +#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_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) and ((get_critter_stat(dude_obj,STAT_iq)) < 3) ) + +#define dude_is_male (dude_gender == GENDER_MALE) +#define dude_is_female (dude_gender == GENDER_FEMALE) +#define dude_is_armed critter_is_armed(dude_obj) +#define dude_wearing_armor critter_wearing_armor(dude_obj) + +#define dude_has_power_armor (((obj_is_carrying_obj_pid(dude_obj, PID_POWERED_ARMOR)) + \ + (obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR)) + \ + (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_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 \ + (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 \ + (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 \ + (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 \ + (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_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 \ + (critter_state(dude_obj) bwand DAM_CRIP_ARM_RIGHT)) + +#define dude_cur_rot (has_trait(TRAIT_OBJECT,dude_obj,OBJECT_CUR_ROT)) +#define dude_inv_rot ((dude_cur_rot + 3)%6) +#define dude_tile (tile_num(dude_obj)) +#define dude_elevation (elevation(dude_obj)) + +#define tile_behind_obj(who) (tile_num_in_direction(tile_num(who),((has_trait(TRAIT_OBJECT,who,OBJECT_CUR_ROT) + 3) % 6), 1)) + +#define dude_cur_hits (get_critter_stat(dude_obj,STAT_current_hp)) +#define dude_max_hits (get_critter_stat(dude_obj,STAT_max_hp)) + +#define dude_mental_block (has_trait(TRAIT_PERK,dude_obj,PERK_mental_block)) +#define dude_presence (has_trait(TRAIT_PERK,dude_obj,PERK_presence)) +#define dude_awareness (has_trait(TRAIT_PERK,dude_obj,PERK_bonus_awareness)) +#define dude_fortune_finder (has_trait(TRAIT_PERK,dude_obj,PERK_fortune_finder)) +#define dude_smooth_talker (has_trait(TRAIT_PERK,dude_obj,PERK_smooth_talker)) + +#define dude_caps (item_caps_total(dude_obj)) + +#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))) +#define dude_stat_tie(X,Y) ((do_check(dude_obj,X,Y)) == (do_check(self_obj,X,0))) +#define dude_can_see_self obj_can_see_obj(dude_obj,self_obj) + +#define dude_item(x) obj_carrying_pid_obj(dude_obj, x) +#define dude_item_count(x) obj_is_carrying_obj_pid(dude_obj, x) + +#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)) +#define self_perception (get_critter_stat(self_obj,STAT_pe)) +#define self_endurance (get_critter_stat(self_obj,STAT_en)) +#define self_charisma (get_critter_stat(self_obj,STAT_ch)) +#define self_iq (get_critter_stat(self_obj,STAT_iq)) +#define self_agility (get_critter_stat(self_obj,STAT_ag)) +#define self_luck (get_critter_stat(self_obj,STAT_lu)) + +#define self_is_male (self_gender == GENDER_MALE) +#define self_is_female (self_gender == GENDER_FEMALE) +#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 \ + (obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LASER_PISTOL)) + +#define self_is_sneaking (using_skill(self_obj,SKILL_SNEAK)) +#define self_is_walking (art_anim(obj_art_fid(self_obj)) == ANIM_walk) +#define self_is_running (art_anim(obj_art_fid(self_obj)) == ANIM_running) +#define self_is_poisoned (get_poison(self_obj)) + +#define self_cur_rot (has_trait(TRAIT_OBJECT,self_obj,OBJECT_CUR_ROT)) +#define self_inv_rot ((self_cur_rot + 3)%6) +#define self_tile (tile_num(self_obj)) +#define self_elevation (elevation(self_obj)) + +#define self_pid (obj_pid(self_obj)) +#define self_team has_trait(TRAIT_OBJECT,self_obj,OBJECT_TEAM_NUM) +#define self_ai has_trait(TRAIT_OBJECT,self_obj,OBJECT_AI_PACKET) +#define self_visible obj_is_visible_flag(self_obj) + +#define self_cur_hits (get_critter_stat(self_obj,STAT_current_hp)) +#define self_max_hits (get_critter_stat(self_obj,STAT_max_hp)) + +#define