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162 Commits
Author SHA1 Message Date
NovaRain 57f4deb5cf Minor edits to Interface.cpp and ddraw.ini 2020-08-22 10:51:07 +08:00
NovaRain c6da5169b8 Minor edits to HookScripts.cpp based on 4.x changes 2020-08-21 12:57:03 +08:00
NovaRain 72f3abe3c9 Moved DeathScreenFontPatch code to Interface.cpp
Added a note about DeathScreenFontPatch in ddraw.ini.

Some code edits in BugFixes.cpp and DamageMod.cpp.
2020-08-21 12:42:46 +08:00
NovaRain 5d12d815dd Added DeathScreenFontPatch option
* use the normal font instead of bitmap font for death screen subtitles.

Attempted to fix the melee damage display for some extreme cases when
BonusHtHDamageFix=1 and DisplayBonusDamage=0.
2020-08-20 13:48:41 +08:00
NovaRain 502a5764a5 Updated global.fx and withinperception example script
Fixed some code.
2020-08-19 15:21:53 +08:00
NovaRain 13976a5278 Added a fix to limit the maximum distance for knockback animation
* 20 hexes at max. This does not affect the knockback value in
Combat Damage hook, only the animation part.

Backported AlwaysFindScripts option from 4.x for global scripts.
2020-08-18 13:45:49 +08:00
NovaRain a35487d0aa Added a fix to prevent the player from leaving the map during death anim
* when the death animation causes the player to cross an exit grid.

Fixed the height of the black background for the subtitles on death
screens when using the hi-res patch.

Added MakeJumps template to SafeWrite.h and devlog_f to Logging.cpp.

Minor code edits.
2020-08-17 15:11:16 +08:00
NovaRain f1102afbc3 Fixed the use of #pragma pack() directives for structures 2020-08-16 11:15:37 +08:00
NovaRain 4071a65f73 Replaced all 'DWORD' script pointers with the proper 'TProgram*'
Added more engine function wrappers.
2020-08-15 10:02:36 +08:00
NovaRain 8d813a952e Fixed and improved the behavior of nested timer events in global scripts
Added a fix to prevent the execution of critter_p_proc and game events
when playing movies.

Added a debug message about a corrupted proto file.

Some minor code/document edits.
2020-08-14 21:31:06 +08:00
NovaRain c1b7e729a8 Reorganized KeyPress hook & related code
* now it should work in exactly the same way as 4.x.

Improved the key press behavior for Debug Editor.
Implemented ScriptListInfoItem struct from 4.x.
2020-08-14 00:39:09 +08:00
NovaRain 12070f5e3d Fixed the playback of additional movies defined in the MovieXX options (#330)
Added the keyboard buffer cleanup function to metarule3.
2020-08-13 15:22:20 +08:00
NovaRain 63b2025468 Added the city name in the description of a save slot by default
Corrected some code.
2020-08-13 14:44:09 +08:00
NovaRain 44ad268aed Added a fix to remove floating text after moving to another elevation
* also update black edges of the map (HRP bug, #282)
2020-08-09 12:29:15 +08:00
NovaRain 2305128adc Changed the behavior of ObjCanSeeObj_ShootThru_Fix
* now the critter can only see through objects in front of it.
2020-08-08 11:52:17 +08:00
NovaRain 112c931ea3 Added a patch to allow setting custom colors for object outlines
Added a tweak to ObjCanSeeObj_ShootThru_Fix to allow critters to see
through other critters.

Fixed the internal variable for Horrigan encounter always being reset if
DisableHorrigan=0 (commit 74d3cb9)

Corrected some code.
2020-08-05 16:18:19 +08:00
NovaRain 8e3ae04aec Changed the behavior for replacing art aliases for critters
Added ANIM_charred_body/ANIM_charred_body_sf animations to art aliases
(#323)

Minor code edit to OverrideMusicDir (nop the rest to avoid leaving
garbage bytes)

Renamed some functions in Worldmap.cpp.
2020-08-03 14:41:43 +08:00
NovaRain 89ec203483 Corrected combat_attack_gcsd code in the previous commit
Added DAM_PRESERVE_FLAGS to attack_complex for keeping result flags.
Fixed OverrideMusicDir=2 not working.
2020-08-02 19:48:04 +08:00
NovaRain 21cbcb4a03 Rewrote several fixes for attack_complex in C++ and merged them
Added a default fix for attack_complex to untie target_results from
attacker_results.
2020-08-01 10:27:18 +08:00
NovaRain 76c9d63d3e Added more fixes for the arguments of attack_complex function:
* fixed result flags for the attacker and the target when calling
attack_complex function (#323)

* tweaked how attacker_results/target_results work when
AttackComplexFix is enabled.

Minor code edits.
2020-07-31 20:42:46 +08:00
NovaRain 962e7f0056 Added support for delayed speech playback to AllowDShowSound
(for synchronizing with subtitles when playing endgame slideshow)
2020-07-30 10:42:08 +08:00
NovaRain 950b9949c0 Added a new value 2 to AllowDShowMovies
* for forcing avi videos to fit the screen width.

Disabled warning C4995 (e.g. wcscpy in Movies.cpp)
Minor code edits to AI.cpp & Sound.cpp.
2020-07-29 14:20:04 +08:00
NovaRain 648bffedc6 Added volume control support for avi movies
Fixed implementation bugs when playing avi movies.
Added a couple of engine variable pointers.
2020-07-28 17:08:44 +08:00
NovaRain 058cc0bb96 Further implementation of speech playback for alternative sound files 2020-07-26 08:53:31 +08:00
NovaRain 9e79b01a27 Added a function extension for vanilla metarule3 function
Added SET_HORRIGAN_ENCOUNTER function to metarule3.
Updated German translation.
2020-07-24 21:29:54 +08:00
NovaRain 37e3ccb410 WIP: Fixed sfx/speech playback for alternative sound files 2020-07-22 12:27:18 +08:00
NovaRain 82db339ff9 Implemented CodeType enums in some SafeWrite8
Replaced some SafeWriteX with SafeWriteBatch.
Misc code edits to DebugEditor.cpp and ScriptExtender.cpp.
Minor edits to documents.
2020-07-21 12:42:46 +08:00
NovaRain 74d3cb9707 Removed some redundant code 2020-07-19 08:56:42 +08:00
NovaRain e0f0ee0f7d Fixed the default values for the MovieXX options
Added some comments to elevators.ini & other codes.
Rearranged the functions in NewGame2().
Updated FalloutEngine.h for previous commit.
Updated version number.
2020-07-18 22:28:22 +08:00
NovaRain 107335749f Implemented union in TGameObj struct (from 4.x)
Moved some code from HeroAppearance to other parts.
Some code edits.
2020-07-18 10:50:49 +08:00
NovaRain c66add00e7 Added more 4.x constants to Define.h
Renamed some members in structs according to 4.x namings.
2020-07-16 11:10:48 +08:00
NovaRain d4d8b3a06c Uploaded language translation files to repo
Updated German (#326) and Russian translations.
2020-07-08 09:54:08 +08:00
NovaRain fcd3bd05f0 Fixed NPC stuck in an animation loop in combat (#321)
* this happens when trying to move close to a multihex critter.
2020-07-01 09:49:37 +08:00
NovaRain ae6a6e80d3 Fixed ASM error in the previous commit 2020-06-30 15:49:53 +08:00
NovaRain c0557ddbc1 Fixed broken PlayIdleAnimOnReload option (#320)
(in commit aafc030)

