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220 Commits
Author SHA1 Message Date
NovaRain 3acf051b49 Renamed all metarule functions with mf_ prefix 2020-05-21 09:42:02 +08:00
NovaRain 0137504f3f Renamed all script opcode handlers with op_ prefix 2020-05-19 10:05:27 +08:00
NovaRain ebcd505561 Minor code fixes in AI.cpp:
* Fixed NPCs being unable to select a burst attack mode if the line of
fire was blocked.

* Changed the return point of combat_ai_hook_FleeFix to run
ai_check_drugs_ first.

Changed the debug message about missing art file for critters to be
displayed in game only when in sfall debugging mode.
2020-05-19 09:50:23 +08:00
NovaRain 24cb02b7d8 Fixed ai_move_away_ engine function
Some minor fixes.
2020-05-10 10:03:04 +08:00
NovaRain 48ce358451 Backported SkipLoadingGameSettings option from 4.x 2020-05-08 10:38:32 +08:00
NovaRain c293a826bc Cosmetic changes to the code:
Use double underscore for stdcall and "asm" keyword.
2020-05-07 12:30:22 +08:00
NovaRain 0da7c7b266 Minor code edits to Combat.cpp 2020-05-07 11:20:32 +08:00
NovaRain d74df7fc78 Added checking AP cost to ai_pick_hit_mode_ engine function 2020-05-07 09:49:57 +08:00
NovaRain df816bcd47 Added a tweak for finding new targets for PMs
* before they would "forget" their current target when trying to find
new ones (only 3), now the current target is included as one of
potential targets.

Tweaked the code of MultiHexPathingFix.
2020-05-05 12:15:30 +08:00
NovaRain 068988caad Added internal implementation of engine functions with hooks:
* item_w_mp_cost_ with CALCAPCOST
* is_within_perception_ with WITHINPERCEPTION
2020-05-01 10:29:27 +08:00
NovaRain 24c9499021 Added combat rating check to "Snipe" distance preference fix
Added a fix to reduce friendly fire in burst attacks.
Updated the info of TGameObj struct.
2020-05-01 08:01:24 +08:00
NovaRain 7f3de8d19a Minor code edits/fixes 2020-04-30 10:28:31 +08:00
NovaRain 87f7fe4a54 Moved code from main.cpp to new PlayerModel/MiscPatches.cpp 2020-04-28 12:43:54 +08:00
NovaRain 01ba18100e Added a fix for AI behavior for "Snipe" distance preference
Added a check for for the weapon range and the distance to the target
when AI is choosing weapon attack modes.
2020-04-28 10:58:24 +08:00
NovaRain 8b26573073 Changed the fix for AI target selection in commit f0f00a7
* NPCs will reload the weapon in the same turn (and attack if have
enough AP left) if weapon is empty while selecting targets.

Moved some leftover code in main.cpp to KillCounter.cpp & Elevators.cpp.

Misc code edits.
2020-04-27 14:32:39 +08:00
NovaRain 1839790dfb Fixed AllowDShowSound=2 not working
Limited NumSoundBuffers to the max of 32.
Fixed replacing Body_Torso with Body_Uncalled (from commit 62f890d)
Corrected the code in the previous commit.
2020-04-23 12:42:20 +08:00
NovaRain cb1d5d359f Added a tweak to the miss message in combat
* if the main target has Flat flag set, remove the message about hitting
another object.

Reorganized the code of misc patches in main.cpp.
2020-04-22 11:40:11 +08:00
NovaRain b781e117a2 Improved the fix for placing PID_CORPSE_BLOOD obj on the lower layer
(didn't work correctly after re-entering the map.)

Fixed CorpseDeleteTime not setting the timer correctly.
2020-04-21 10:55:56 +08:00
NovaRain a7d9716b68 Moved some engine structs to FalloutStructs.h
Some code edits regarding variable/struct types.
2020-04-20 12:06:13 +08:00
NovaRain cdd2bfe338 Reverted incorrect code change of SpeedPatch.cpp in previous commit.
Some code edits to Explosions.cpp and Perks.cpp.
2020-04-19 10:21:20 +08:00
NovaRain 7decec4a2c Added use_item_on_dude macro to sfall.h
Various code edits:
* Implemented more HookCalls/MakeCalls/SafeWriteBatch in code.
* Moved return/jump address consts into their respective functions.
2020-04-18 21:25:54 +08:00
NovaRain e3af4f5754 Fixed ReloadWeaponKey for using any non-weapon item (#84) 2020-04-18 11:25:46 +08:00
NovaRain 1b61bca702 Fixed "loot_obj" script function 2020-04-18 09:03:16 +08:00
NovaRain f0f00a77ea Fixed AI target selection for no ammo or target out of range cases 2020-04-18 09:01:29 +08:00
NovaRain 58d41487fd Re-fixed automatically ending combat
Updated version number.
2020-04-18 08:59:28 +08:00
NovaRain 73ccba22bf Implemented HookCalls/MakeCalls templates
* same as SafeWriteBatch, only accept address arrays due to no support
for list initialization in VS2010.
2020-04-11 08:19:32 +08:00
NovaRain 1f8b3636f3 Implemented SafeWriteBatch template from 4.x
* only the version that accepts address array due to no support
for list initialization in VS2020.
2020-04-08 10:42:59 +08:00
NovaRain b7e80d445e Fixed NPCs not fully reloading a weapon sometimes
* NPCs use only one box per reload. If the weapon has more ammo
capacity than a box of ammo (e.g. miniguns and BB gun), it'll take
several tries for them to fully reload it.
2020-04-05 08:25:00 +08:00
NovaRain e404684f58 Reverted the change for ResetState() in 993555
* reason: the skills didn't get initialized properly if loading a save
from the main menu before starting any game. And some inits in 3.8
also require running ResetState() before any game, so reverting is
probably the easiest solution before I break more stuff.

Backported some code setup from 4.x for Combat.cpp & Skills.cpp.
2020-04-04 18:06:04 +08:00
NovaRain 4c78ba595c Moved static addresses into respective funcs in BugFixes & main.cpp 2020-04-03 23:19:10 +08:00
NovaRain 1f1d6eb6f0 Some code correction in BugFixes
Minor edits to documents.
2020-04-03 12:33:48 +08:00
NovaRain 9935553bce Reduced unnecessary game reset execution 2020-04-02 23:20:04 +08:00
NovaRain cd4d3b5b2f Some code/document edits 2020-04-02 12:00:52 +08:00
NovaRain a61ff5b626 Edited the description of RadEffectsRemovalMsg option 2020-04-01 22:10:55 +08:00
NovaRain bc2e8e4362 Backported the code of DeathAnim1/2 hook from 4.x
Updated hookscripts.txt to reflect the change.
2020-04-01 10:57:54 +08:00
NovaRain 136404a723 Fixed loading savegame for "NPC turns into a container" bug fix
Added RadEffectsRemovalMsg option for radiation fixes.

Some code correction in Graphics.cpp.
2020-03-31 21:54:49 +08:00
NovaRain 1a17ac5ac8 Added ActiveGeigerMsgs option and radiation fixes
Changed "Radiated" to be highlighted in red color when the player is
under the influence of negative effects of radiation.

Some edits to macros in HookScripts.cpp.
2020-03-30 21:15:19 +08:00
NovaRain 07543dd29d Fixed a crash when using older versions of HRP
Fixed potential crash/bug when alt-tab out of game and get back.
Edited OnDeath hook to minimize its hook points to the engine (from 4.x)
Minor edits to ddraw.ini.
2020-03-26 14:13:22 +08:00
NovaRain 4243bead5d Attempted to fix the crash with sfall array and missing script (#281)
Replaced all pushad/popad in script opcodes with pushaop/popaop macros.
2020-03-25 20:22:54 +08:00
NovaRain f80e933889 Rewrote some script functions in PerksOps.hpp
* funcs: get_perk_available, set_perk_name/desc, set_selectable_perk,
set_fake_perk/trait.

Minor code refactoring in ObjectsOps.hpp.
2020-03-25 12:26:26 +08:00
NovaRain 7cbde234c6 Rewrote various script functions in _WRAP_OPCODE
* funcs: reg_anim_*, sqrt, sin, cos, tan, arctan, get/set_weapon_ammo_*,
list_*, strlen, atoi, atof, typeof, string_split.
2020-03-24 12:12:34 +08:00
NovaRain f6ae7c5f2c Fixed stuttering when playing avi movies
Fixed a crash when playing mve movies without the hi-res patch.

Minor edits to ddraw.ini and function notes.txt.
2020-03-24 10:55:28 +08:00
NovaRain 58060a8c5f Simplified the pushad/popad in _WRAP_OPCODE macro
Refactored ASM code of art_exists and sneak_success functions.
Rewrote set_critter_current_ap and set_sfall_arg with _WRAP_OPCODE.
2020-03-23 13:52:28 +08:00
NovaRain 22140e2a0c Added performance patches, some code moved to main.cpp
Minor edits to ddraw.ini.

Tweaked the names in AsmMacros.h.
2020-03-22 09:27:24 +08:00
NovaRain 1c6f8cc255 Refactored sfall_ver_* and charcode functions 2020-03-20 12:32:05 +08:00
NovaRain e479609581 Added a new "fullscreen windowed" DX9 mode
Added saving the position of the game window to ddraw.ini
2020-03-20 12:30:41 +08:00
NovaRain ab11c0422a Refactored ASM code of script opcode handlers
Included call_offset_xx functions for AllowUnsafeScripting=2
2020-03-19 12:57:19 +08:00
NovaRain 09752c98a4 Attempted to fix the crash in commit 0ba3b62
* the crash happens when the game loses focus.
2020-03-17 14:48:50 +08:00
NovaRain aab04764ae Added a new value to AllowUnsafeScripting
* for disabling the memory address check in write_xxx unsafe functions.
2020-03-17 13:39:05 +08:00
NovaRain 0ba3b62eff Improved and fixed the playback of alternative sound files
Added a new mode to play_sfall_sound script function.
2020-03-17 13:08:47 +08:00
NovaRain 0c0d1dd73e Fixed the return value of play_sfall_sound function
* before it returned a raw pointer instead of the ID number of the
played sound.
2020-03-12 11:58:48 +08:00
NovaRain 0fd45aa37a Moved allowDShowSound code from Movies.cpp to Sound.cpp 2020-03-12 10:06:56 +08:00
NovaRain 00a6e4f0f9 Fixed set_palette function broken in the previous commit 2020-03-10 10:07:59 +08:00
NovaRain 36ef55ddd0 Refactored ASM code of script handlers in MiscOps.hpp
Minor code edits.
2020-03-07 16:02:23 +08:00
NovaRain db2435416d Minor code edits 2020-02-29 18:59:44 +08:00
NovaRain 0120e46782 Added a new value to the 'mark_state' arg of mark_area_known function
* 3 - uncovers locations without highlighting their sub-tiles.
(Fallout 1 behavior)
2020-02-29 08:40:45 +08:00
NovaRain eddefd6bd5 Fixed Fill_W not uncovering all tiles to the left (#287) 2020-02-28 07:43:14 +08:00
NovaRain f9cbab3d55 Fixed a crash or animation glitch of the critter in combat (beta fix)
* when an explosion from explosives and the AI attack animation are
performed simultaneously.
2020-02-25 11:38:43 +08:00
NovaRain e3168946ba Minor code fix for Graphics.cpp
Added notes/correction to hookscripts.txt.
2020-02-22 15:50:06 +08:00
NovaRain 8bb660ff11 Fixed the player's money not being displayed after barter (#286)
Restored TownMapHotkeysFix option.