self_mental_block (has_trait(TRAIT_PERK,self_obj,PERK_mental_block)) +#define self_presence (has_trait(TRAIT_PERK,self_obj,PERK_presence)) +#define self_awareness (has_trait(TRAIT_PERK,self_obj,PERK_bonus_awareness)) +#define self_fortune_finder (has_trait(TRAIT_PERK,self_obj,PERK_fortune_finder)) + +#define self_caps (item_caps_total(self_obj)) +#define self_fid (obj_art_fid(self_obj)) + +#define skill_success(x,y,z) (is_success(roll_vs_skill(x,y,z))) +#define stat_success(x,y,z) (is_success(do_check(x,y,z))) + +#define self_can_see_dude obj_can_see_obj(self_obj,dude_obj) +#define self_distance_from_dude tile_distance(self_tile, dude_tile) +#define self_is_high drug_influence(self_obj) + +#define self_item(x) obj_carrying_pid_obj(self_obj, x) +#define self_item_count(x) obj_is_carrying_obj_pid(self_obj, x) + + +// 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 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)) +#ifndef day +#define day ((game_time_hour >= 700) and (game_time_hour < 1800)) +#endif +#define evening ((game_time_hour >= 1800) and (game_time_hour < 1900)) +#ifndef night +#define night ((game_time_hour >= 1900) or (game_time_hour < 600)) +#endif + +#define GAME_TIME_SUBSECOND_RESOLUTION (10) +#define SECONDS_PER_MINUTE (60) +#define MINUTES_PER_HOUR (60) +#define HOURS_PER_DAY (24) +#define DAYS_PER_YEAR (365) + // Seconds Minutes Hours Days Months ==> Year +#define GAME_TIME_IN_YEARS (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE * MINUTES_PER_HOUR * HOURS_PER_DAY * DAYS_PER_YEAR)) +#define GAME_TIME_IN_DAYS (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * 60 * 60 * 24)) +#define GAME_TIME_IN_HOURS (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE * MINUTES_PER_HOUR)) +#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)) + +// use times in define.h for passed_time(example: ONE_GAME_DAY) +#define time_has_passed(old_time, passed_time) ((passed_time + old_time) <= game_time) +// get the actual amout of time that has passed +#define amt_time_has_passed(old_time, time_unit) ((game_time - old_time) / time_unit) + +#define one_second_passed(old_time) time_has_passed(old_time,ONE_GAME_SECOND) +#define one_minute_passed(old_time) time_has_passed(old_time,ONE_GAME_MINUTE) +#define one_hour_passed(old_time) time_has_passed(old_time,ONE_GAME_HOUR) +#define one_day_passed(old_time) time_has_passed(old_time,ONE_GAME_DAY) +#define one_week_passed(old_time) time_has_passed(old_time,ONE_GAME_WEEK) +#define one_month_passed(old_time) time_has_passed(old_time,ONE_GAME_MONTH) + +/*************************************************************** +**************** Dialogue Information *********************** +***************************************************************/ +#ifndef floater + #define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL) +#endif +#define floater_rand(x,y) floater(random(x,y)) + +#define dude_floater(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL) +#define dude_floater_rand(x,y) dude_floater(random(x,y)) +#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 +#define FLOAT_COLOR_GOOD FLOAT_MSG_WHITE +#define FLOAT_COLOR_SFX FLOAT_MSG_LIGHT_GREY +#define FLOAT_COLOR_SAD FLOAT_MSG_GREY +#define FLOAT_COLOR_AFRAID FLOAT_MSG_LIGHT_RED +#define FLOAT_COLOR_PAIN FLOAT_MSG_LIGHT_GREY +#define FLOAT_COLOR_HIGH FLOAT_MSG_PURPLE +#define FLOAT_COLOR_WHISPER FLOAT_MSG_GREY + +#define obj_floater_type(z,x,type) float_msg(z, x, FLOAT_COLOR_NORMAL + ((type - FLOAT_COLOR_NORMAL) * has_trait(TRAIT_PERK, dude_obj, PERK_empathy))) +#define floater_type_msg(x, type) obj_floater_type(self_obj, x, type) +#define floater_type(x, type) floater_type_msg(mstr(x), type) +#define