Improved the fix for incorrect positioning after exiting small/medium
locations.
2020-06-30 12:31:49 +08:00
NovaRain 46dd02b566 Fixed the code for "display_stats" script function
Minor edit to Perks.cpp.
2020-06-29 23:03:41 +08:00
NovaRain 4c3f255915 Added a fix to prevent showing an empty perk selection window 2020-06-29 12:56:27 +08:00
NovaRain de01fdf065 Added "get_stat_max/min" script functions (#307)
Added updating player's stats on the char screen to "display_stats"
script function (#314)
2020-06-29 11:57:36 +08:00
NovaRain 1e6d2229dd Corrected the code for multihex retargeting tile
Small optimization to sfall function code.
2020-06-28 23:13:05 +08:00
NovaRain 317c4d4c05 Re-fix for the previous commit 2020-06-28 09:53:33 +08:00
NovaRain 31b244e5f3 Corrected the fix from the previous commit 2020-06-27 10:16:14 +08:00
NovaRain 066280a7ca Fixed the hang/freeze in combat (from commit b345140)
Added a fix for retargeting tile for multihex critters.
2020-06-27 09:48:20 +08:00
NovaRain 535595a997 Refactored some code in HeroAppearance.cpp 2020-06-14 10:41:57 +08:00
NovaRain 41b15b8838 Fixed bugs in the hero appearance mod:
* gender was not reset properly when creating a new character (#309)
* the player was missing some fire/electrical death animations (#310)
2020-06-14 09:29:53 +08:00
NovaRain 2cd79c1033 Moved static addresses into respective funcs in Stats.cpp 2020-06-13 00:26:31 +08:00
NovaRain cc9807344a Fixed Auto Doors example script mod
Cosmetic changes to the text descriptions in Perks.ini.
2020-06-13 00:20:48 +08:00
NovaRain 6c31cc43a0 Increased the max width of the player name on the char screen (#305)
Updated version number.
2020-06-04 06:40:57 +08:00
NovaRain b345140fba Some bug fixes regarding multihex critters in shoot blocking 2020-05-24 11:33:06 +08:00
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
133 changed files with 13701 additions and 9823 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.
+25 -32
View File
@@ -1,10 +1,9 @@
;This file handles modifications to perks and traits
;When adding extra perks to a mod, it's advisable to use
; the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may
; catch you out
;Since traits need to be picked before any scripts run, they
; have an additional NoHardcode option in this file which can
;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may catch you out
;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
[PerksTweak]
@@ -31,31 +30,25 @@ WeaponHandlingBonus=3
;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
;Ranks=The number of perk levels
;Level=The minimum required level
;Type=If 0, the perk checks only Skill1 for skill requirements; if 1, it checks
; Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat=The modified stat or -1 if you don't want to change any stats
;StatMag=The increased/decreased value to the modified stat
;Skill1=The first skill (or -1 for none) to check, but if you set a specific bit
; (67108864 or 0x4000000), it checks GVAR. For example, if Skill1=67108864, then
; the perk will check GVAR_PLAYER_REPUTATION (67108864 + 0) on Skill1Mag value
;Skill1Mag=Positive value is used as the minimum requirements of the first
; skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill
; >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be
; available if player has big guns skill >= 120
;Skill2=The second skill/GVAR (or -1 for none) to check
;Skill2Mag=Same as Skill1Mag, but for Skill2
;STR-LCK=Positive values are used as minimum requirements of SPECIAL stats, and
; negative values are interpreted as maximum requirements. For some special
; perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat),
; the values are not used as requirements but to add to corresponding SPECIAL
; stats
;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
;Ranks: The number of perk levels
;Level: The minimum required level
;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat: The modified stat or -1 if you don't want to change any stats
;StatMag: The increased/decreased value to the modified stat
;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120
;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements.
; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements
; but to add to corresponding SPECIAL stats
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
@@ -63,7 +56,7 @@ Enable=0
;This is a modification to perk 119
[119]
Name=Example
Desc=This is an example perk~Second line
Desc=This is an example perk description
Image=72
Ranks=1
Level=1
+2 -2
View File
@@ -40,7 +40,7 @@ Image=24
ButtonCount=3
;Set the appearance of the elevator
MainFrm=148
ButtonsFrm=151
MainFrm=148 ; EL_VAULT.FRM
ButtonsFrm=151 ; EL_MIL3.FRM
;Set up the exit points for all three buttons (see examples above)
+105 -55
View File
@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.22
;v3.8.27
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
@@ -8,24 +8,6 @@ UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=sfall\Translations.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0
;Set to 1 to override the music path used by default (i.e. data\sound\music\) if not present in the cfg
;Set to 2 to overwrite all occurances of the music path
OverrideMusicDir=2
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
@@ -54,6 +36,7 @@ AffectPlayback=0
;Set to 0 for 8 bit fullscreen
;Set to 4 for DX9 fullscreen
;Set to 5 for DX9 windowed
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=0
@@ -64,7 +47,11 @@ Mode=0
GraphicsWidth=0
GraphicsHeight=0
;Uncomment the option to use a hardware shader (requires DX9 graphics mode 4 or 5)
;Window position data. Do not modify
;Set to 0 to reset if the window position is incorrect
WindowData=0
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
;GlobalShaderFile=global.fx
@@ -82,13 +69,46 @@ GPUBlt=0
Use32BitHeadGraphics=0
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
;Requires DX9 graphics mode 4 or 5
;Set to 2 to force avi videos to fit the screen width
;Requires DX9 graphics mode
AllowDShowMovies=0
;Fade effect time percentage modifier
;Default is 100. Decrease/increase this value to speed up/slow down fade effects
FadeMultiplier=100
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Interface]
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
WorldMapTravelMarkers=0
;Uncomment these lines to change the appearance of the markers
;The color index in Fallout default palette (valid range: 1..228; default is 134)
;TravelMarkerColor=134
;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
;TravelMarkerStyles=2:2,2:2,2:2,2:2
;Set to 1 to display terrain types when hovering the cursor over the player's marker on the world map
WorldMapTerrainInfo=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
NumSoundBuffers=0
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
;Set to 2 to overwrite all occurrences of the music path
OverrideMusicDir=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