Updated version number.
2020-02-22 15:37:36 +08:00
NovaRain 8a7d9cbd78 Re-ordered the code in ScriptExtender.cpp
* for removing some unnecessary static func declarations at the top.

Moved Set/GetAppearanceGlobals() to HeroAppearance.cpp like 4.x.
2020-02-10 22:22:02 +08:00
NovaRain 008fdb12b7 Minor code improvement in Graphics.cpp 2020-02-09 09:29:43 +08:00
NovaRain 3609f2e309 Renamed dinput.cpp/input.h to InputFuncs.cpp/h 2020-02-08 11:59:00 +08:00
NovaRain 517c2e6825 Updated stdafx.h and other code/doc files 2020-02-08 08:48:02 +08:00
NovaRain 4bc687922a Reverted part of changes in the previous commit 2020-02-07 19:17:24 +08:00
NovaRain 5230ca9cbf Edited some wording in ddraw.ini and Define.h 2020-02-07 10:05:59 +08:00
NovaRain 5a5c65291d Fixed trying to loot corpses with the "NoSteal" flag (#280) 2020-02-06 10:52:19 +08:00
NovaRain e153819bcd Added the description for 'div' operator to notes.txt 2020-02-05 23:21:15 +08:00
NovaRain 8ab5b9b7e7 Replaced all MAXINT with INT_MAX in QuestList.cpp (#279)
Added WINVER and _WIN32_WINNT defines to stdafx.h.
2020-02-05 16:18:51 +08:00
NovaRain abe3b01213 Fixed playing game movies with width less than 640px in DX9 mode
Fixed palette updating.
2020-02-05 09:47:25 +08:00
NovaRain 15019ffe81 Some code edits to ExtraSaveSlots.cpp 2020-02-04 16:28:21 +08:00
NovaRain eacd1e5682 Moved engine function defines from HeroAppearance to FalloutEngine 2020-02-04 10:55:09 +08:00
NovaRain 84204d97d8 Simplified the code in HeroAppearance.cpp 2020-02-03 11:23:20 +08:00
NovaRain 3b85596ca1 Renamed all Op.hpp to Ops.hpp 2020-02-02 21:54:10 +08:00
NovaRain 21bf1056ac Added DivisionOperatorFix option for signed integer division (#278)
* it changes the behavior of vanilla division operator to use signed
integer division. Before it used signed division for floats but
unsigned for integers.

Added a new "div" operator for unsigned integer division.
Moved mathematical script functions from ScriptUtils.hpp to new MathOps.
Added include guard to sfall.h and main.h in modders pack.
2020-02-02 21:49:54 +08:00
NovaRain 1354467059 Fixed the barter button on the dialog window (from rotators repo)
* when first entering the dialog, it didn't animate on click.
2020-02-02 15:44:47 +08:00
NovaRain 8d720185a7 Reverted part of changes in previous commit 2020-02-02 13:50:01 +08:00
NovaRain 87864d9ef6 Fixed palette in DX9 mode 2020-02-01 14:08:46 +08:00
NovaRain 0d5c88fded Implemented the optimization for receiving/passing script args from 4.x
* combined related engine interpreter functions into a single function
for aligning the compiled ASM code better.

Minor edits to dinput.cpp.
2020-01-31 20:29:29 +08:00
NovaRain 555b3a9504 Fixed the timer event execution in global scripts 2020-01-31 01:41:25 +08:00
NovaRain f8cd74cc49 Minor changes to some other code and documents. 2020-01-31 01:23:32 +08:00
NovaRain 408661f42b Rewrote and rename "dialog_box" to "message_box"
Added support for '\n' control character to create_message_window.

Fix the playback of the speech sound file for the death screen.
2020-01-28 13:14:58 +08:00
NovaRain 893847cc6a Added "dialog_box" script function
Added a new attrType value to "get_window_attribute" function.

Tweaked the arg type check for "force_encounter_with_flags" function.
2020-01-27 20:52:01 +08:00
NovaRain 6b1fffded1 Fixed the timing of setting some game mode flags
* now WORLDMAP, PIPBOY, INVENTORY, INTFACEUSE, and INTFACELOOT are
toggled after creating/before deleting their corresponding interface
windows.

Fixed the array out of bounds bug in Skills.cpp.
2020-01-27 10:42:51 +08:00
NovaRain 3b2e23fda6 Backported FO1 worldmap features from 4.x
* WorldMapTravelMarkers, WorldMapTerrainInfo options.
* set_terrain_name, set_town_title script functions.
2020-01-26 09:26:41 +08:00
NovaRain c9b1a1b583 Edited FalloutEngine using 4.x's EngineUtils & Variables_def as ref 2020-01-25 18:01:55 +08:00
NovaRain d13cd9267d Reordered ResetState() sequence in LoadGameHook.cpp
* in the same order as 4.x modules.

Merged and renamed some "reset" functions.
2020-01-24 22:38:55 +08:00
NovaRain 5a638f48ff Added some engine variables to pointer defines.
Removed redundant PlayAcm() from HeroAppearance.cpp.
2020-01-24 10:03:39 +08:00
NovaRain df1d147a4f Removed TownMapHotkeysFix from ddraw.ini (always enabled)
Also move its code from Worldmap.cpp to BugFixes.cpp.
2020-01-23 23:34:21 +08:00
NovaRain e733954e65 Removed DisplaySecondWeaponRange from ddraw.ini (always enabled)
Minor edits to some code and documents.
2020-01-23 20:35:18 +08:00
NovaRain 36b3b6a2c7 Added "get_window_attribute" script function (#276) 2020-01-22 21:23:12 +08:00
NovaRain ceba5d1da2 Added a flashing icon to the Horrigan encounter
Minor edits to some code and documents.
2020-01-22 10:27:11 +08:00
NovaRain d6486008f4 Expanded the functionality of Fallout1Behavior
* calling endgame_movie now plays Movie11 or Movie12 depending on
the player's gender before the credits.

Added new flags to force_encounter_with_flags function.
2020-01-21 21:40:36 +08:00
NovaRain 9f140cf3ca Added a blinking icon to force_encounter/with_flags functions
* currently an icon is always shown for scripted force encounters.
2020-01-20 11:51:17 +08:00
NovaRain f2670deb6f Minor edits to Console.cpp and Logging.cpp
Added procedure and macros for unsigned integer comparison to lib.math.h.
2020-01-19 12:20:18 +08:00
NovaRain 6e6e01ea7f Simplified the code of string_to_case function
Minor edits to some code and documents.
2020-01-17 21:56:12 +08:00
NovaRain dccd735454 Improved the avi playback function 2020-01-17 21:48:54 +08:00
NovaRain 21004e3e63 Combined tolower/toupper in previous commit to "string_to_case" 2020-01-16 20:35:49 +08:00
NovaRain d12db2be28 Added "tolower", "toupper" script functions 2020-01-16 09:46:27 +08:00
NovaRain 3d335231a2 Replaced <hash_map><set> with <unordered_map><unordered_set> 2020-01-10 21:33:32 +08:00
NovaRain d4eb1ee539 Moved the Combat Block patch from AI.cpp to Combat.cpp
Removed palette animations enablement from Interface.cpp.
2020-01-10 11:12:34 +08:00
NovaRain 61c0964c98 Moved engine func defines from various files to FalloutEngine.cpp
(HeroAppearance.cpp, Message.cpp, Sound.cpp)
2020-01-09 22:36:58 +08:00
NovaRain 58532fd902 Fixed duplicate critters being added to the target list for AI
Edited hookscripts.txt to mention the fix.

Some code correction.
2020-01-09 11:41:50 +08:00
NovaRain aafc030f8e Code refactoring in main.cpp (from MiscPatches in 4.x)
Updated compiler document.
2020-01-08 16:59:07 +08:00
NovaRain c652982a06 Added sslc documents to repo 2020-01-06 14:14:22 +08:00
NovaRain 1e0b048e9e Re-fixed setting DIALOG game mode flag 2020-01-06 00:19:36 +08:00
NovaRain 28dc256f61 Fixed the timing of setting DIALOG game mode flag
Renamed win_* related functions in FalloutEngine.

Minor code edits to Inventory & Worldmap following develop branch.
2020-01-05 10:05:39 +08:00
NovaRain 18e1e06d28 Merged message struct defines in Inventory.cpp & Message.cpp
Changed GetMessageStr() and MsgSearch() to take proper MSGList struct.

Edited some code to reflect the changes above.
2020-01-04 01:21:48 +08:00
NovaRain 6871e6f673 Minor edits to Worldmap.cpp & Interface.cpp (from 4.x) 2020-01-02 00:43:13 +08:00
NovaRain 9ef670161d Reverted the change on x offset in previous commit 2019-12-29 08:42:08 +08:00
NovaRain c26cd45b5b Increased the width of the total weight display in the inventory
(moved from the CritterInvSizeLimitMode option)

Minor format edits to README.md.
2019-12-29 01:58:02 +08:00
NovaRain 0b5c61cb72 Backported AutoQuickSave and AutoQuickSavePage options from 4.x
Updated version number and year.
2019-12-28 09:27:45 +08:00
NovaRain 11261ca9be Merged db_* engine function defines in HeroAppearance and Tiles
Edited both source files according to new defines.
2019-12-28 09:14:12 +08:00
NovaRain 4d435ca143 Backported WRAP_WATCOM_CALL macros from 4.x for engine function defines 2019-12-28 09:03:27 +08:00
NovaRain 35d9b9439c Included Define.h in FalloutEngine.h
* it removes the need to include Define.h separately across the code.
(similar to Fallout2.h in 4.x code)

Added StrNormalizePath() to Utils.cpp.
2019-12-25 09:25:36 +08:00
NovaRain a1968f7f86 Minor edits to the built-in item highlighting function
Removed the redundant struct define in Tiles.cpp.

