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@@ -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.
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 -------
|
||||
------------------------
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user