@@ -141,7 +161,7 @@ SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey9=0x00
;A key to hold down to move the window around when using graphics mode 5
;A key to hold down to move the window around when using DX9 graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0
@@ -164,9 +184,10 @@ HighlightCorpses=1
;16 - bright yellow
;32 - dark yellow
;64 - purple
;You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 3.8.27)
OutlineColor=16
;A key to press to reload your currently equipped weapon
;A key to press to reload your currently equipped weapon or use the active item
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
ReloadWeaponKey=0
@@ -188,6 +209,7 @@ DebugEditorKey=0
;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
;- disables playing the final movie/credits after the endgame slideshow
;- disables halving the weight for power armor items
;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
Fallout1Behavior=0
;Time limit in years. Must be between -3 and 13
@@ -247,7 +269,8 @@ DataLoadOrderPatch=1
;FemaleDefaultModel=hfjmps
;To change the various ingame movies, modify the next 17 lines
;Most of these can also be changed ingame via script.
;You can also define additional movies by adding Movie18 - Movie32 lines
;Most of these can also be changed ingame via script
Movie1=iplogo.mve
Movie2=intro.mve
Movie3=elder.mve
@@ -303,7 +326,7 @@ DialogueFix=1
;Prevents you from using number keys to enter unvisited areas on a town map
TownMapHotkeysFix=1
;Set to 1 to disable the horrigan encounter
;Set to 1 to disable the Horrigan encounter
DisableHorrigan=0
;Set to 1 to disable the random element in NPC levelling.
@@ -324,7 +347,7 @@ SingleCore=1
OverrideArtCacheSize=0
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
;Note that even with this option enabled, it is still not advisable to save in combat at all.
;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
;Set to 2 to block all saving in combat
SaveInCombatFix=1
@@ -367,14 +390,14 @@ AlwaysReloadMsgs=0
PlayIdleAnimOnReload=0
;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
;The corpses of critters with 'Ages' flag or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
;Default is 6. Set to 0 for a 12-hour timer
CorpseDeleteTime=6
;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
ProcessorIdle=-1
;Set to 1 if using the hero appearance mod
@@ -445,6 +468,14 @@ UseScrollingQuestsList=1
;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
;The quick saves will be rotated from the first slot on the page to the n-th slot
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
AutoQuickSave=0
AutoQuickSavePage=0
;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly
;Set to 3 to update the AC counter instantly when switching to other controlled critters in combat
@@ -475,9 +506,6 @@ BonusHtHDamageFix=1
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
DisplayBonusDamage=0
;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots
DisplaySecondWeaponRange=1
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
AnimationsAtOnceLimit=120
@@ -503,7 +531,7 @@ BoostScriptDialogLimit=0
;Set the mode to 0 to disable the size check, 1 to apply to the PC only, 2 to apply to the PC and party members, or 3 to apply to all critters
;Only the PC uses CritterInvSizeLimit. Other critters will use the unused stat (STAT_unused = 10) or have the size limit of 100 if the stat is not set
;Add 4 to the mode to limit the weight check to used items only
;You can use line number 542/543 in proto.msg and line number 35 in inventry.msg to set up custom messages for item size
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
CritterInvSizeLimitMode=0
CritterInvSizeLimit=100
@@ -533,8 +561,8 @@ SuperStimExploitFix=0
InventoryApCost=4
QuickPocketsApCostReduction=2
;Set to 1 to allow objects seeing through other objects that have their ShootThru flag set
;Note that enabling this option can cause unexpected NPC behavior in some situations
;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
ObjCanSeeObj_ShootThru_Fix=0
;Set to 1 to fix the broken obj_can_hear_obj script function
@@ -544,13 +572,16 @@ ObjCanHearObjFix=0
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
StartGDialogFix=0
;Set to 1 to fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
;This also changes the behavior of the result flags arguments
;called_shot - additional damage, when the damage received by the target is above the specified minimum damage
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
;New behavior of the arguments:
;called_shot - additional damage when hitting the target
;num_attacks - the number of free action points on the first turn only
;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target
AttackComplexFix=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
;Note: To perform the unsigned integer division, use the new 'div' operator
DivisionOperatorFix=1
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
ComputeSprayMod=0
@@ -625,6 +656,13 @@ DontTurnOffSneakIfYouRun=0
;Set to 0 to disable switching. (Default is 3)
UseWalkDistance=3
;Changes the displayed message when you recover from the negative effects of radiation exposure
;The value is the message number in misc.msg (Default is 3003: 'You feel better')
RadEffectsRemovalMsg=3003
;Set to 1 to display messages about radiation for the active geiger counter
ActiveGeigerMsgs=1
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1
@@ -649,6 +687,10 @@ NumbersInDialogue=0
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
WorldMapFontPatch=0
;Set to 1 to use Fallout's normal text font for death screen subtitles
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
DeathScreenFontPatch=0
;Set to 1 to display full item description for weapon/ammo in the barter screen
FullItemDescInBarter=0
@@ -658,6 +700,10 @@ DisplaySwiftLearnerExp=1
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
PartyMemberExtraInfo=0
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings=0
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
InterfaceDontMoveOnTop=0
@@ -709,10 +755,27 @@ CreditsAtBottom=0
;Set to 1 to enable sfall debugging mode
Enable=0
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
;Set to 2 to also disable the memory address check in unsafe script functions
;Does not require sfall debugging mode
AllowUnsafeScripting=0
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
;You can use several hex values, separated by commas
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to skip the executable file size check
;Does not require sfall debugging mode
SkipSizeCheck=0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0
;Fallout 2 Debug Patch
;Set to 1 to send debug output to the screen, 2 to a debug.log file, or 3 to both the screen and debug.log
;Does not require sfall debugging mode
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg:
