Compare commits

...
97 Commits
Author SHA1 Message Date
NovaRain 061a3925e6 Minor edits to Message.cpp/h 2020-10-27 00:54:29 +08:00
NovaRain c6fa6bac30 Cleaned up define_lite.h and command_lite.h
Improved/corrected the fix for function args in commit e59af7e8.
Minor code edits.
2020-10-26 11:25:31 +08:00
NovaRain 0988004245 Fixed the error handling in win_fill_color
Some code fixes.
2020-10-25 08:07:49 +08:00
NovaRain e59af7e88a Fixed function args not being reset properly
Removed redundant safeguard/manual arg init in various script functions.
2020-10-25 01:05:34 +08:00
NovaRain 7cf1b60b38 Backported the extended functionality of ExtraGameMsgFileList from 4.x 2020-10-24 21:23:04 +08:00
NovaRain a8919367ea Added "win_fill_color" script function 2020-10-24 13:54:43 +08:00
NovaRain 0a44f7118a Added support for drawing PCX images to draw_image, draw_image_scaled, and interface_art_draw
Fixed bug in TalkingHeads.cpp.
2020-10-24 00:55:40 +08:00
NovaRain cda56aca7d Fixed the macro guard in command_lite.h and added two macros 2020-10-21 22:36:59 +08:00
NovaRain 761124aaf4 Code edits to PartyControl.cpp 2020-10-18 07:15:57 +08:00
NovaRain 8e6a961fba Renamed elements in PerkInfo/TraitInfo structs
Implemented StatFormula struct from 4.x for Stats.cpp.
Implemented DudeState struct from 4.x for PartyControl.cpp.
2020-10-15 13:12:15 +08:00
NovaRain cca0fe0cb6 Fixed and improved the code in Graphics.cpp 2020-10-15 09:30:39 +08:00
NovaRain 180761c489 Added the ability to change the poison level for critters 2020-10-12 20:47:05 +08:00
NovaRain 540b68070b Corrected code in Arrays.cpp 2020-10-12 11:03:55 +08:00
NovaRain 466b79f5e8 Code optimization for array expression (from 4.x) 2020-10-11 10:55:58 +08:00
NovaRain b1f847afbc Code edits to Graphics.cpp according to 4.x changes
Minor edits to MetaruleExtender.cpp and notes.txt.
2020-10-11 01:09:31 +08:00
NovaRain 31fbddb612 Code correction in FalloutEngine.cpp
Updated global shader example files.
2020-10-09 08:57:46 +08:00
NovaRain 0c547da134 Backported "car_gas_amount" and "set_car_intface_art" functions from 4.0
Added prefixes to some functions (fake classes)
2020-10-08 22:14:32 +08:00
NovaRain cc5561d3d6 Updated example mod scripts 2020-10-08 15:34:41 +08:00
NovaRain 66ff811bcd Added "combat_data" script function
Added a new argument to HOOK_COMBATDAMAGE.
Removed the check for valid objects from get/set_object_data functions.
Some code fixes/edits.
2020-10-08 13:50:37 +08:00
NovaRain 27963fd064 Fixed broken Print() script function
Fixed the background image of the character portrait on inv/char screens.
Renamed "print_text" to "interface_print".
2020-10-06 11:48:31 +08:00
NovaRain dc88193ff6 Added "print_text" script function 2020-10-05 21:05:06 +08:00
NovaRain 2c36ad9a2a Removed InterfaceDontMoveOnTop from ddraw.ini (always enabled)
Added a fix to prevent toggling the cursor for a Transparent window.
2020-10-05 10:26:39 +08:00
NovaRain 9d34a4c70a Added support for transparent interface windows (#25) 2020-10-03 21:01:54 +08:00
NovaRain 548039d5bc Fixed FrmFile struct in the previous commit
Finished the code refactoring in InterfaceOps.hpp.
2020-09-29 09:04:27 +08:00
NovaRain 49c4bb2479 Some code refactoring
Added a value of 2 to TextureFilter option.
2020-09-28 12:07:12 +08:00
NovaRain 75b275159f Added "interface_art_draw" script function
Added an argument to "intface_redraw" function to redraw all interfaces.
2020-09-26 22:17:59 +08:00
NovaRain 52f42af913 Changed the behavior of saving/restoring hook arguments
(no need to specify the number of args when executing a nested hook)
Reverted the change of argCount in some hooks.
Disabled an obsolete fix for MultiHexPathingFix.
Simplified the code of draw_image/draw_image_scaled script functions.
2020-09-25 00:12:22 +08:00
NovaRain b195a8ab02 Moved all engine function defines to new FalloutFuncs_def.h
(similar to the way how 4.x handles engine functions)