Added a comment to ScriptUtils.hpp.
2019-12-24 20:58:03 +08:00
NovaRain 85a5ee2a52 Some edits to hookscripts.txt & function notes.txt 2019-12-24 00:57:16 +08:00
NovaRain 310c392759 Added lootable corpses to the built-in item highlighting 2019-12-23 21:22:15 +08:00
NovaRain 3a24d0bdfd Replaced _stricmp in previous commit with strcmp.
Minor edits to Inventory.cpp.
2019-12-16 15:46:09 +08:00
NovaRain a9ad1a62eb Tweaked the path to load global shaders in the previous commit
* although 3.8 doesn't have the path issue as 4.x due to the lack of
loading custom .dat, it's better to unify the path in this case.

Refactored the code for DataLoadOrderPatch in the same way as 4.x.
2019-12-15 10:31:50 +08:00
NovaRain d73859fa5f Applied proper ptr_patches to some code 2019-12-14 11:41:43 +08:00
NovaRain 04043989c6 Restored loading global shaders at game start from pre-3.0
Added GlobalShaderFile option to ddraw.ini.
Added an example global shader file to modderspack.
Minor edits to HeroAppearance.cpp.
2019-12-14 11:05:12 +08:00
NovaRain 3b82232b46 Edited the description of the functions in the previous commit
Rewrote ASM code for tile_under_cursor script function.
2019-12-14 00:35:05 +08:00
NovaRain 5e704d206f Added "objects_in_radius" and "tile_by_position" script functions 2019-12-13 10:56:15 +08:00
NovaRain 5e65510797 Rewrote the code of some hook in 4.x style
* TOHIT, AFTERHITROLL, REMOVEINVENOBJ
2019-12-11 15:55:29 +08:00
NovaRain b4dac84ddd Rewrote some script functions in ObjectsOps in C++
* remove_script, set/get_script, set_critter_burst_disable.

Changed the return value of get_script to 0 for unscripted objects.
2019-12-09 11:07:40 +08:00
NovaRain cbc822c9e0 Minor edits to code 2019-12-07 09:56:43 +08:00
NovaRain 6cc68ed3de Re-fixed the previous commit
Replaced calling full substring with a simplified one for get_array.
2019-12-05 09:49:07 +08:00
NovaRain 6d4aea216b Fix for printing game messages to debug log 2019-12-04 13:07:04 +08:00
NovaRain 569790acb2 Code refactoring for ASM code in opcodes 2019-12-04 11:37:44 +08:00
NovaRain 7016690f99 Added "string_format" script function
Rewrote ASM code of opcode handlers in MemoryOp.hpp.
2019-12-03 10:52:56 +08:00
NovaRain eeb97a4299 Some code refactoring 2019-12-01 12:10:33 +08:00
NovaRain 66c237d297 Refactored the code for "substr" script function
* fixed the crashing bug and added a new behavior.

Changed the error message due to missing critter frame (again):
* replaced the interruption with printing the error message to in-game
message window.
2019-11-29 12:13:36 +08:00
NovaRain 3629c90fa9 Simplified _RET_VAL_INT2 in AsmMacros.h (from dev)
Changed related ASM code in various script functions.

Minor refactoring on some script functions.
2019-11-29 12:10:08 +08:00
NovaRain 1f99855500 Changed the error msg due to missing critter frame
* now the game only "crashes" when both Enable and DebugMode are
enabled in [Debugging] in ddraw.ini.
2019-11-28 14:43:00 +08:00
NovaRain cdf0bdf23e Refactored script function handlers
Changed error return values of list_begin/next to the same as dev.
2019-11-28 14:42:07 +08:00
NovaRain 2c67058016 Code refactoring for opcodes/metarules
* added proper arg validation for some opcodes using WRAP_OPCODE macro.
* changed return values of some opcodes/metarules to be the same as dev.
2019-11-28 10:24:40 +08:00
NovaRain 29f0affd72 Re-fixed commit e62b5c0 (correct variant) 2019-11-26 07:49:31 +08:00
NovaRain e01569637d Backported additional check in DialogHook from 4.x
Renamed inLoop/saveInCombatFix variables in LoadGameHook.cpp.
2019-11-25 09:58:12 +08:00
NovaRain 78f0ac473d Restored calling original engine functions from HRP hacks. 2019-11-25 07:29:29 +08:00
NovaRain bbe9a2d26d Added "get_text_width" and "string_compare" script functions
Rewrote set_dm/df_model, set_movie_path functions with WRAP_OPCODE.
2019-11-23 20:32:57 +08:00
NovaRain 7bcb76e70c Restored and fixed RemoveWindowRounding option
Reorganized ddraw.ini a bit.
2019-11-21 00:58:41 +08:00
NovaRain 3348d8b716 Backported "draw_image" and "draw_image_scaled" functions from 4.1 2019-11-19 20:51:22 +08:00
NovaRain 4767ad2753 Fixed a crash bug in CorpseLineOfFireFix (from commit d9a440f)
Minor edits to HookScripts/FalloutEngine.
2019-11-19 14:27:19 +08:00
NovaRain 04ebbaa182 Added three new script window functions:
"show_window", "hide_window", "set_window_flag"

Updated documents.
2019-11-17 08:40:18 +08:00
NovaRain 3c5dc6853a Added "get_sfall_arg_at" script function
Improved the functionality of "inventory_redraw" function.
2019-11-16 22:54:09 +08:00
NovaRain a70a776e46 Tweaked/fixed reg_anim_callback function 2019-11-15 10:01:39 +08:00
NovaRain 83c3d6b1a8 Added "reg_anim_callback" script function(opcode)
Updated documents.
2019-11-14 13:02:10 +08:00
NovaRain 6a566087ca Implemented executing timed_event_p_proc in sfall global scripts
Added "add_g_timer_event" and "remove_timer_event" script functions
for timed_event_p_proc in global scripts.

Fixed the check on the 'hidden' flag for previous commit.
2019-11-11 10:01:38 +08:00
NovaRain e62b5c03db Added a fix for scripted interface windows
* prevents player's movement when clicking on the window.

* the mouse cursor will not be toggled when the cursor hovers over
a hidden window.

Updated version number.
2019-11-10 18:24:43 +08:00
NovaRain 29da6d7071 Minor edits to FalloutStructs.h
Removed unnecessary AfterAttackCleanup on reset in LoadGameHook.cpp.
Fixed Debug build configuration in project file.
2019-11-05 09:27:41 +08:00
NovaRain ec4a58e19e Updated define_extra.h
Added define of OBJ_DATA_SCRIPT_INDEX to define_extra.h.
Moved Stats related reset code from ScriptExtender.cpp to Stats.cpp.
2019-11-04 21:28:06 +08:00
NovaRain b023999c5e Updated script mods. 2019-11-03 10:10:11 +08:00
NovaRain ee711d8f81 Added "get_inven_ap_cost" script function 2019-11-02 10:26:28 +08:00
NovaRain d26a06872a Backported the advanced BarBoxes features from 4.x:
* Added BoxBarCount option.
* Added "set_iface_tag_text" and "add_iface_tag" script functions.
* Now number of simultaneously displayed boxes depends on game res.
* Updated documents.
2019-11-01 21:14:03 +08:00
NovaRain c4f8912490 Added support for displaying item AP cost up to 19
* Requires an extended MVENUM.frm in the art\intrface\ directory to
display properly (will be included in modderspack).
2019-10-31 12:47:57 +08:00
NovaRain d9a440f667 Fixed PM's weapon being misplaced after level up
Moved some codes from Worldmap.cpp to new Interface.cpp (same as 4.x).

Moved some option codes from main.cpp to other modules.

Removed CorpseLineOfFireFix from ddraw.ini (always enabled).
2019-10-31 11:42:20 +08:00
NovaRain 49bc2d3241 Some code fixes/edits. 2019-10-29 10:45:46 +08:00
NovaRain d07603f1b0 Renamed AnimationsAtOnceLimit.cpp/h to Animations
Renamed SuperSave.cpp/h to ExtraSaveSlots (same as 4.x)
2019-10-28 09:51:20 +08:00
NovaRain 76346c24b3 Added a debug message about missing art file for critters 2019-10-25 10:24:40 +08:00
NovaRain dee3e2f596 Minor code edit to previous commit 2019-10-23 09:37:10 +08:00
NovaRain 648eb9b2f1 Engine now uses 'English' as the fallback language for all msg files 2019-10-22 15:56:04 +08:00
NovaRain fcbf4d3972 Cleanup in vcxproj file 2019-10-22 10:27:59 +08:00
NovaRain 3ef6056a77 Added "add_trait" script function
Replaced some C-style casting with pre-defined ptr_* variables.
2019-10-20 19:31:08 +08:00
NovaRain ac10bce231 Moved code from main.cpp to new LoadOrder/Karma.cpp
Slightly refactored list_* functions with 4.x codebase.

Changed the initialization order in main.cpp to 4.x's.
2019-10-18 11:15:10 +08:00
NovaRain 6780a21b07 Fixed amount argument for critter_add/rm_trait functions 2019-10-17 10:27:28 +08:00
NovaRain 25fabde434 Replaced GetPrivateProfileInt/String with wrapper functions
Fixed crash when a name in PremadePaths exceeds 11 characters.
2019-10-16 14:29:04 +08:00
NovaRain da7cd2a060 Implemented new ini reading funcs (part 2)
Refactored Premade.cpp, Reputations.cpp, KarmaFRMs in main.cpp, and
XPTable in Stats.cpp using 4.x implementation.
2019-10-15 21:57:49 +08:00
NovaRain 8924257aee Added a new flag to MainMenuFontColour option
* set bit 1 of the first byte to only change the color of version text
(old behavior)
2019-10-15 11:58:49 +08:00
NovaRain 90ef9e273d Implemented new ini reading funcs in various codes 2019-10-14 23:55:54 +08:00
NovaRain b447e8e9b8 Rewrote set_xp_mod function with WRAP_OPCODE.
Cleanup in ASM scripting handlers code.