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout2.cfg
;-------
;[debug]
;mode=environment
@@ -729,25 +792,12 @@ DebugMode=0
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
HideObjIsNullMsg=0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0
;Set to 1 to skip the executable file size check
;Does not require sfall debugging mode
SkipSizeCheck=0
;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
;You can use several hex values, separated by commas
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to stop Fallout from deleting non read-only protos at startup
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=0
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
;Does not require sfall debugging mode
AllowUnsafeScripting=0
;Set to 1 to force sfall to search for global scripts every time the game loads rather than only the first time
AlwaysFindScripts=0
;Set to 1 to force critters to display combat float messages
;Requires AllowSoundForFloats to be enabled
Binary file not shown.
@@ -1,14 +1,13 @@
/*
Auto Doors mod v1.1 for Fallout 2 by Mr.Stalin
Auto Doors mod v1.2 for Fallout 2 by Mr.Stalin
----------------------------------------------
- allows the player to automatically open/walk through unlocked doors when not in combat
Requires sfall 3.7b or higher
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation)
*/
@@ -30,8 +29,8 @@ procedure combatturn_handler;
#define PORTAL (0)
#define DOOR_FLAGS (0x24)
variable only_once := 0;
variable arrayPid;
variable onlyOnce := 0;
variable pidDoors;
procedure start begin
if game_loaded then begin
@@ -41,11 +40,11 @@ procedure start begin
set_global_script_repeat(40); // for sfall 3.x
call map_enter_p_proc;
end else begin
if (only_once == 1 and combat_is_initialized) then begin
only_once := 2;
if (onlyOnce == 1 and combat_is_initialized) then begin
onlyOnce := 2;
call set_door_flag(0); // reset flag when entering combat mode
end else if (only_once == 2 and not(combat_is_initialized)) then begin
only_once := 1;
end else if (onlyOnce == 2 and not(combat_is_initialized)) then begin
onlyOnce := 1;
if (sfall_ver_major >= 4) then set_global_script_repeat(0);
call set_door_flag(FLAG_WALKTHRU); // set flag after combat mode ends
end
@@ -53,34 +52,35 @@ procedure start begin
end
procedure map_enter_p_proc begin
if (arrayPid) then begin
// when changing maps, delete the current array to create a new one
free_array(arrayPid);
arrayPid := 0;
if (pidDoors) then begin
// when changing the map, delete the current array to create a new one
free_array(pidDoors);
pidDoors := 0;
end
only_once := 1;
onlyOnce := 1;
call set_door_flag(FLAG_WALKTHRU); // set flag when entering the map
end
procedure set_door_flag(variable state) begin
variable objectMap, obj, objPid, i;
if (arrayPid) then begin
if (pidDoors) then begin
call set_door_flag_array(state);
return;
end
objectMap := list_as_array(LIST_SCENERY);
arrayPid := create_array(0, 0);
pidDoors := create_array(0, 0);
foreach (obj in objectMap) begin
objPid := obj_pid(obj);
if (proto_data(objPid, sc_type) != PORTAL) or is_in_array(objPid, arrayPid) then
if (proto_data(objPid, sc_type) != PORTAL or get_proto_data(objPid, DOOR_FLAGS) or is_in_array(objPid, pidDoors)) then begin
continue; // next object
end
resize_array(arrayPid, i + 1);
arrayPid[i] := objPid;
resize_array(pidDoors, i + 1);
pidDoors[i] := objPid; // add pid to array
i++;
set_proto_data(objPid, DOOR_FLAGS, state);
end
@@ -88,14 +88,14 @@ end
procedure set_door_flag_array(variable state) begin
variable objPid;
foreach (objPid in arrayPid) begin
foreach (objPid in pidDoors) begin
set_proto_data(objPid, DOOR_FLAGS, state);
end
end
procedure combatturn_handler begin
if (only_once == 1) then begin
only_once := 2;
if (onlyOnce == 1) then begin
onlyOnce := 2;
call set_door_flag_array(0);
set_global_script_repeat(60);
end
+208 -74
View File
@@ -1,4 +1,23 @@
// Status: WIP
///////////////////////////////////////////////////////////////////////////////
// Blur filter setting
//
// min: blurFalloff 8, sharpness 10/8
// mid: blurFalloff 6, sharpness 8
// max: blurFalloff 4, sharpness 6
///////////////////////////////////////////////////////////////////////////////
#define blurFalloff 4.0
#define sharpness 6.0
///////////////////////////////////////////////////////////////////////////////
// Sharpen filter setting
//
// min: Sharpen 0.5, EdgeSharpen 1.0
// mid: Sharpen 1.0, EdgeSharpen -0.25
// max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25)
///////////////////////////////////////////////////////////////////////////////
#define Sharpen 0.5
#define EdgeSharpen 1.0
texture bloomMap;
sampler s0;
@@ -12,6 +31,88 @@ sampler BloomSampler : samplerstate
AddressV = Clamp;
};
// Variables that set the width and height of the current game resolution from sfall
float w;
float h;
static const float2 resolution = float2(w, h);
static const float2 wPass = float2(1, 0);
static const float2 hPass = float2(0, 1);
float Brightness(float3 color)
{
return 0.299 * color.r + 0.587 * color.g + 0.114 * 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 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
{
float3 sumColor = (tex2D(s0, uv).rgb);
float brightness = Brightness(sumColor);
delta *= (1 / resolution);
float totalWeight = 1;
float2 pointUV = uv + delta;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
pointUV = uv - delta;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
return float4((sumColor / totalWeight), 1);
}
static const float2 wDelta = float2(1, 0) * (1 / resolution);
static const float2 hDelta = float2(0, 1) * (1 / resolution);
float4 BlurPS(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
{
float totalWeight = 1;
float3 sumColor = (tex2D(s0, uv).rgb);
float brightness = Brightness(sumColor);
float2 pointUV = uv + wDelta;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
pointUV = uv - wDelta;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
pointUV = uv + hDelta;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
pointUV = uv - hDelta;
sumColor += BlurFunction(pointUV, brightness, totalWeight);
return float4((sumColor / totalWeight), 1);
}
///////////////////////////////////////////////////////////////////////////////
// Bloom effect setting
//
// min: BloomIntensity .8
// mid: BloomIntensity .85
// max: BloomIntensity .9
///////////////////////////////////////////////////////////////////////////////
#define BaseIntensity 1.2
#define BaseSaturation 1.0
#define BloomIntensity 0.8
#define BloomSaturation 0.35
#define BloomThreshold 0.35
#define BlurPower 0.002
// pseudo gauss blur
static const float2 offsets[12] = {
-0.326212, -0.405805,
@@ -28,89 +129,122 @@ static const float2 offsets[12] = {
-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) {
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)
float4 BloomPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
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;