Added the ability to get Automap window pointer.

Reorganized some code to prepare for later commits.
2020-09-24 15:22:32 +08:00
NovaRain 796e834a9d Some edits to the previous commit
Minor edits to some code.
2020-09-23 23:07:45 +08:00
NovaRain df4e847c59 Changed argCount to be set right after HookBegin in some hooks
* to avoid possible unexpected issues.
2020-09-23 15:33:42 +08:00
NovaRain 0a48ed3048 Added a new argument to HOOK_TOHIT (#339)
Added hook type 3 to HOOK_WITHINPERCEPTION (when AI selects a target)

Extended the upper limit of set_pickpocket_max and set_hit_chance_max
script functions to 999.

Added a fix for combat_is_shot_blocked_ not taking the flags of critters
in the line of fire into account.

Minor edits to ASM code of some hooks.
2020-09-22 22:16:57 +08:00
NovaRain 7414c8a361 Refactored ASM code of some hooks using 4.x as ref
Code edits to DisplayKarmaChanges.
Implemented the buf_to_buf_ replacement function from 4.x.
2020-09-21 21:22:21 +08:00
NovaRain 90a9ee5f15 Added loading multiple shader files for GlobalShaderFile option
Added a sharpen filter file as a global shader example.
Set TextureFilter to be enabled by default.
2020-09-21 13:03:05 +08:00
NovaRain 314100f231 Added TextureFilter option (restored from sfall 2.x) 2020-09-20 10:07:16 +08:00
NovaRain 9c92e2f487 Reorganized the function defines in FalloutEngine.cpp/h
* in the same way as 4.x's Functions_def.h.

Replaced some ASM blocks with function defines.
2020-09-19 21:34:14 +08:00
NovaRain 2d3a4d6c34 Corrected talking heads code of Use32BitHeadGraphics
Minor code correction.
2020-09-19 00:39:55 +08:00
NovaRain a936f35c80 Refactored code in Elevators.cpp to be like 4.x 2020-09-16 14:25:21 +08:00
NovaRain 3479bc6893 Backported KeepWeaponSelectMode from 4.x
Minor edits to code and documents.
2020-09-16 11:09:55 +08:00
NovaRain ff1aac40f5 Fixed temporary arrays being cleared when flushing the keyboard buffer (#337)
Added a message about failed initialization of the game and exit if an error occurs.
2020-09-15 11:34:26 +08:00
NovaRain 6142d95a60 Graphics: improved the performance of DX9 mode 2020-09-15 10:33:33 +08:00
NovaRain c4fc3d2c8b Graphics & Movies refactoring (WIP/unfinished) 2020-09-13 22:33:30 +08:00
NovaRain 40cca2452d Reverted part of changes in commit 0d5c88f
* InterpretGetValue could cause unexpected behavior in global scripts.
2020-09-13 18:37:55 +08:00
NovaRain 33a5c7428a Updated Ammo INI Loader example script mod
* now the INI will be read only once on script initialization, not
always being re-read on each map load.
2020-09-10 14:55:11 +08:00
NovaRain 55e935e18c Added the original Fallout 1 behavior to FastShotFix 2020-09-06 08:45:17 +08:00
NovaRain 398ad650b9 Added a fix to the weapon check in the Fast Shot trait
* changed range check to type+range check, the same fix is also applied
to FastShotTraitFix.