floater_bad(x) floater_type(x, FLOAT_COLOR_BAD) +#define floater_bad_rand(x,y) floater_bad(random(x,y)) +#define floater_sick(x) floater_type(x, FLOAT_COLOR_SICK) +#define floater_sick_rand(x,y) floater_sick(random(x,y)) +#define floater_afraid(x) floater_type(x, FLOAT_COLOR_AFRAID) +#define floater_afraid_rand(x,y) floater_afraid(random(x,y)) +#define floater_high(x) floater_type(x, FLOAT_COLOR_HIGH) +#define floater_high_rand(x,y) floater_high(random(x,y)) +#define floater_good(x) floater_type(x, FLOAT_COLOR_GOOD) +#define floater_good_rand(x,y) floater_good(random(x,y)) + +#define mstr(x) message_str(NAME,x) +#define display_mstr(x) display_msg(mstr(x)) +#define g_mstr(x) message_str(SCRIPT_GENERIC,x) +#define g_grunt g_mstr(random(300,303)) +#define g_bye g_mstr(random(375,376)) + +#define LOW_IQ (-3) + +#define Reply(x) gSay_Reply(NAME,x) +#define Reply_Rand(x,y) Reply(random(x,y)) +#define GMessage(x) gSay_Message(NAME,x,GOOD_REACTION) +#define NMessage(x) gSay_Message(NAME,x,NEUTRAL_REACTION) +#define BMessage(x) gSay_Message(NAME,x,BAD_REACTION) + +// this converts a number from 0-100 to the text representing the number, ie: 1 -> "one", 40 -> "forty-one" +#define num_to_num_text(x) g_mstr(2000+x) + +// Option(Message Number, Node Number, IQ) ==> giQ_Option(IQ, Message Number, Node Number) -rwh2 (11/12/97) +#define GOption(x,y,z) giQ_Option(z,NAME,x,y,GOOD_REACTION) +#define NOption(x,y,z) giQ_Option(z,NAME,x,y,NEUTRAL_REACTION) +#define BOption(x,y,z) giQ_Option(z,NAME,x,y,BAD_REACTION) +#define GLowOption(x,y) giQ_Option(LOW_IQ,NAME,x,y,GOOD_REACTION) +#define NLowOption(x,y) giQ_Option(LOW_IQ,NAME,x,y,NEUTRAL_REACTION) +#define BLowOption(x,y) giQ_Option(LOW_IQ,NAME,x,y,BAD_REACTION) + +#define display_mstr_rand(x,y) display_msg(mstr(random(x,y))) + +/*************************************************************** +**************** Global Variable commands ********************* +***************************************************************/ +#define inc_global_var_amt(x,y) set_global_var(x,global_var(x)+y) +#define inc_global_var(x) inc_global_var_amt(x,1) +#define dec_global_var_amt(x,y) set_global_var(x,global_var(x)-y) +#define dec_global_var(x) dec_global_var_amt(x,1) + +/*************************************************************** +**************** map Variable commands ************************ +***************************************************************/ +#define inc_map_var_amt(x,y) set_map_var(x,map_var(x)+y) +#define inc_map_var(x) inc_map_var_amt(x,1) +#define dec_map_var_amt(x,y) set_map_var(x,map_var(x)-y) +#define dec_map_var(x) dec_map_var_amt(x,1) + +/*************************************************************** +**************** Local Variable commands ********************** +***************************************************************/ +#define inc_local_var_amt(x,y) set_local_var(x,local_var(x)+y) +#define inc_local_var(x) inc_local_var_amt(x,1) +#define dec_local_var_amt(x,y) set_local_var(x,local_var(x)-y) +#define dec_local_var(x) dec_local_var_amt(x,1) + +/*************************************************************** +**************** Bit Manipulation Macros *********************** +***************************************************************/ +#define MAXINT 4294967295 //Max int +#define INV(x) (MAXINT - x) //An inverse function + +// get bit state +#define gvar_bit(x, the_bit) ((global_var(x) bwand the_bit) != 0) +#define mvar_bit(x, the_bit) ((map_var(x) bwand the_bit) != 0) +#define lvar_bit(x, the_bit) ((local_var(x) bwand the_bit) != 0) + +// switch bit on +#define set_gvar_bit_on(x, the_bit) set_global_var(x, global_var(x) bwor the_bit) +#define