float sum = (original.r + original.g + original.b) * 0.333;
if (sum >= 0.95) return original;
sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
// bloom blur
float4 bloomBlur = tex2D(s0, texCoord);
for(int i = 0; i < 12; i++)
{
bloomBlur += tex2D(s0, texCoord + BlurPower * offsets[i]);
}
bloomBlur *= 0.085;
return sum + original;
// return sum;
float intensity = BloomIntensity - lerp(0.0, 0.2, sum);
bloomBlur = AdjustSaturation(bloomBlur, BloomSaturation) * intensity;
bloomBlur = saturate((bloomBlur - BloomThreshold) / (1 - BloomThreshold));
return bloomBlur + original;
}
technique Blur
static const float CoefBlur = (Sharpen * 0.5);
static const float CoefOrig = (1 + CoefBlur);
// for the sharpen edge
#define SharpenEdge 0.4
static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
// pixel "width"
static const float px = (1.0 / w);
static const float py = (1.0 / h);
// for the blur filter
#define mean 1.0
static const float dx = (mean * px);
static const float dy = (mean * py);
float4 SharpenComplexPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
// 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)); }
float4 c0 = tex2D(s0, texCoord); // get original pixel
// edge detection
// Get neighbor points
// [ c1, c2, c3 ]
// [ c4, c0, c5 ]
// [ c6, c7, c8 ]
float4 c1 = tex2D(s0, texCoord + float2(-px, -py));
float4 c2 = tex2D(s0, texCoord + float2( 0, -py));
float4 c3 = tex2D(s0, texCoord + float2( px, -py));
float4 c4 = tex2D(s0, texCoord + float2(-px, 0));
float4 c5 = tex2D(s0, texCoord + float2( px, 0));
float4 c6 = tex2D(s0, texCoord + float2(-px, py));
float4 c7 = tex2D(s0, texCoord + float2( 0, py));
float4 c8 = tex2D(s0, texCoord + float2( px, py));
// using Sobel filter
// horizontal gradient
// [ -1, 0, 1 ]
// [ -2, 0, 2 ]
// [ -1, 0, 1 ]
float delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6);
// vertical gradient
// [ -1, - 2, -1 ]
// [ 0, 0, 0 ]
// [ 1, 2, 1 ]
float4 c13 = c1 + c3;
float4 c68 = c6 + c8;
float delta2 = (c68 + 2 * c7) - (c13 + 2 * c2);
// computation
if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) {
// if we have an edge, use sharpen
return c0 * sharpenVal0 - (c13 + c2 + c4 + c5 + c68 + c7) * sharpenVal1;
// Display edges in red...
//return float4( 1.0, 0.0, 0.0, 0.0 );
} else {
// else return corrected image
// compute blurred image (gaussian filter)
c1 = tex2D(s0, texCoord + float2(-dx, -dy));
c2 = tex2D(s0, texCoord + float2( 0, -dy));
c3 = tex2D(s0, texCoord + float2( dx, -dy));
c4 = tex2D(s0, texCoord + float2(-dx, 0));
c5 = tex2D(s0, texCoord + float2( dx, 0));
c6 = tex2D(s0, texCoord + float2(-dx, dy));
c7 = tex2D(s0, texCoord + float2( 0, dy));
c8 = tex2D(s0, texCoord + float2( dx, dy));
// gaussian filter
// [ 1, 2, 1 ]
// [ 2, 4, 2 ]
// [ 1, 2, 1 ]
// to normalize the values, we need to divide by the coeff sum
float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * c0) * 0.0625; // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625
// substract blurred image from original image
return (CoefOrig * c0 - CoefBlur * flou);
}
}
technique BlurBloom
{
//pass P0 { PixelShader = compile ps_3_0 BlurDeltaPassPS(wPass); }
//pass P1 { PixelShader = compile ps_3_0 BlurDeltaPassPS(hPass); }
pass P0 { PixelShader = compile ps_3_0 BlurPS(); }
pass P3 { PixelShader = compile ps_2_0 BloomPS(); }
pass P2 { PixelShader = compile ps_2_0 SharpenComplexPS(); }
}
@@ -1,3 +1,5 @@
#ifndef MAIN_H
#define MAIN_H
#include "..\scripting\headers\sfall.h"
#include "..\scripting\headers\define_lite.h"
@@ -71,3 +73,5 @@ end
procedure InitConfigs begin
translationIni := GetIniConfigStr("Main", "TranslationsINI", "Translations.ini", "ddraw.ini");
end
#endif
@@ -1,7 +1,5 @@
/*
Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
NOTE: the AllowUnsafeScripting option must be enabled.
*/
#include "..\headers\define.h"
@@ -9,10 +7,8 @@
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
procedure start;
procedure can_see(variable obj1, variable obj2);
procedure start begin
if game_loaded then begin
@@ -21,40 +17,50 @@ procedure start begin
variable
source := get_sfall_arg,
target := get_sfall_arg,
original := get_sfall_arg,
hookType := get_sfall_arg, /* new arg */
engine := get_sfall_arg,
type := get_sfall_arg, /* new arg */
result := 0,
distance;
distance, seeDistance, seeText;
if target then begin
distance := get_critter_stat(source, STAT_pe);
seeDistance := get_critter_stat(source, STAT_pe);
if can_see_(source, target) then begin
distance *= 5;
if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
if can_see(source, target) then begin
seeDistance *= 5;
if (get_flags(target) bwand FLAG_TRANSGLASS) then seeDistance /= 2;
end else if combat_is_initialized then begin
distance *= 2;
seeDistance *= 2;
end
if (target == dude_obj) then begin
if sneak_success then begin
distance /= 4;
if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
seeDistance /= 4;
if has_skill(target, SKILL_SNEAK) > 120 then seeDistance -= 1;
end else if dude_is_sneaking then begin
distance := distance * 2 / 3;
seeDistance := (seeDistance * 2) / 3; // distance div 1.5
end
end
if obj_dist_(target, source) <= distance then result := 1;
distance := tile_distance_objs(source, target);
if (get_flags(source) bwand FLAG_MULTIHEX) then distance--;
if (get_flags(target) bwand FLAG_MULTIHEX) then distance--;
// example
if (result) then begin
display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
end else begin
display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
end
if (distance <= seeDistance) then result := 1;
seeText = " does not see > ";
if (result) then seeText = " sees > ";
// Example
display_msg("hs_withinperception: " + obj_name(source) + seeText + obj_name(target) + " [engine: " + engine + ", script: " + result + "]");
/* override engine result */
//set_sfall_return(result);
end
//set_sfall_return(result);
end
end
procedure can_see(variable obj1, variable obj2) begin
variable dir = obj_get_rot(obj1) - rotation_to_tile(tile_num(obj1), tile_num(obj2));
if (dir < 0) then dir = -dir;
return (dir <= 1) or (dir == 5);
end
+1 -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)
@@ -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 +1,408 @@
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 4.2.7
- added ability to declare local variables anywhere in the procedure body
> 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
+20 -8
View File
@@ -2,6 +2,9 @@
#ifndef DEFINE_EXTRA_H
#define DEFINE_EXTRA_H
/* Combat Flags */
#define DAM_PRESERVE_FLAGS 0x80000000 // keep the existing result flags when setting new flags in attack_complex (for sfall)
#define BODY_HIT_HEAD (0)
#define BODY_HIT_LEFT_ARM (1)
#define BODY_HIT_RIGHT_ARM (2)
@@ -87,25 +90,34 @@
#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 */
/* 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
@@ -326,6 +338,6 @@
#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)
+56 -7