Added more info to the description of FastShotFix option.
2020-09-05 10:47:53 +08:00
NovaRain 9c7f34ffb2 Fixed typo in sfall.h (#334) 2020-09-03 21:06:01 +08:00
NovaRain 6a2a7ee82f Fixed EncounterTableSize option (#333)
* the encounter messages were still limited to 50 entries per table when
the value for encounters is set to greater than 50.

Fixed building the path to multihex objects.
2020-09-03 14:24:00 +08:00
NovaRain 849ae49bfb Tweaked the field of view check in ObjCanSeeObj_ShootThru_Fix
And fixed a bug when the target critter has the ShootTrhu flag set
(cannot be seen by the source)

Minor edits to some comments in previous commit.
2020-09-02 14:21:57 +08:00
NovaRain ed9c6c7508 Added support for ACM audio file playback to soundplay script function
(with volume control)

Added a volume control to reduce the volume for play_sfall_sound.
Added descriptions and constant defines to documents.
Some code optimization.
Updated version number.
2020-09-01 16:12:00 +08:00
NovaRain 57f4deb5cf Minor edits to Interface.cpp and ddraw.ini 2020-08-22 10:51:07 +08:00
NovaRain c6da5169b8 Minor edits to HookScripts.cpp based on 4.x changes 2020-08-21 12:57:03 +08:00
NovaRain 72f3abe3c9 Moved DeathScreenFontPatch code to Interface.cpp
Added a note about DeathScreenFontPatch in ddraw.ini.

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

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

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

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

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

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

Added a debug message about a corrupted proto file.