set_mvar_bit_on(x, the_bit) set_map_var(x, map_var(x) bwor the_bit) +#define set_lvar_bit_on(x, the_bit) set_local_var(x, local_var(x) bwor the_bit) + +// switch bit off +#define set_gvar_bit_off(x, the_bit) set_global_var(x, global_var(x) bwand INV(the_bit)) +#define set_mvar_bit_off(x, the_bit) set_map_var(x, map_var(x) bwand INV(the_bit)) +#define set_lvar_bit_off(x, the_bit) set_local_var(x, local_var(x) bwand INV(the_bit)) + +// truncates a number +#define trunc(x) (x * -(x<1)) + +/****************************************************************** + General commands getting information about a critter +******************************************************************/ +#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 +******************************************************************/ +// note set either exit or next to 0 for invalid +#define set_map_exit_tiles(the_exit,the_next) set_global_var(GVAR_MAP_EXIT_TILE,the_exit); set_global_var(GVAR_MAP_NEXT_TILE,the_next) +#define map_exit_tile (global_var(GVAR_MAP_EXIT_TILE)) +#define map_next_tile (global_var(GVAR_MAP_NEXT_TILE)) + +/****************************************************************** + General commands for checking and changing status variables + note: variable needs to be global for the functions to work + note: the defines for the status's are in GLOBAL.H +******************************************************************/ +#define change_status_on(status_var, which_status) set_gvar_bit_on(status_var, which_status); +#define change_status_off(status_var, which_status) set_gvar_bit_off(status_var, which_status); + +#define set_status_known(status_var) change_status_on(status_var, PERSON_KNOWN) +#define set_status_attacked(status_var) change_status_on(status_var, PERSON_ATTACKED) +#define set_status_killed(status_var) change_status_on(status_var, PERSON_KILLED) +#define set_status_assassinated(status_var) change_status_on(status_var, PERSON_ASSASSINATED) +#define set_status_dead(status_var) change_status_on(status_var, PERSON_DEAD) +#define set_status_spoken_to(status_var) change_status_on(status_var, PERSON_SPOKEN_TO) +#define set_status_spoken_to_special(status_var) change_status_on(status_var, PERSON_SPOKEN_TO_SPECIAL) +#define set_status_special(status_var) change_status_on(status_var, PERSON_SPECIAL) +#define set_status_special_2(status_var) change_status_on(status_var, PERSON_SPECIAL_2) +#define set_status_in_party(status_var) change_status_on(status_var, PERSON_IN_PARTY) +#define set_status_not_in_party(status_var) change_status_off(status_var, PERSON_IN_PARTY) +#define set_status_warned(status_var) change_status_on(status_var, PERSON_WARNED) +#define set_status_sex(status_var) change_status_on(status_var, PERSON_SEX) + +#define status_is(status_var, check_status) (gvar_bit(status_var, check_status)) + +#define status_is_known(status_var) (status_is(status_var, PERSON_KNOWN)) +#define status_is_unknown(status_var) (status_is_known(status_var) == false) +#define status_is_attacked(status_var) (status_is(status_var, PERSON_ATTACKED)) +#define status_is_killed(status_var) (status_is(status_var, PERSON_KILLED)) +#define status_is_assassinated(status_var) (status_is(status_var, PERSON_ASSASSINATED)) +#define status_is_dead(status_var) (status_is(status_var, PERSON_DEAD)) +#define status_is_spoken_to(status_var) (status_is(status_var, PERSON_SPOKEN_TO)) +#define status_is_spoken_to_special(status_var) (status_is(status_var, PERSON_SPOKEN_TO_SPECIAL)) +#define status_is_special(status_var) (status_is(status_var, PERSON_SPECIAL)) +#define status_is_special_2(status_var) (status_is(status_var, PERSON_SPECIAL_2)) +#define status_is_in_party(status_var) (status_is(status_var, PERSON_IN_PARTY)) +#define