View File
@@ -1,3 +1,6 @@
#ifndef SFALL_H
#define SFALL_H
//Recognised modes for set_shader_mode and get_game_mode
#define WORLDMAP (0x1)
#define DIALOG (0x4)
@@ -53,14 +56,27 @@
#define LIST_GROUNDITEMS (1)
#define LIST_SCENERY (2)
#define LIST_WALLS (3)
//#define LIST_TILES (4) //Not listable via sfall list functions
//#define LIST_TILES (4) //Not listable via sfall list functions
#define LIST_MISC (5)
#define LIST_SPATIAL (6)
#define LIST_ALL (9)
//Valid window types for get_window_attribute
#define WINTYPE_INVENTORY (0) // any inventory window (player/loot/use/barter)
#define WINTYPE_DIALOG (1)
#define WINTYPE_PIPBOY (2)
#define WINTYPE_WORLDMAP (3)
#define WINTYPE_IFACEBAR (4) // the interface bar
#define WINTYPE_CHARACTER (5)
#define WINTYPE_SKILLDEX (6)
#define WINTYPE_ESCMENU (7) // escape menu
//Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (1)
#define ENCOUNTER_FLAG_LOCK (2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_NO_CAR (0x1)
#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
//The attack types returned by get_attack_type
#define ATKTYPE_LWEP1 (0)
@@ -218,11 +234,30 @@
#define party_member_list_all party_member_list(1)
// fake perks/traits add mode flags
#define ADD_PERK_MODE_TRAIT (1) // add to the player's traits
#define ADD_PERK_MODE_PERK (2) // add to the player's perks
#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks
#define ADD_PERK_MODE_TRAIT (1) // add to the player's traits list
#define ADD_PERK_MODE_PERK (2) // add to the player's perks list
#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks (after added to the player)
// sfall_funcX macros
// instantly apply the item to dude_obj (w/o animation)
#define use_item_on_dude(item) set_self(dude_obj); \
set_self(dude_obj); \
use_obj_on_obj(item, dude_obj); \
set_self(0)
// returns the corrected tile distance between two objects to the distance variable (return value >= 9996 is an error when getting the distance)
#define distance_objs(distance, obj1, obj2) distance := tile_distance_objs(obj1, obj2) - 1; \
if (get_flags(obj1) bwand FLAG_MULTIHEX) then distance--; \
if (get_flags(obj2) bwand FLAG_MULTIHEX) then distance--
/* sfall metarule3 function macros */
// sets the number of days (range 1...127) for the Frank Horrigan encounter, or disable the encounter if days is set to 0
#define set_horrigan_days(day) metarule3(200, day, 0, 0)
// clears the keyboard input buffer, use it in the HOOK_KEYPRESS hook to clear keyboard events before calling functions that are waiting for keyboard input
#define clear_keyboard_buffer metarule3(201, 0, 0, 0)
/* sfall_funcX macros */
#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
#define add_iface_tag sfall_func0("add_iface_tag")
#define add_trait(traitID) sfall_func1("add_trait", traitID)
@@ -240,22 +275,30 @@
#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
#define get_cursor_mode sfall_func0("get_cursor_mode")
#define get_flags(obj) sfall_func1("get_flags", obj)
#define get_interface_x(winType) sfall_func2("get_window_attribute", winType, 1)
#define get_interface_y(winType) sfall_func2("get_window_attribute", winType, 2)
#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
#define get_map_enter_position sfall_func0("get_map_enter_position")
#define get_metarule_table sfall_func0("get_metarule_table")
#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
#define get_outline(obj) sfall_func1("get_outline", obj)
#define get_pc_stat_max(stat) sfall_func1("get_stat_max", stat)
#define get_pc_stat_min(stat) sfall_func1("get_stat_min", stat)
#define get_npc_stat_max(stat) sfall_func2("get_stat_max", stat, 1)
#define get_npc_stat_min(stat) sfall_func2("get_stat_mix", stat, 1)
#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
#define get_text_width(text) sfall_func1("get_text_width", text)
#define hide_window(winName) sfall_func1("hide_window", winName)
#define intface_hide sfall_func0("intface_hide")
#define intface_is_hidden sfall_func0("intface_is_hidden")
#define intface_is_shown(winType) sfall_func1("get_window_attribute", winType)
#define intface_redraw sfall_func0("intface_redraw")
#define intface_show sfall_func0("intface_show")
#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
#define item_weight(obj) sfall_func1("item_weight", obj)
#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
#define loot_obj sfall_func0("loot_obj")
#define message_box(text) sfall_func1("message_box", text)
#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
@@ -271,6 +314,8 @@
#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
@@ -279,8 +324,12 @@
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
#define string_format(format, a1, a2) sfall_func3("string_format", format, a1, a2)
#define string_tolower(text) sfall_func2("string_to_case", text, 0)
#define string_toupper(text) sfall_func2("string_to_case", text, 1)
#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
#define tile_refresh_display sfall_func0("tile_refresh_display")
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
#endif
+11 -2
View File
@@ -126,11 +126,13 @@ int ret1 - The new AP cost
HOOK_DEATHANIM1 (hs_deathanim1.int)
Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees
Does not run for critters in the knockdown/out state.
int arg1 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
critter arg2 - The attacker
critter arg3 - The target
int arg4 - The amount of damage
int arg5 - Unused, always -1. Use this if you are using the same procedure for HOOK_DEATHANIM1 and HOOK_DEATHANIM2 (since sfall 4.1/3.8.24)
int ret1 - The pid of an object to override the attacking weapon with
@@ -139,7 +141,8 @@ int ret1 - The pid of an object to override the attacking weapon with
HOOK_DEATHANIM2 (hs_deathanim2.int)
Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than hs_deathanim1, but performs no validation.
When using critter_dmg function, this script will also run. In that case weapon pid will be -1 and target will point to an object with obj_art_fid == 0x20001F5.
When using critter_dmg function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with obj_art_fid == 0x20001F5.
Does not run for critters in the knockdown/out state.
item arg1 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
critter arg2 - The attacker
@@ -192,9 +195,15 @@ HOOK_FINDTARGET (hs_findtarget.int)
Runs when the ai is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the ai caps of the attacker.
This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way.
The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries.
The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries, but this is fixed in sfall 4.2.3/3.8.23.
Use sfall_return to give the 4 targets, in order of preference. If you want to specify less than 4 targets, fill in the extra spaces with 0's or pass -1 to skip the return value.
NOTE: The engine can choose targets by the following criteria:
1) The nearest enemy to the attacker.