Code edits to Perks.cpp and Stats.cpp.
2019-10-14 21:36:25 +08:00
NovaRain 3744c0b165 Added optional options to the perks ini file
* to toggle modification sections for perks and traits.

Backported ini reading functions from 4.x to main.cpp, and edited
related code in Perks.cpp (need to implement to other source later)

Added error/warning icons to message boxes.
2019-10-14 15:30:46 +08:00
NovaRain c98af496b3 Added command_lite.h header file to modderspack 2019-10-11 00:53:22 +08:00
NovaRain c7eaff7ff5 Fixed art_change_fid_num when the hero appearance mod is enabled
* before it set player's FID incorrectly if PC is in other appearance.

Prevented the player from equipping a weapon when player's current
appearance doesn't have the animation for it.

Fixed the player name while controlling other critters.

Edited texts for some error message boxes.
2019-10-10 12:00:30 +08:00
NovaRain 37acec7115 Added "unwield_slot" script function
Re-fixed obj_art_fid for player's FID (commit 36523d8)
2019-10-08 10:56:49 +08:00
NovaRain f6ec543f40 Fixed inven_unwield script function
* now it updates the interface slot for the player properly.

Fixed some code in PartyControl.cpp.
2019-10-07 13:34:35 +08:00
NovaRain 5cfd5f99e3 Moved object unique id code from ScriptExtender to new Objects.cpp/h
Backported set_unjam_locks_time function from 4.0.
2019-10-07 09:36:46 +08:00
NovaRain dafee58c77 Fixed arg1 of HOOK_INVENWIELD when calling move_obj_inven_to_obj
Moved get/set_proto_data functions from MiscOps.hpp to ObjectsOps.hpp.
2019-10-05 07:53:50 +08:00
NovaRain 4cf0c6688f Improved the implementation of HOOK_INVENWIELD
* it now runs for the player and NPCs when removing equipped items.
* added an additional argument.

Fixed drop_obj script function not removing the equipped armor properly
for the player and party members.
2019-10-04 22:04:05 +08:00
NovaRain 27ec2d24fe Fixed move_obj_inven_to_obj script function
* it didn't remove the equipped armor properly for the player and party
members, resulting in broken armor stats.

Added a check for valid objects to get/set_object_data functions.

Some code edits to HeroAppearance.cpp.
2019-09-30 07:51:43 +08:00
NovaRain e3a3ff2540 Improved file searching for hero appearance mod (#251)
* now it will search files in .dat files and folders simultaneously.

* files in folders have higher priority than .dat files.
2019-09-28 10:52:48 +08:00
NovaRain e6a51f965f Removed NPCStage6Fix from ddraw.ini (always enabled)
Moved the code of NPCStage6Fix to BugFixes.cpp.
(to its original relative location, right above MultiHexPathingFix)

Reorganized some code in BugFixes.cpp.

Tweaked the error printing for ResizeArray in Arrays.cpp.
2019-09-27 20:51:34 +08:00
NovaRain 552a2a185e Refactored code in Arrays.cpp and fixed save_array() script function. 2019-09-24 16:50:50 +08:00
NovaRain 04d47d10ad Some minor changes:
* Improved the display of the car fuel gauge on the world map interface.

* Expanded set_critter_stat function to allow changing STAT_unused and
STAT_dmg_* stats for the player, and STAT_unused for other critters.

* Changed AllowUnsafeScripting to not require sfall debugging mode.

* Changed NPCStage6Fix to be enabled by default.

* Added a new value to AIBestWeaponFix to change the priority multiplier
for having weapon perk to 3x.

Updated version number.
2019-09-24 16:01:39 +08:00
NovaRain 749e248c8b Changed CorpseLineOfFireFix to be enabled by default 2019-09-15 07:18:13 +08:00
NovaRain 52290b09d2 Removed duplicate code from intface_redraw_ engine function
Minor edits to code/documents.
2019-09-14 08:56:05 +08:00
NovaRain a6a8e2e42f Backported HEROWIN, DIALOGVIEW, COUNTERWIN game mode flags from 4.x
Updated UI hotkeys example mod.
2019-09-13 08:09:07 +08:00
NovaRain 9693c0d439 Added "register_hook_proc_spec" script function
Updated documents to address the new function.
2019-09-12 22:23:02 +08:00
NovaRain aa22575ec9 Backported optimization for global/hook scripts execution from 4.x 2019-09-11 13:18:20 +08:00
NovaRain 8f4fd1dec8 Fixed AllowLargeTiles option (broken in 3.8.18)
(due to commit f7fa62a)
2019-09-10 10:09:15 +08:00
NovaRain d26097e9ae Fixed some code in AnimationsAtOnceLimit.cpp
Renamed F1EngineBehavior option to Fallout1Behavior.
2019-09-10 06:53:48 +08:00
NovaRain 4bb9828f3e Added F1EngineBehavior option to change some of F2 engine funcs to F1
* disables playing the final movie/credits after the endgame slideshow.
* disables halving the weight for power armor items.

Moved FastShotFix and Ray's combat_p_proc fix from main.cpp to other
files.
2019-09-09 15:19:37 +08:00
NovaRain 2d2f539826 Added a call to load f2_res.dll library from sfall code
Fixed code that depends on HRP addresses in Tiles.cpp.
2019-09-08 10:46:53 +08:00
NovaRain 97bd2cee18 Changed CriticalOverrides.ini to be parsed only once at game start
* before the ini was always reparsed after each game load/reset. This
should improve the performance.
2019-09-07 21:24:19 +08:00
NovaRain 62f890d287 Removed the dependency of Body_Torso from Body_Uncalled hit modifier
Re-added BodyHit_Torso to ddraw.ini.
Reverted set_bodypart_hit_modifier function to pre-3.7.4 behavior.
2019-09-07 20:16:50 +08:00
NovaRain 4b28829983 Renamed Knockback.cpp/h to Combat.cpp/h and reorganized some code:
* Moved PickpocketMod to skills.cpp.
* Moved CheckWeaponAmmoCost to Combat.cpp.
2019-09-07 12:13:31 +08:00
NovaRain cbb739bd7c Added options for tweaking some engine perks to the perks ini file
Minor code edits to main.cpp and ObjectsOps.hpp.
2019-09-06 13:13:40 +08:00
NovaRain e00d02f1f0 Added a compute damage example script.
Updated compiled scripts due to main.h changes.
2019-09-01 11:38:34 +08:00
NovaRain c9e0feeb32 Increased the width of the car fuel gauge to 2px 2019-09-01 09:03:09 +08:00
NovaRain 272e58d873 Tweaked reordering the execution of functions before exiting the map
Added event clearing for active explosives before exiting the map.

Minor code edit to BARTERPRICE hook.
2019-08-31 20:01:51 +08:00
NovaRain 20cb24b385 Fixed some args in HOOK_BARTERPRICE hook when trading with PM
And added a new argument to indicate trading with a party member.

Refactored register_hook/register_hook_proc with _WRAP_OPCODE.
2019-08-27 22:31:10 +08:00
NovaRain 071581effc Replaced 'Take All' hotkey mod with UI hotkeys mod
Minor edits to code/documents.
2019-08-26 21:53:11 +08:00
NovaRain 155c14f4e7 Fixed player stuck at "climbing" frame after ladder climbing animation
Removed the previous fix about player's direction.

Minor code refactoring in AnimationsAtOnceLimit.cpp (from 4.x)
2019-08-25 10:25:30 +08:00
NovaRain c6d612f4a7 Added MainMenuBigFontColour option to change button text color
Changed the fix for player's direction after climbing ladder (61aa11)
2019-08-23 10:35:17 +08:00
NovaRain 61aa1104a1 Fixed player's position if entrance tile is blocked when entering a map
Fixed player's direction after leaving a map via ladder/stairs.

Fixed MainMenuFontColour not changing the font color for the copyright
text on the main menu (#261)

Code correction in main.cpp.
2019-08-22 13:32:18 +08:00
NovaRain 2bd8a6223d Added OverrideCriticalFile option for specifying alternative crit file
Added code for preparing clearing map_update_event in queue.

Fixed a crash bug in message_str_game function when passing a negative
fileId value.

Corrected/edited some code.
2019-08-20 16:47:37 +08:00
NovaRain 99bc47e3f8 Minor edits to Message.cpp and define_extra.h. 2019-08-17 20:56:48 +08:00
NovaRain 07ff16af75 Added an additional 'Energy Weapon' flag to ext flags in weapon protos
* it forces the weapon to use EW skill regardless of its damage type.

Placed an object with PID 0x5000004 (corpse blood) to the lower z-layer
of the tile.
2019-08-16 15:17:59 +08:00
NovaRain a7ea2a9a81 Set DAM_BACKWASH_ flag for attacker before calling combat damage (#246) 2019-08-14 14:36:35 +08:00
NovaRain 2bbb020a80 Fixed the lost car bug with using the Town/World button
(http://www.nma-fallout.com/threads/fallout-2-vehicle-bug.217993/)
2019-08-13 13:59:20 +08:00
NovaRain 81ba15d451 Rewrote the code of force_encounter functions
Added a new flag to force_encounter_with_flags.
2019-08-12 21:12:28 +08:00
NovaRain 36523d89e5 Fixed obj_art_fid for dude_obj when the hero appearance mod is enabled 2019-08-12 00:13:50 +08:00
NovaRain 53bb9ea5c7 Fixed create_message_window script function
* prevent it from creating multiple message windows.