status_is_not_in_party(status_var) (status_is(status_var, PERSON_IN_PARTY) == false) +#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))) + + +/****************************************************************** + 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); \ + end + +#define unmark_on_map(x) if (town_known(x) != MARK_STATE_UNKNOWN) then begin \ + debug_msg(" unmark_on_map("+x+")"); \ + 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) +#define obj_weight(x) pid_weight(obj_pid(x)) +#define pid_cost(x) proto_data(x, it_cost) +#define obj_cost(x) pid_cost(obj_pid(x)) + +#define amt_cost_barter(who1, who2, x) floor(2 * x * ((160.0 + has_skill(who2,SKILL_BARTER)) / (160.0 + has_skill(who1,SKILL_BARTER)))) +#define pid_cost_barter(who1, who2, x) amt_cost_barter(who1, who2, pid_cost(x)) +#define obj_cost_barter(who1, who2, x) pid_cost_barter(who1, who2, obj_pid(x)) +#define who_max_carry(x) get_critter_stat(x,STAT_carry_amt) +#define who_carry_amount(x) has_trait(TRAIT_OBJECT, x, OBJECT_CUR_WEIGHT) +#define who_inven_free_amt(x) (who_max_carry(x) - who_carry_amount(x)) + + +/******************************************************************** +************ These are for cutting down on the lvars ************ +********************************************************************/ +// for examples of use, see new reno and raiders +// default bits for character flag +#define herebefore_bit bit_1 +#define hostile_bit bit_2 +#define examined_bit bit_3 +#define personal_enemy_bit bit_4 +#define initialized_bit bit_5 +#define is_float_bit bit_7 +#define destroy_me_bit bit_8 +#define heard_call_bit bit_9 + +// here before +#define herebefore lvar_bit(LVAR_Flags, herebefore_bit) +#define set_herebefore set_lvar_bit_on(LVAR_Flags, herebefore_bit) +#define off_herebefore set_lvar_bit_off(LVAR_Flags, herebefore_bit) +// hostile +#define hostile lvar_bit(LVAR_Flags, hostile_bit) +#define set_hostile set_lvar_bit_on(LVAR_Flags, hostile_bit) +#define off_hostile set_lvar_bit_off(LVAR_Flags, hostile_bit) +// examined +#define examined lvar_bit(LVAR_Flags, examined_bit) +#define set_examined set_lvar_bit_on(LVAR_Flags, examined_bit) +// personal enemy +#define personal_enemy lvar_bit(LVAR_Flags, personal_enemy_bit) +#define set_personal_enemy set_lvar_bit_on(LVAR_Flags, personal_enemy_bit); set_hostile +// initialized +#define destroy_me lvar_bit(LVAR_Flags, destroy_me_bit) +#define set_destroy_me set_lvar_bit_on(LVAR_Flags, destroy_me_bit) +// initialized +#define initialized lvar_bit(LVAR_Flags, initialized_bit) +#define set_initialized set_lvar_bit_on(LVAR_Flags, initialized_bit) +// heard_call +#define heard_call lvar_bit(LVAR_Flags, heard_call_bit) +#define set_heard_call set_lvar_bit_on(LVAR_Flags, heard_call_bit) +// set message type +#define is_float lvar_bit(LVAR_Flags, is_float_bit) +#define is_click (is_float == false) +#define set_is_float set_lvar_bit_on(LVAR_Flags, is_float_bit) +#define set_is_click set_lvar_bit_off(LVAR_Flags, is_float_bit) + + +#endif // COMMAND_H diff --git a/sfall/Graphics.cpp b/sfall/Graphics.cpp index 816c5a53..a80df61b 100644 --- a/sfall/Graphics.cpp +++ b/sfall/Graphics.cpp @@ -1094,7 +1094,8 @@ void GraphicsInit() { #endif HMODULE h = LoadLibraryEx(_DLL_NAME, 0, LOAD_LIBRARY_AS_DATAFILE); if (!h) { - MessageBoxA(0, "You have selected graphics mode 4 or 5, but " _DLL_NAME " is missing\nSwitch back to mode 0, or install an up to date version of DirectX", "Error", 0); + MessageBoxA(0, "You have selected graphics mode 4 or 5, but " _DLL_NAME " is missing.\n" + "Switch back to mode 0, or install an up to date version of DirectX.", "Error", 0); ExitProcess(-1); } else { FreeLibrary(h);