2) The enemy that attacked the attacker.
3) The enemy that attacked an NPC from the same team as the attacker.
4) The enemy that is attacked by an NPC from the same team as the attacker.
critter arg1 - The attacker
critter arg2 - A possible target
critter arg3 - A possible target
+53 -12
View File
@@ -18,7 +18,7 @@ The read_xxx functions take a memory address as the parameter and can read arbit
The get/set_pc_base/extra_stat functions are equivalent to calling get/set_critter_base/extra_stat with dude_obj as the critter pointer. None of these stat functions take perks into account, and neither do they do range clamping to make sure the stats are valid. Use the normal get_critter_stat function to get a correctly perk adjusted and range clamped value for a stat.
The set_stat_max/min functions can be used to set the valid ranges on on stats. Values returned by get_current_stat will be clamped to this range. The set_pc_ function only effect the player, the set_npc_ functions only effect other critters, and the set_ functions effect both.
The set_stat_max/min functions can be used to set the valid ranges on stats. Values returned by get_current_stat will be clamped to this range. The set_pc_ function only effect the player, the set_npc_ functions only effect other critters, and the set_ functions effect both.
The input functions are only available if the user has the input hook turned on in ddraw.ini. Use input_funcs_available to check.
@@ -36,7 +36,7 @@ The mapper manual lists the functions 'world_map_x_pos' and 'world_map_y_pos', w
set_pipboy_available will only accept 0 or 1 as an argument. Using any other value will cause the function to have no effect. Use 0 to disable the pipboy, and 1 to enable it.
get/set_critter_current_ap functions should only be used during the target critters turn while in combat. Calling them outside of combat typically returns the critters max ap, but don't rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.) Using set_critter_current_ap on the player will not automatically redraw the screen, so the ap bar will be incorrect until the player next clicks.
get/set_critter_current_ap functions should only be used during the target critters turn while in combat. Calling them outside of combat typically returns the critters max ap, but don't rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.)
The 'type' value in the weapon knockback functions can be 0 or 1. If 0, the value becomes an absolute distance that targets will be knocked back. If 1, the value is multiplied by the distance they would normally have been knocked back. Weapon knockback modifiers are applied in the order weapon -> attacker -> target, so a x2 weapon wielded by an abs 6 attacker hitting a /2 target will knock the target back 3 squares. The knockback functions will not override the stonewall perk or knockdowns resulting from criticals. knockback values set on weapons or critters are not saved, and must be reset each time the player reloads.
@@ -50,7 +50,7 @@ has_fake_trait and has_fake_perk return the number of levels the player has of t
perk_add_mode, set_selectable_perk, set_perkbox_title, hide_real_perks, show_real_perks and clear_selectable_perks control the behaviour of the select a perk box. set_selectable_perk can be used to add additional items by setting the 'active' parameter to 1, and to remove them again by setting it to 0. set_perkbox_title can be used to change the title of the box, or by using "" it will be set back to the default. hide and show_real_perks can be used to prevent the dialog from displaying any of the original 119 perks. perk_add_mode modifies what happens when a fake perk is selected from the perks dialog. It is treated as a set of flags - if bit 1 is set then it is added to the player's traits, if bit 2 is set it is added to the player's perks, and if bit 3 is set it is removed from the list of selectable perks. The default is 0x2. clear_selectable_perks restores the dialog to its default state.
show_iface_tag, hide_iface_tag and is_iface_tag_active relate to the boxes that appear above the interface such as SNEAK and LEVEL. You can use 3 for LEVEL and 4 for ADDICT, or the range from 5 to (4 + the value of BoxBarCount in ddraw.ini) for custom boxes. Remember to add your messages to intrface.msg and set up the font colours in ddraw.ini if you're going to use custom boxes. Starting from sfall 3.8.12, is_iface_tag_active can also be used to check 0 for SNEAK, 1 for POISONED, and 2 for RADIATED.
show_iface_tag, hide_iface_tag and is_iface_tag_active relate to the boxes that appear above the interface such as SNEAK and LEVEL. You can use 3 for LEVEL and 4 for ADDICT, or the range from 5 to (4 + the value of BoxBarCount in ddraw.ini) for custom boxes. Remember to add your messages to intrface.msg and set up the font colours in ddraw.ini if you're going to use custom boxes. Starting from sfall 4.1/3.8.12, is_iface_tag_active can also be used to check 0 for SNEAK, 1 for POISONED, and 2 for RADIATED.
get/set_bodypart_hit_modifier alter the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id's are from 0 to 8. Changes are not saved, and will reset to the defaults (or to the values specified in ddraw.ini if they exist) at each reload.
@@ -66,7 +66,7 @@ get/set_proto_data are used to manipulate the in memory copies of the .pro files
the list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list. (Defined in sfall.h) It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards.
play_sfall_sound and stop_sfall_sound are used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify loop as 1 to loop the file continuously, or 0 otherwise. If you don't wish to loop, play_sfall_sound returns 0. If you do loop, it returns an id which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require 'AllowDShowSound' to be set to 1 in ddraw.ini.
play_sfall_sound and stop_sfall_sound are used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don't wish to loop, play_sfall_sound returns 0. If you do loop, it returns an id which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require 'AllowDShowSound' to be set to 1 in ddraw.ini.
arrays are created and manipulated with the xxx_array functions. An array must first be created with create_array or temp_array, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The id returned by create/temp_array can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call create_array from one script, and then use the returned id from another script.) They are also saved across savegames. You must remember to free any arrays you create with create_array when you are done with them, or you will leak memory. arrays created with temp_array will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. create_array is the only function that returns a permanent array, all other functions which return arrays (string_split, list_as_array etc,) all return temp arrays. You can use fix_array to make a temp array permanent.