Capped StartMonth/StartDay in case people didn't notice "0-indexed".
Minor fix for assigning an ID to objects when loading a map.
Small optimization for sfall gl/hs scripts.
2019-08-11 11:04:57 +08:00
NovaRain c0f9f142c4 Added a tweak for weapon perk modifier to AIBestWeaponFix
Minor edits to code/documents.
Updated version number.
2019-08-09 11:59:45 +08:00
NovaRain 8b9ffd08a8 Minor edits to ddraw.ini 2019-07-18 09:27:28 +08:00
NovaRain b26208141f Changed DebugMode to not require enabling sfall debugging mode
Changed version to 3.8.19.1 as maintenance release.
2019-07-17 10:10:28 +08:00
NovaRain 147382de25 Minor code edits to LoadGameHook, PartyControl, ScriptExtender.cpp 2019-07-16 13:01:44 +08:00
NovaRain 9529208c7c Fixed the error handling on loading sfallgv.sav
* to improve backward compatibility with older saved games.
2019-07-15 20:51:29 +08:00
NovaRain fc3b7180af Backported the code of COMBATDAMAGE hook from 4.x
Moved instadeath crit fix from COMBATDAMAGE hook to BugFixes.cpp.
Completed the compute_attack struct.
Updated version number.
2019-07-15 09:59:58 +08:00
NovaRain f53aa16923 Excluded Awareness from perks resetting in PartyControl.cpp 2019-07-14 10:46:56 +08:00
148 changed files with 19413 additions and 13798 deletions
+4 -4
View File
@@ -1,8 +1,8 @@
# sfall
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
Engine modifications include:
**Engine modifications include:**
- Better support for modern operating systems
- Externalizing many settings like starting map and game time, skills, perks, critical hit tables, books, etc.
- Bug fixes
@@ -10,7 +10,7 @@ Engine modifications include:
- Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions)
Original author: timeslip
Original author: timeslip
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
+30
View File
@@ -7,6 +7,30 @@
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
[PerksTweak]
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
;0 - no penalty, 8 - default penalty
WeaponScopeRangePenalty=8
;2 - no bonus, 5 - default bonus
WeaponScopeRangeBonus=5
;Changes the distance bonus for 'Weapon Long Range' weapon perk
;2 - no bonus, 4 - default bonus
WeaponLongRangeBonus=4
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
;0 - no bonus, 200 - maximum bonus, 20 - default bonus
WeaponAccurateBonus=20
;Changes the strength bonus for 'Weapon Handling' perk
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
WeaponHandlingBonus=3
;##############################################################################
[Perks]
;Set to 1 to enable the modifications for perks
Enable=0
;Name=The name of the perk (max 63 characters)
;Desc=The description of the perk (max 255 characters)
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
@@ -35,6 +59,7 @@
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
;##############################################################################
;This is a modification to perk 119
[119]
Name=Example
@@ -57,6 +82,11 @@ INT=0
AGL=0
LCK=0
;##############################################################################
[Traits]
;Set to 1 to enable the modifications for traits
Enable=0
;This is a modification to trait 0
[t0]
NoHardcode=0
+172 -101
View File
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,206 @@
/*
Example algorithm of how the game engine calculates combat damage
*/
#include "..\headers\define.h"
#include "..\headers\command.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure start;
procedure compute_damage_F2;
procedure item_w_damage_hook;
procedure item_w_subtype(variable weapon, variable hit_mode);
procedure get_ammo_value(variable weapon, variable param);
variable item_w_damage;
procedure start begin
if game_loaded then begin
register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
end
end
procedure compute_damage_F2 begin
variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
variable target, flags, knockback, amount;
variable
ctdTarget := get_sfall_arg,
ctdSource := get_sfall_arg,
amountTarget := get_sfall_arg,
amountSource := get_sfall_arg,
flagsTarget := get_sfall_arg,
flagsSource := get_sfall_arg,
weapon := get_sfall_arg,
bodypart := get_sfall_arg,
damageMultiplier := get_sfall_arg,
rounds := get_sfall_arg,
amountKnockback := get_sfall_arg,
hit_mode := get_sfall_arg;
if (flagsSource bwand DAM_HIT) then begin
target := ctdTarget;
flags := flagsTarget;
knockback := 1;
end else begin
target := ctdSource;
flags := flagsSource;
knockback := 0;
end
//amount := 0;
if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
if weapon then begin
dmg_type := weapon_dmg_type(weapon);
weapon_perk := get_proto_data(obj_pid(weapon), PROTO_WP_PERK);
end else begin
dmg_type := DMG_normal_dam;
weapon_perk := -1;
end
dmg_thresh := get_critter_stat(target, STAT_dmg_thresh + dmg_type);
dmg_resist := get_critter_stat(target, STAT_dmg_resist + dmg_type);
if (flags bwand DAM_BYPASS) and (dmg_type != DMG_emp) then begin
dmg_thresh := dmg_thresh * 20 / 100;
dmg_resist := dmg_resist * 20 / 100;
end else begin
if (weapon_perk == PERK_weapon_penetrate)
or (hit_mode == ATKTYPE_PALMSTRIKE or hit_mode == ATKTYPE_PIERCINGSTRIKE
or hit_mode == ATKTYPE_HOOKKICK or hit_mode == ATKTYPE_PIERCINGKICK) then
dmg_thresh := dmg_thresh * 20 / 100;
if ctdSource == dude_obj and has_trait(TRAIT_TRAIT, ctdSource, TRAIT_finesse) then
dmg_resist += 30;
end
weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
bonus_ranged := 0;
else
bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
difficulty := 100;
if (has_trait(TRAIT_OBJECT, ctdSource, OBJECT_TEAM_NUM) != has_trait(TRAIT_OBJECT, dude_obj, OBJECT_TEAM_NUM)) then begin
if (combat_difficulty == 0) then
difficulty := 75;
else if (combat_difficulty == 2) then
difficulty := 125;
end
// F2 default start
// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
if (dmg_resist < 100) then begin
if (dmg_resist < 0) then dmg_resist := 0;
dmg_mult := damageMultiplier * get_ammo_value(weapon, PROTO_AM_DMG_MULT); // item_w_dam_mult_ (Dmg mod A)
dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
for (i := 1; i <= rounds; i++) begin
damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
if dmg_div then damage /= dmg_div;
damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
if (damage > 0) then begin
damage := damage - ((damage * dmg_resist) / 100); // reduce damage by the percentage of DR_armor + DR_Ammo
if (damage > 0) then amount += damage;
end
end
end
// F2 default end
if (ctdSource == dude_obj) then begin
if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
and (critter_kill_type(ctdTarget) != KILL_TYPE_alien_kills) then
amount += 5;
if has_trait(TRAIT_PERK, ctdSource, PERK_pyromaniac_perk) and (dmg_type == DMG_fire) then
amount += 5;
end
if knockback and ((get_flags(target) bwand FLAG_MULTIHEX) == 0)
and (dmg_type == DMG_explosion or weapon == 0 or weapon_subtype == WEAPON_TYPE_MELEE)
and ((get_proto_data(obj_pid(target), PROTO_CR_FLAGS) bwand CFLG_NOKNOCKDOWN) == 0) then begin // critter_flag_check_
damage := 0;
if (target == dude_obj) and has_trait(TRAIT_PERK, target, PERK_stonewall_perk) then begin
damage := 1;
if (random(0, 100) < 50) then knockback := 0;
end
if knockback then begin
if (weapon_perk == PERK_weapon_knockback) then
amountKnockback := amount / 5;
else
amountKnockback := amount / 10;
if damage then amountKnockback /= 2;
end
end
end
if (flagsSource bwand DAM_HIT) then begin
display_msg("amountTarget = " + amountTarget+ ", amount = " + amount);
amountTarget := amount;
flagsTarget := flags;
end else begin
display_msg("amountSource = " + amountSource+ ", amount = " + amount);
amountSource := amount;
flagsSource := flags;
end
set_sfall_return(amountTarget);
set_sfall_return(amountSource);
set_sfall_return(flagsTarget);
set_sfall_return(flagsSource);
set_sfall_return(amountKnockback);
end
procedure item_w_damage_hook begin
variable
item_w_damage_min := get_sfall_arg,
item_w_damage_max := get_sfall_arg;
//weapon := get_sfall_arg,
//source := get_sfall_arg,
//hit_mode := get_sfall_arg,
//isMelee := get_sfall_arg;
item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
display_msg("item_w_damage_ = " + item_w_damage);
set_sfall_return(item_w_damage);
end
procedure item_w_subtype(variable weapon, variable hit_mode) begin
variable attack_mode, type := WEAPON_TYPE_UNARMED;
if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
else
attack_mode := (attack_mode bwand 0x0F);
if (attack_mode > ATKMODE_PRI_THROW) then
type := WEAPON_TYPE_GUNS;
else if (attack_mode == ATKMODE_PRI_THROW) then
type := WEAPON_TYPE_THROWN;
else if (attack_mode > ATKMODE_PRI_KICK) then
type := WEAPON_TYPE_MELEE;
end
return type;
end
procedure get_ammo_value(variable weapon, variable param) begin
variable pid := -1, value := 0; // default DR value
if weapon then begin
pid := get_weapon_ammo_pid(weapon);
if (pid > -1) then value := get_proto_data(pid, param);
end
if (pid == -1 and param != PROTO_AM_DR_MOD) then value := 1; // default value for Mult/Div
return value;
end
@@ -0,0 +1,116 @@
// Status: WIP
texture bloomMap;
sampler s0;
sampler BloomSampler : samplerstate
{
Texture = bloomMap;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
// pseudo gauss blur
static const float2 offsets[12] = {
-0.326212, -0.405805,
-0.840144, -0.073580,
-0.695914, 0.457137,
-0.203345, 0.620716,
0.962340, -0.194983,
0.473434, -0.480026,
0.519456, 0.767022,
0.185461, -0.893124,
0.507431, 0.064425,
0.896420, 0.412458,
-0.321940, -0.932615,
-0.791559, -0.597705,
};
float w;
float h;
static const float2 resolution = float2(w, h);
// blur setting
static const float blurFalloff = 8;
static const float sharpness = 4;
float4 AdjustSaturation(float4 color, float saturation) {
float grey = dot(color, float3(0.3, 0.59, 0.11));
return lerp(grey, color, saturation);
}
float Brightness(float3 color)
{
return color.r * color.g - 0.75 * color.b;
}
float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
{
float3 pointColor =(tex2Dlod(s0, float4(uv, 0, 0)).rgb);
float diff = abs(brightness - Brightness(pointColor));
float weight = exp2(-0.25 * blurFalloff - diff * sharpness);
totalWeight += weight;
return pointColor * weight;
}
float4 BlurPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
{
float3 sumColor = (tex2D(s0, uv).rgb);
float totalWeight = 1;
float brightness = Brightness(sumColor);
delta *= (1 / resolution);
float radius = 1;
float2 pointUV = uv + delta * radius;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
pointUV = uv - delta * radius;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
return float4((sumColor / totalWeight),1);
// return AdjustSaturation(Color, 0.5);
}
float4 BloomT(float2 texCoord : TEXCOORD0) : COLOR0 {
float4 c = tex2D(s0, texCoord);
float BloomThreshold = 0.2;
return saturate((c - BloomThreshold) / (1 - BloomThreshold));
}
float4 Bloom(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 {
float BaseIntensity = 1.0;
float BaseSaturation = 1;
float BloomIntensity = 1; // 0.4
float BloomSaturation = 0.5;
float BlurPower = 0.01;
float BloomThreshold = 0.5;
float4 original = tex2D(s0, texCoord);
// blur
float4 sum = tex2D(s0, texCoord);
for(int i = 0; i < 12; i++){
sum += tex2D(s0, texCoord + BlurPower * offsets[i]);
}
sum /= 13;
original = AdjustSaturation(original, BaseSaturation) * BaseIntensity;
sum = AdjustSaturation(sum, BloomSaturation) * BloomIntensity;
sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
return sum + original;
// return sum;
}
technique Blur
{
// pass P2 { PixelShader = compile ps_2_0 BloomT(); }
// pass P3 { PixelShader = compile ps_2_0 Bloom(); }
Pass P0 { PixelShader = compile ps_3_0 BlurPS(float2(1, 0)); }
Pass P1 { PixelShader = compile ps_3_0 BlurPS(float2(0, 1)); }
}
@@ -1,30 +1,48 @@
#ifndef MAIN_H
#define MAIN_H
#include "..\scripting\headers\sfall.h"
#include "..\scripting\headers\define_lite.h"
#include "..\scripting\headers\define_extra.h"
#include "..\scripting\headers\dik.h"
/*
#include "..\scripting\headers\lib.arrays.h"
#include "..\scripting\headers\lib.strings.h"
// #include "..\scripting\headers\lib.inven.h"
#include "..\scripting\headers\lib.inven.h"
*/
variable ini := "sfall-mods.ini";
variable translationIni;
// Gets the integer value from ini
// Gets the integer value from the specified ini
procedure GetIniConfig(variable section, variable key, variable def, variable inifile) begin
variable val := get_ini_setting(inifile + "|" + section + "|" + key);
if val == -1 then val := def;
return val;
end
// Gets the string value from the specified ini
procedure GetIniConfigStr(variable section, variable key, variable def, variable inifile) begin
variable val := get_ini_string(inifile + "|" + section + "|" + key);
if val == -1 or val == "" then val := def;
return val;
end
// Gets the integer value from sfall-mods.ini
procedure GetConfig(variable section, variable key, variable def) begin
variable val := get_ini_setting(ini + "|" + section + "|" + key);
if val == -1 then val := def;
return val;
end
// Gets the string value from ini
// Gets the string value from sfall-mods.ini
procedure GetConfigStr(variable section, variable key, variable def) begin
variable val := get_ini_string(ini + "|" + section + "|" + key);
if val == -1 or val == "" then val := def;
return val;
end
// Gets the value from ini as a temp array of strings
// Gets the value from sfall-mods.ini as a temp array of strings
procedure GetConfigList(variable section, variable key) begin
variable val := get_ini_string(ini + "|" + section + "|" + key);
if val == -1 or val == "" then return [];
@@ -32,7 +50,7 @@ procedure GetConfigList(variable section, variable key) begin
return string_split(val, ",");
end
// Gets the value from ini as a temp array of ints
// Gets the value from sfall-mods.ini as a temp array of ints
procedure GetConfigListInt(variable section, variable key) begin
variable arr, i, item;
@@ -53,5 +71,7 @@ procedure Translate(variable id, variable def) begin
end
procedure InitConfigs begin
translationIni := GetConfigStr("Main", "TranslationsINI", "./Translations.ini");
translationIni := GetIniConfigStr("Main", "TranslationsINI", "Translations.ini", "ddraw.ini");
end
#endif
+2 -2
View File
@@ -1,5 +1,5 @@
Master Theif cheat for fallout 2 by phobos2077
----------------------------------------
Master Thief cheat for fallout 2 by phobos2077
----------------------------------------------
- forces all steal attempts to succeed
@@ -1,20 +0,0 @@
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\dik.h"
procedure start begin
if game_loaded then begin
register_hook(HOOK_KEYPRESS);
end else begin
variable
event := get_sfall_arg,
keyDX := get_sfall_arg;
if (event == 1) and (keyDX == DIK_SEMICOLON) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end
end
end
@@ -1,9 +0,0 @@
"Take All" Hotkey mod for Fallout 2 by NovaRain
----------------------------------------
- makes pressing the semicolon key send an uppercase A after a semicolon.
- Note: the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
To use, copy *.int file to your scripts folder.
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
Binary file not shown.
@@ -0,0 +1,54 @@
/*
UI Hotkeys mod for Fallout 2 by NovaRain
----------------------------------------
- closes some game interfaces by pressing their hotkeys again:
* 'I' key for Inventory
* 'S' key for Skilldex
* 'Z' key for Pip-Boy
- extends the functionality of the 'Space' key (Caps Lock must be off):
* takes all items in the loot screen
* makes the offer in the barter screen
Requires sfall 3.5 or higher
*/
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\dik.h"
procedure start;
procedure start begin
if game_loaded then begin
register_hook(HOOK_KEYPRESS);
end else begin
variable
event := get_sfall_arg,
keyDX := get_sfall_arg,
mode;
if (event) then begin
mode := get_game_mode;
if (mode bwand COUNTERWIN) then return; // new mode from sfall 4.2/3.8.20
if (keyDX == DIK_I and (mode bwand INVENTORY)) then begin
tap_key(DIK_ESCAPE);
end else if (keyDX == DIK_S and (mode bwand SKILLDEX)) then begin
tap_key(DIK_ESCAPE);
end else if (keyDX == DIK_Z and (mode bwand PIPBOY)) then begin
tap_key(DIK_ESCAPE);
end else if (keyDX == DIK_SPACE) then begin
if (mode bwand INTFACELOOT) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end else if (mode bwand BARTER) then begin
play_sfx("IB2P1XX1");
tap_key(DIK_M);
end
end
end
end
end
@@ -0,0 +1,22 @@
UI Hotkeys mod for Fallout 2 by NovaRain
----------------------------------------
- closes some game interfaces by pressing their hotkeys again:
* 'I' key for Inventory
* 'S' key for Skilldex
* 'Z' key for Pip-Boy
- extends the functionality of the 'Space' key (Caps Lock must be off):
* takes all items in the loot screen
* makes the offer in the barter screen
- Note:
* the uppercase 'A' (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen
* the lowercase 'm' is the built-in hotkey for the OFFER button on the barter screen
Requires sfall 3.5 or higher
To use, copy gl_uihotkeys.int to your scripts folder.
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
+3 -1
View File
@@ -155,7 +155,7 @@ Example:
- creates permanent array (but not "saved")
- if size is >= 0, creates list with given size
- if size == -1, creates map (associative array)
- if size == -1 and flags == 2, creates a "lookup" map in which the values of existing keys are read-only and can't be updated.
- if size == -1 and flags == 2, creates a "lookup" map (associative array) in which the values of existing keys are read-only and can't be updated.
This type of array allows you to store a zero (0) key value
- NOTE: in earlier versions (up to 4.1.3/3.8.13) the second argument is not used, just use 0
- returns arrayID (valid until array is deleted)
@@ -212,9 +212,11 @@ use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfa
- always returns 0
> void save_array(mixed key, int arrayID):
- makes the array saveable; it will be saved in sfallgv.sav file when saving the game
- arrayID is associated with given "key"
- array becomes permanent (if it was temporary) and "saved"
- key can be of any type (int, float or string)
- if you specify 0 as the key for the array ID, it will make the array "unsaved"
> int load_array(mixed key):
- load array from savegame data by the same key provided in "save_array"
@@ -0,0 +1,99 @@
The executation speed of scripts is not typically important in an unmodded game, given the difference in performance between a modern computer and what Fallout was designed for. When you start adding mods to the mix there's the potential for problems again, since sfall's global script system means that you can have a large amount of scripts being run every single frame.
======================
=== sslc -O option ===
======================
The sfall build of sslc supports a -O command line option to perform an optimization pass over the generated code. This isn't a magic make-my-code-go-faster bullet; most of what it does is very limited in scope. It's primary purpose was to strip out the procedures and variables which get automatically pulled into every script that includes define.h, whether you use them or not, and to do something about the additional variables that get created by foreach loops.
There are several levels of optimization available:
-O1 - Basic, only removes unreferenced globals variables and procedures, code itself remains untouched.
-O2 - Full, most code optimizations are on, but only those that were tested on complex scripts.
-O3 - Experimental, provides most efficiency, but tend to break some complex code due to bugs.
The following optimizations are performed:
> constant expression folding: if an expression depends only on values which are known at compile time, then the expression is replaced by its result.
a:=2+2; -> a:=4;
> constant variable initialization: All variables are initialised to some value, ('0', if you don't specify anything else,) so sslc attempts to make use of that fact to remove the first assignment to a variable if the first assignment is a constant expression.
variable a; -> variable a:=4;
a:=4; ->
> constant propagation: checks for values assigned to variables which can be computed at compile time, and replaces relevent references to the symbol by the constant. The original store is not removed by this optimization. Global variables are considered for this optimization only if they are not marked import or export, and are not assigned to anywhere in the script.
a:=4 -> a:=4
foo(a); -> foo(4);
> dead code removal: Checks for and removes code which cannot be reached, either because it is hidden behind a return or because the argument to an if statement can be computed at compile time.
if 1 then begin -> display_msg("foo");
display_msg("foo"); ->
end else begin ->
display_msg("bar"); ->
end ->
> unreferenced variable elimination: Checks for variables which are never referenced, and removes them. Also applies to global variables, as long as they are not marked for export.
variable i, j, k; -> variable i;
i:=1; -> i:=1;
return; -> return;
> unreferenced procedure elimination: Checks for any procedures which are never called, and removes them.
procedure foo begin return "foo"; end -> procedure foo begin return "foo"; end
procedure bar begin return "bar"; end -> procedure start begin
procedure start begin -> display_msg(foo);
display_msg(foo); -> end
end ->
> dead store removal: Removes variable assignments if the result of the variable is unused, and if the expression used to compute the value of the variable is provably free of side effects. (See 'pure' keyword)
a:="moo"; -> a:="foo";
a:="foo"; -> display_msg(a);
display_msg(a); ->
a:="bar"; ->
> store combination: Where there are two stores in a row to the same variable, the two expressions are combined.
var1 := var2; -> var1 := var2 + var3;
var1 += var3; ->
> variable combination: Where usage regions of variables do not overlap, combine the variables to provide additional candidates for unreferenced variable elimination. Very useful for scripts containing multiple foreach loops, which generate 2 or 3 hidden variables each.
a:="foo"; -> a:="foo";
display_msg(a); -> display_msg(a);
b:="bar"; -> a:="bar";
display_msg(b); -> display_msg(a);