@@ -137,7 +137,7 @@ array - array ID to be used with array-related functions (actually an integer)
- The player will not get an outdoorsman skill check.
> void force_encounter_with_flags(int map, int flags)
- does the same thing as force_encounter, but allows the specification of some extra options.
- does the same thing as force_encounter, but allows the specification of some extra options (see sfall.h for available flags).
- Forcing a random encounter on a map that is not normally used for random encounters may cause the player to lose the car, if they have it.
- In this case use force_encounter_with_flags with the ENCOUNTER_FLAG_NO_CAR flag set.
@@ -267,10 +267,15 @@ Some utility/math functions are available:
> int charcode(string string)
- returns ASCII code for the first character in given string
> div operator (unsigned integer division)
- use as a division operator, like 3 + (20 div 5)
- if both dividend and divisor are integers, they will be treated as unsigned integers
- if one of them is a float, div will perform the signed division just like vanilla division operator
> ^ operator (exponentiation)
- use as any other arithmetic operator, like 5^(1/3)
- if exponent is integer, you can use negative base, otherwise you will get "nan" with negative base
- if both arguments are integers, result will be integer
- if exponent is an integer, you can use a negative base, otherwise you will get "NaN" with a negative base
- if both arguments are integers, the result will be an integer
> float log(float x)
- natural logarithm of x
@@ -412,8 +417,9 @@ Some utility/math functions are available:
- gets the current outline color for an object
> void sfall_func2("set_outline", object, int color)
- sets the outline color of an object
- 0 means or any value above 0x00FFFFFF disables the outline
- sets the outline color of an object (see OUTLINE_* constants in sfall.h)
- can also set a custom color from the game palette by shifting the color index value 8 bits left: 0xCC00 where CC is the palette index (available since sfall 4.2.7/3.8.27)
- passing 0 will disable the outline
- call "tile_refresh_display" after changing outline of objects to properly redraw the scene
> int sfall_func1("get_flags", object)
@@ -440,8 +446,8 @@ Some utility/math functions are available:
- sets the current cursor mode
> void sfall_func0("display_stats")
- displays player stats in the inventory screen display window
- works only in opened inventory
- updates player's stats in the inventory display window or on the character screen
- NOTE: works only when the interface window is opened
> int sfall_func1("lock_is_jammed", object)
- returns 1 if the lock (container or scenery) is currently jammed, 0 otherwise
@@ -600,9 +606,44 @@ optional arguments:
- the radius is limited to 50 hexes
> int sfall_func2("tile_by_position", int x, int y)
- returns the tile number at the x, y position relative to the top-left corner of the screen
- returns the tile number at the x, y position relative to the top-left corner of the game screen
- if the position is outside of the range of tiles, it will return -1
> string sfall_func2("string_to_case", string text, int toCase)
- converts all letters in the given string to the specified case
- toCase: 0 - lowercase, 1 - uppercase
- NOTE: this function works only for English letters of A-Z/a-z
> void sfall_func3("set_terrain_name", int x, int y, string name)
- overrides the terrain type name for the sub-tile on the world map by the specified coordinates
> int sfall_func1("get_window_attribute", int winType)
> int sfall_func2("get_window_attribute", int winType, int attrType)
- returns the attribute of the specified interface window by the attrType argument
- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
- attrType: 0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument)
1 - X position, 2 - Y position (relative to the top-left corner of the game screen)
- returns -1 if the specified attribute cannot be obtained
> void sfall_func2("set_town_title", int areaID, string title)
- sets a floating text for a town on the world map when hovering the cursor over the player's marker
- areaID: the ID number of the town from city.txt
> int sfall_func4("message_box", string message, int flags, int color1, int color2)
- creates a dialog box with text and returns the result of pressing the button: 0 - No (Escape), 1 - Yes/Done (Enter)
- returns -1 if for some reason the dialog box cannot be created
- message: the text in the dialog box. Use the \n control character to move text to a new line (example: "Hello\nWorld!")
optional arguments:
- flags: mode flags (see MSGBOX_* constants in define_extra.h). Pass -1 to skip setting the flags (default flags are NORMAL and YESNO)
- color1/2: the color index in Fallout palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145)
> int sfall_func1("get_stat_min", stat)
> int sfall_func1("get_stat_max", stat)
> int sfall_func2("get_stat_min", stat, bool who)
> int sfall_func2("get_stat_max", stat, bool who)
- returns the maximum or minimum set value of the specified stat (see set_stat_max/min functions)
- who: 0 (false) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
------------------------
------ MORE INFO -------
------------------------
+4 -2
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@@ -296,8 +296,8 @@
0x8228 - int get_attack_type
0x822b - int play_sfall_sound(string file, int loop)
0x822c - void stop_sfall_sound(int ptr)
0x822b - int play_sfall_sound(string file, int mode)
0x822c - void stop_sfall_sound(int soundID)
0x8235 - array string_split(string string, string split)
0x8237 - int atoi(string string)
@@ -360,6 +360,8 @@
0x827d - void register_hook_proc_spec(int hook, procedure proc)
0x827e - void reg_anim_callback(procedure proc)
0x827f - div operator (unsigned integer division)
* These functions require AllowUnsafeScripting to be enabled in ddraw.ini
+18
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@@ -0,0 +1,18 @@
[sfall]
SaveInCombat=目前不能存档。
KarmaGain=你获得了%d点道德。
KarmaLoss=你失去了%d点道德。
HighlightFail1=你没有携带动态感应器。
HighlightFail2=你的动态感应器没电了。
SuperStimExploitMsg=你不能对没受伤的人使用超级治疗针!
BlockedCombat=你现在不能进入战斗。
SaveSfallDataFail=储存存档延展信息时发生错误!检查是否有其他程序占用存档文件/文件夾之后再试一次。
PartyLvlMsg=等级:
PartyACMsg=AC:
PartyAddictMsg=上瘾
NPCPickupFail=%s无法将东西捡起来。
[AppearanceMod]
RaceText=种族
StyleText=风格
DoneBtn=完成
+18
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@@ -0,0 +1,18 @@
[sfall]
SaveInCombat=目前不能存檔。
KarmaGain=你獲得了%d點道德。
KarmaLoss=你失去了%d點道德。
HighlightFail1=你沒有攜帶動態感應器。
HighlightFail2=你的動態感應器沒電了。
SuperStimExploitMsg=你不能對沒受傷的角色使用超級治療針!
BlockedCombat=你現在不能進入戰鬥。
SaveSfallDataFail=儲存存檔延伸資訊時發生錯誤!檢查是否有其他程式占用存檔檔案/資料夾之後再試一次。
PartyLvlMsg=等級:
PartyACMsg=AC:
PartyAddictMsg=上癮
NPCPickupFail=%s無法將東西撿起來。
[AppearanceMod]
RaceText=種族
StyleText=風格
DoneBtn=完成

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