> namelist compression: Fallout stores the names of all file scope variables and procedures in a namelist which is saved into the .int. Any of these that are unreferenced can be removed, and the names of global variables can be modified to make them shorter.
=============================
=== writing your own code ===
=============================
Don't have global scripts running any more often that you need them to. Not everything needs to be run every single frame.
Never concat constant strings with the '+' operator, as it forces the operation to be done at runtime. The compiler can cope with constant strings being placed next to each other without the need for a +, which results in far more efficient code as the combination is done at lex time.
#define GLOB_PREFIX "ts__" -> #define GLOB_PREFIX "ts__"
procedure start begin -> procedure start begin
set_sfall_global(GLOB_PREFIX + "foo1", 0); -> set_sfall_global(GLOB_PREFIX "foo1", 0);
end -> end
Avoid function calls in while loops. function calls are expensive in comparison to variable lookups, so it's more efficient to move the function call out of the loop and store the result in a variable
while i < len_array(array) do begin -> tmp:= len_array(array);
... -> while i < tmp do begin
end -> ...
-> end
Mark functions with pure or inline where relevent.
'pure' is a hint to the optimizer that a procedure has no side effects. (i.e. there's no way to tell that it's been called aside from its return value.) Pure procedures cannot modify global variables, or call any other procedure that isn't itself pure. Functions marked with pure can only be used in expressions (i.e. you cannot use the 'call <procedure>' syntax to call them.) If there are non-pure terms in an expression, it prevents that expression being considered for dead store removal. Where no such optimizations can be performed, or if optimization is disabled, marking a procedure with pure will have no effect on the compiled code.
'inline' is an instruction to the compiler to replace calls to the marked procedure with a copy of the procedures code instead of having a seperate call. inlined procedures cannot use the 'return' command, cannot be predefined, and cannot be used as part of an expression. inlining if a procedure is only going to be called once is always a win, but if there are multiple calls to a procedure you will end up bloating the size of the generated code.
@@ -0,0 +1,405 @@
This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional scripting functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
If you use fallout script editor, you can extract compile.exe and dos4gw.exe to its \binary folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible.
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line 'procedure start;' before any #includes that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5)
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall scripting functions.
The original unmodified sslc source is over here:
http://www.teamx.ru/eng/files/srcs/index.shtml
============================
=== command line options ===
============================
-q don't wait for input on error
-n no warnings
-b backward compatibility mode
-l no logo
-p preprocess source
-O optimize code (full, see optimization.txt)
-O<N> set specific level of optimization (0 - off, 1 - basic, 2 - full, 3 - experimental)
-d print debug messages
-D output an abstract syntax tree of the program
-o set output path (follows the input file name)
-s enable short-circuit evaluation for all AND, OR operators
-m<macro[=val]> define a macro named "macro" for conditional compilation
-I<path> specify an additional directory to search for include files
The original command line option -w to turn on warnings no longer has an effect, since warnings are now on by default
===================================
=== Additional supported syntax ===
===================================
Syntax which requires sfall for compiled scripts to be interpreted, is marked by asterix (*).
> Optional arguments in user-defined procedures. You can only use constants for default values. It basically puts those constants in place of omitted arguments.
new:
procedure test(variable x, variable y := 0, variable z := -1) begin
...
end
...
call test("value");
old:
procedure test(variable x, variable y, variable z) begin
...
end
...
call test("value", 0, -1);
> New logical operators "AndAlso", "OrElse" for short-circuit evaluation of logical expressions.
Using these operators allow the right part of logical expressions not to be evaluated (executed, computed) if the result is already known. This can improve the performance of running scripts.
Example:
if (obj andAlso obj_pid(obj) == PID_STIMPAK) then ...
if obj is null, the second condition will not be checked and your script won't fail with "obj is null" error in debug.log
This also has an effect that a value of last computed argument is returned as a result of whole expressions, instead of always 0 (false) or 1 (true):
obj := false;
display_msg(obj orElse "something"); // will print "something"
You can also use the -s option to enable short-circuit evaluation for all the AND, OR operators in the script.
NOTE: Be aware that it may break some old scripts because operators behavior is changed slightly.
> Conditional expressions (Python-inspired), also known as ternary operator:
new:
X := value1 if condition else value2
old:
if (condition) then
X := value1;
else
X := value2;
> To assign values, you can use the alternative assignment operator from C/Java instead of Pascal syntax.
new:
x = 5;
old:
x := 5;
> Multiple variable decleration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style.
new:
variable a, b, c;
old:
variable begin a; b; c; end
> Variable initialization with expressions: You can now initialize local variables with complex expressions instead of constants.
new:
variable tile := tile_num(dude_obj);
old:
variable tile;
tile := tile_num(dude_obj);
NOTE: if your expression starts with a constant (eg. 2+2), enclose it in parentheses, otherwise compiler will be confused and give you errors.
> Hexadecimal numerical constants: Simply prefix a number with 0x to create a hexadecimal. The numbers 0 to 9 and a-f are allowed in the number. The number may not have a decimal point.
new:
a := 0x1000;
old:
a := 4096;
> increment/decrement operators: ++ and -- can be used as shorthand for +=1 and -=1 respectively. They are mearly a syntactic shorthand to improve readability, and so their use is only allowed where +=1 would normally be allowed.
new:
a++;
old:
a += 1;
> "break" & "continue" statements: they work just like in most high-level languages. "break" jumps out of the loop. "continue" jumps right to the beginning of the next iteration (see "for" and "foreach" sections for additional details).
new:
while (i < N) begin
// ...
if (/* some condition */) then break;
// ...
end
old:
while (i < N and not(breakFlag)) begin
// ...
if (/* condition */) then breakFlag := true;
// ...
end
new:
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
continue;
end
// else actions
end
old:
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
end else begin
// else actions
end
end
> "for" loops: Another piece of syntactic shorthand, to shorten while loops in many cases. Parentheses around the loop statements are recommended but not required (when not using parentheses, a semicolon is required after the 3rd loop statement).
new:
for (i := 0; i < 5; i++) begin
display_msg("i = "+i);
end
old
i := 0;
while (i < 5) do begin
display_msg("i = "+i);
i++;
end
NOTE: "continue" statement in a "for" loop will recognize increment statement (third statement in parentheses) and will execute it before jumping back to the beginning of loop. This way you will not get an endless loop.
> switch statements: A shorthand way of writing big 'if then else if...' blocks
new:
switch get_attack_type begin
case ATKTYPE_PUNCH: display_msg("punch");
case ATKTYPE_KICK: display_msg("kick");
default: display_msg("something else");
end
old:
variable tmp;
tmp := get_attack_type;
if tmp == ATKTYPE_PUNCH then begin
display_msg("punch");
end else if tmp == ATKTYPE_KICK then begin
display_msg("kick");
end else begin
display_msg("something else");
end
> empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:
#define my_macro diplay_msg("foo");
procedure start begin
my_macro;
end
> Procedure stringify operator "@": designed to make callback-procedures a better option and allow for basic functional programming. Basically it replaces procedure names preceeded by "@" by a string constant.
Not many people know that since vanilla Fallout you can call procedures by "calling a variable" containing it's name as a string value. There was a couple of problems using this:
- optimizer wasn't aware that you are referencing a procedure, and could remove it, if you don't call it explicitly (can be solved by adding making procedure "critical")
- you couldn't see all references of a procedure from a Script Editor
- it was completely not obvious that you could do such a thing, it was a confusing syntax
old:
callbackVar := "Node000";
callbackVar();
new:
callbackVar := @Node000;
callbackVar();
> *arrays: In vanilla fallout arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in []'s to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see "arrays.txt" for more information)
new:
procedure bingle begin
variable a[2];
a[0] := 5;
a[a[0] - 4] := a[0] + 4;
display_msg("a[0]=" + a[0] + ", a[1]=" + a[1]);
end
old:
procedure bingle begin
variable a;
a := temp_array(2, 4);
set_array(a, 0, 5);
set_array(a, get_array(a, 0) - 4, get_array(a, 0) + 4);
display_msg("a[0]=" + get_array(a, 0) + ", a[1]=" + get_array(a, 1));
end
> *array expressions: sometimes you need to construct an array of elements and you will probably want to do it in just one expression. This is now possible:
new:
list := ["A", "B", "C", "D"];
old:
list := temp_array(4, 2);
list[0] := "A";
list[1] := "B";
list[2] := "C";
list[3] := "D";
Syntax specific for associative arrays is also available. (see "arrays.txt" for full introduction to this type of arrays).
> *map array expressions:
map := {5: "five", 10: "ten", 15: "fifteen", 20: "twelve"};
> * "dot" syntax to access elements of associative arrays. "dot" syntax allows to work with arrays like objects:
trap.radius := 3;
trap.tile := tile_num(dude_obj);
you can chain dot and bracket syntax to access elements of multi-dimensional arrays:
collectionList[5].objectList[5].name += " foo";
NOTE: when using incremental operators like +=, *=, ++, -- compiler will use additional temp variable to get an array at penultimate level in order to avoid making the same chain of "get_array" calls twice.
> * "foreach" loops: A shorthand method of looping over all elements in an array. Syntax is 'foreach (<symbol> in <expression>) '
new:
procedure bingle begin
variable critter;
foreach (critter in list_as_array(LIST_CRITTERS)) begin
display_msg(""+critter);
end
end
old:
procedure bingle begin
variable begin critter; array; len; count; end
array := list_as_array(LIST_CRITTERS);
len := len_array(array);
count := 0;
while count < len do begin
critter := array[count];
display_msg("" + critter);
end
end
If you want an index array element (or key for "maps") at each iteration, use syntax: 'foreach (<symbol>: <symbol> in <expression>) '
foreach (pid: price in itemPriceMap) begin
if (itemPid == pid) then
itemPrice := price;
end
If you want to add additional condition for continuing the loop, use syntax: 'foreach (<symbol> in <expression> while <expression>) '. In this case loop will iterate over elements of an array until last element or until "while" expression is true (whatever comes first).
NOTE: just like "for" loop, "continue" statement will respect increments of a hidden counter variable, so you can safely use it inside "foreach".
====================
=== int2ssl note ===
====================
int2ssl by Anchorite (TeamX) is included in sfall modderspack package. It was updated to support all additional opcodes of sfall, along with some syntax features. You can use it to decompile any sfall or non-sfall script.
=============
=== Fixes ===
=============
playmoviealpharect was using the token for playmoviealpha, breaking both functions in the process.
addbuttonflag had an entry in the token table, and could be parsed, but was missing an entry in the emit list. This resulted in the compiler accepting it as a valid function, but not outputting any code for it into the compiled script.
The function tokenize was missing an entry in the token table, and so would not be recognised by the compiler.
fixed the check for the 'call "foo"' syntax so that non-string constants will no longer be accepted.
==============================
=== Backward compatibility ===
==============================
There are several changes in this version of sslc which may result in problems for previously working scripts. A new command line option '-b' is available, which will turn off all new fixes and features which have the possibility of causing a previously compiling script to change its behaviour. (And only those features; anything which would not compile under the old sslc is not affected.) This includes the following:
- Since 'for', 'foreach', 'break', 'continue', 'in' and 'tokenize' are now hardcoded names, existing scripts that use any of them as a variable or procedure name will no longer compile.
- Missing a semicolon after a variable declaration is now a hard error. (Originally sslc would check for the semicolon, but would not complain if it was missing.)
- The function addbuttonflag used to be recognised by the compiler, but would not emit any code into the int file.
- The function playmoviealpharect compiled as playmoviealpha
=================
=== Changelog ===
=================
> sfall 4.2.3
- fixed compiler giving "assignment operator expected" error when a variable-like macro is not being defined properly
- added new logical operators "AndAlso", "OrElse" for short-circuit evaluation of logical expressions
- added an alternative (C/Java-style) assignment operator "="
- added support for new "div" operator (unsigned integer division)
> sfall 4.2.2
- added support for new opcode "reg_anim_callback"
> sfall 4.2.1
- the basic optimization is now enabled by default when not specifying any optimization options
- added -m<macro[=val]> option to define a macro named "macro" for conditional compilation
- added -I<path> option to specify an additional directory to search for include files
- unreferenced "critical" procedures and procedures with the names "Node998" and "Node999" are now removed by the optimizer
> sfall 4.2
- now it is possible to run preprocess or optimization passes in backward compatibility mode
- added support for new opcode "register_hook_proc_spec"
> sfall 4.0:
- enabled code for "ceil" math function
- fixed missing argument for "how_much" function
- added "desc_p_proc" (from Fallout 1) to protected procedures that should not be removed by the optimizer
- fixed compiler giving "division by zero" error when using zero as the second factor in multiplication
> sfall 3.8
- added support for new universal opcodes sfall_funcX
> sfall 3.6:
- added Python-style ternary operator (conditional expression)
- added -s short-circuit evalution option for AND, OR expressions
- int2ssl will detect and decompile conditional expressions and short-circuit logical operators
- added -F option to include full file paths in "#line" directives after preprocessing
- added -D option to write abstract syntax tree into .txt file
- fixed compiler crash when number of arguments in procedure declaration does not match definition
- fixed incorrect constant folding of "bwnot" operator
- fixed more invalid results in constant folding
- implemented optional arguments for user-defined procedures
- implemented stringify procedure names using @ operator, which is helpful to pass procedures around to call them from variables (it will properly handle references)
- logic for procedures passed as arguments to scripting functions was moved from code generation to parsing stage
- now it is possible to call user-defined procedures inside argument list of scripting functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate scripting functions at appropriate argument positions)
- int2ssl will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some scripting functions (like giq_option)
- fixed inline procedure "calls" not working when optimization is enabled
- added column numbers to error/warning output
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
- fixed bug when initializing variable with expression starting from a symbol
- added division by zero constant check
> sfall 3.5:
- completed namespace compression optimization with respect to imported/exported variables
- changed 'for' and 'foreach' syntax to allow parentheses which are easier to read IMHO
- heavy code refactoring - split "parse.c" into several files, replaced all dirty workaround code in "lex()" (some syntax features) with parser-level equivalents
- added syntax to reference elements in multi-dimensional arrays (unlimited sequence of brackets [] and dots . )
- added fully featured "break" and "continue" statements for loops
- moved some optimizations (namely constant propagation and variable reuse) to "experimental" because they were breaking my scripts
- added ability to initialize variables with expressions
> sfall 3.4:
- added "foreach .. while .." syntax
- added array expressions for lists and maps
- added "foreach (key: value in ...)" syntax for convenience
- fixed crash bug in "for" loop parsing function
- added ability to access array elements with string keys using OOP-like dot (".") syntax
File diff suppressed because it is too large Load Diff
+39 -12
View File
@@ -2,6 +2,16 @@
#ifndef DEFINE_EXTRA_H
#define DEFINE_EXTRA_H
#define BODY_HIT_HEAD (0)
#define BODY_HIT_LEFT_ARM (1)
#define BODY_HIT_RIGHT_ARM (2)
#define BODY_HIT_TORSO (3)
#define BODY_HIT_RIGHT_LEG (4)
#define BODY_HIT_LEFT_LEG (5)
#define BODY_HIT_EYES (6)
#define BODY_HIT_GROIN (7)
#define BODY_UNCALLED (8)
#define OBJ_TYPE_ITEM (0)
#define OBJ_TYPE_CRITTER (1)
#define OBJ_TYPE_SCENERY (2)
@@ -31,6 +41,7 @@
#define WEAPON_BIGGUN 256 // 0x00000100 - Big Gun
#define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed)
#define WEAPON_ENERGY 1024 // 0x00000400 - Energy Weapon (forces weapon to use Energy Weapons skill)
#define ATKMODE_PRI_NONE 0
#define ATKMODE_PRI_PUNCH 1 // 0001
@@ -76,19 +87,34 @@
#define FLAG_SEEN (0x40000000)
#define FLAG_SHOOTTHRU (0x80000000)
/* Critter Flags */
/* Critter flags */
#define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with)
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from)
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot be stolen from)
#define CFLG_NODROP 64 // 0x00000040 - Drop (doesn't drop items)
#define CFLG_NOLIMBS 128 // 0x00000080 - Limbs (cannot lose limbs)
#define CFLG_NOAGES 256 // 0x00000100 - Ages (dead body does not disappear)
#define CFLG_NOHEAL 512 // 0x00000200 - Heal (damage is not cured with time)
#define CFLG_NOHEAL 512 // 0x00000200 - Heal (damage is not healed with time)
#define CFLG_INVULN 1024 // 0x00000400 - Invulnerable (cannot be hurt)
#define CFLG_FLATTN 2048 // 0x00000800 - Flatten (leaves no dead body)
#define CFLG_SPECIAL 4096 // 0x00001000 - Special (there is a special type of death)
#define CFLG_RANGED 8192 // 0x00002000 - Range (melee attack is possible at a distance)
#define CFLG_NOKNOCKDOWN 16384 // 0x00004000 - Knock (cannot be knocked down)
#define CFLG_SPECIAL 4096 // 0x00001000 - Special (has a special type of death)
#define CFLG_RANGED 8192 // 0x00002000 - Range (has extra hand-to-hand range)
#define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back)
#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
/* Window flags */
#define WIN_FLAG_MOVEONTOP (0x4)
#define WIN_FLAG_HIDDEN (0x8)
#define WIN_FLAG_EXCLUSIVE (0x10)
#define WIN_FLAG_TRANSPARENT (0x20)
/* Message window flags */
#define MSGBOX_AUTOSIZE (0x0)
#define MSGBOX_NORMAL (0x1)
#define MSGBOX_SMALL (0x2)
#define MSGBOX_ALIGN_LEFT (0x4) // text aligned to left
#define MSGBOX_ALIGN_TOP (0x8) // text aligned to top
#define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE
#define MSGBOX_CLEAN (0x20) // no buttons
//remove inven obj defines
#define RMOBJ_CONSUME_DRUG 4666772
@@ -109,7 +135,7 @@
#define RMOBJ_RM_MULT_OBJS 4563866
#define RMOBJ_REPLACE_WEAPON 4658526
#define RMOBJ_THROW 4266040
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from a container inside of an inventory
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory
// common prototype offsets for get/set_proto_data
#define PROTO_PID (1)
@@ -300,14 +326,15 @@
#define OBJ_DATA_FID (0x20)
#define OBJ_DATA_ELEVATION (0x28)
#define OBJ_DATA_PID (0x64)
#define OBJ_DATA_CID (0x68) // combat id, used for savegame
#define OBJ_DATA_SID (0x78)
#define OBJ_DATA_CID (0x68) // combat ID, used for savegame
#define OBJ_DATA_SID (0x78) // script ID
#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
// items
#define OBJ_DATA_CUR_CHARGES (0x3C)
#define OBJ_DATA_CUR_CHARGES (0x3C) // for key items it's the key code
// critters
#define OBJ_DATA_COMBAT_STATE (0x3C) // flags: 1 - combat, 2 - target is out of range, 4 - flee
#define OBJ_DATA_CUR_ACTION_POINT (0x40)
#define OBJ_DATA_DAMAGE_LAST_TURN (0x48)
#define OBJ_DATA_WHO_HIT_ME (0x54)
#define OBJ_DATA_WHO_HIT_ME (0x54) // current target of the critter
#endif // DEFINE_EXTRA_H
+11
View File
@@ -5,6 +5,17 @@
Numbers...
*/
#define above(a, b) (unsigned_comp(a, b) > 0)
#define above_equal(a, b) (unsigned_comp(a, b) >= 0)
#define below(a, b) (unsigned_comp(a, b) < 0)
#define below_equal(a, b) (unsigned_comp(a, b) <= 0)
// for sfall 4.2.3/3.8.23
pure procedure unsigned_comp(variable a, variable b) begin
if ((a bwxor b) == 0) then return 0; // a == b
return 1 if ((b == 0) orElse a div b) else -1;
end
#define MAX(x, y) ((x > y) * x + (x <= y) * y)
#define MIN(x, y) ((x < y) * x + (x >= y) * y)
#define in_range(x, from, to) (x >= from and x <= to)

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