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

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

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

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

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

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

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

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

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

Improved the fix for incorrect positioning after exiting small/medium
locations.
2020-06-30 12:31:49 +08:00
NovaRain 46dd02b566 Fixed the code for "display_stats" script function
Minor edit to Perks.cpp.
2020-06-29 23:03:41 +08:00
NovaRain 4c3f255915 Added a fix to prevent showing an empty perk selection window 2020-06-29 12:56:27 +08:00
NovaRain de01fdf065 Added "get_stat_max/min" script functions (#307)
Added updating player's stats on the char screen to "display_stats"
script function (#314)
2020-06-29 11:57:36 +08:00
NovaRain 1e6d2229dd Corrected the code for multihex retargeting tile
Small optimization to sfall function code.
2020-06-28 23:13:05 +08:00
NovaRain 317c4d4c05 Re-fix for the previous commit 2020-06-28 09:53:33 +08:00
NovaRain 31b244e5f3 Corrected the fix from the previous commit 2020-06-27 10:16:14 +08:00
NovaRain 066280a7ca Fixed the hang/freeze in combat (from commit b345140)
Added a fix for retargeting tile for multihex critters.
2020-06-27 09:48:20 +08:00
NovaRain 535595a997 Refactored some code in HeroAppearance.cpp 2020-06-14 10:41:57 +08:00
NovaRain 41b15b8838 Fixed bugs in the hero appearance mod:
* gender was not reset properly when creating a new character (#309)
* the player was missing some fire/electrical death animations (#310)
2020-06-14 09:29:53 +08:00
NovaRain 2cd79c1033 Moved static addresses into respective funcs in Stats.cpp 2020-06-13 00:26:31 +08:00
NovaRain cc9807344a Fixed Auto Doors example script mod
Cosmetic changes to the text descriptions in Perks.ini.
2020-06-13 00:20:48 +08:00
NovaRain 6c31cc43a0 Increased the max width of the player name on the char screen (#305)
Updated version number.
2020-06-04 06:40:57 +08:00
NovaRain b345140fba Some bug fixes regarding multihex critters in shoot blocking 2020-05-24 11:33:06 +08:00
113 changed files with 7720 additions and 5011 deletions
+25 -32
View File
@@ -1,10 +1,9 @@
;This file handles modifications to perks and traits
;When adding extra perks to a mod, it's advisable to use
; the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may
; catch you out
;Since traits need to be picked before any scripts run, they
; have an additional NoHardcode option in this file which can
;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications
; in this file, as some perks have hardcoded effects which may catch you out
;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
[PerksTweak]
@@ -31,31 +30,25 @@ WeaponHandlingBonus=3
;Set to 1 to enable the modifications for perks
Enable=0
;Name=The name of the perk (max 63 characters)
;Desc=The description of the perk (max 255 characters)
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
;Ranks=The number of perk levels
;Level=The minimum required level
;Type=If 0, the perk checks only Skill1 for skill requirements; if 1, it checks
; Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat=The modified stat or -1 if you don't want to change any stats
;StatMag=The increased/decreased value to the modified stat
;Skill1=The first skill (or -1 for none) to check, but if you set a specific bit
; (67108864 or 0x4000000), it checks GVAR. For example, if Skill1=67108864, then
; the perk will check GVAR_PLAYER_REPUTATION (67108864 + 0) on Skill1Mag value
;Skill1Mag=Positive value is used as the minimum requirements of the first
; skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill
; >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be
; available if player has big guns skill >= 120
;Skill2=The second skill/GVAR (or -1 for none) to check
;Skill2Mag=Same as Skill1Mag, but for Skill2
;STR-LCK=Positive values are used as minimum requirements of SPECIAL stats, and
; negative values are interpreted as maximum requirements. For some special
; perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat),
; the values are not used as requirements but to add to corresponding SPECIAL
; stats
;Name: The name of the perk (max 63 characters)
;Desc: The description of the perk (max 255 characters)
;Image: The line number (0-indexed) of the corresponding FRM in skilldex.lst
;Ranks: The number of perk levels
;Level: The minimum required level
;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat: The modified stat or -1 if you don't want to change any stats
;StatMag: The increased/decreased value to the modified stat
;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR.
; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value
;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120
;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements.
; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements
; but to add to corresponding SPECIAL stats
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
@@ -63,7 +56,7 @@ Enable=0
;This is a modification to perk 119
[119]
Name=Example
Desc=This is an example perk~Second line
Desc=This is an example perk description
Image=72
Ranks=1
Level=1
+2 -2
View File
@@ -40,7 +40,7 @@ Image=24
ButtonCount=3
;Set the appearance of the elevator
MainFrm=148
ButtonsFrm=151
MainFrm=148 ; EL_VAULT.FRM
ButtonsFrm=151 ; EL_MIL3.FRM
;Set up the exit points for all three buttons (see examples above)
+45 -27
View File
@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.25
;v3.8.28.1
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
@@ -28,7 +28,7 @@ SpeedMulti9=900
;The initial speed at game startup
SpeedMultiInitial=100
;Set to 1 to also affect the playback speed of mve video files without an audio track
;Set to 1 to also affect the playback speed of MVE video files without an audio track
AffectPlayback=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -53,8 +53,14 @@ 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
;You can specify multiple shader files, separated by commas
;GlobalShaderFile=global.fx
;Set to 1 to automatically enable linear texture filtering when the scale factor is not an integer
;Set to 2 to force-enable linear texture filtering
;This can be used in conjunction with the GlobalShaderFile option
TextureFilter=1
;Set to 1 to do the palette conversion on the GPU
;Set to 2 to do the palette conversion on the CPU
;Set to 0 to pick automatically
@@ -68,7 +74,8 @@ GPUBlt=0
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
Use32BitHeadGraphics=0
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
;Set to 2 to force AVI videos to fit the screen width
;Requires DX9 graphics mode
AllowDShowMovies=0
@@ -99,13 +106,13 @@ 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
;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
;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
@@ -183,6 +190,7 @@ 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 or use the active item
@@ -267,7 +275,8 @@ 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
@@ -323,7 +332,7 @@ 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.
@@ -352,9 +361,9 @@ SaveInCombatFix=1
;Player's level is capped once the highest specified level is reached
;XPTable=50,100,200
;Set to 1 to enable additional weapon animation codes from o-t
;Set to 1 to enable additional weapon animation codes from o to t
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
AdditionalWeaponAnims=1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
@@ -387,7 +396,7 @@ 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
@@ -515,10 +524,11 @@ RemoveCriticalTimelimits=0
;Change the colour of the font used on the main menu for the button text
;MainMenuBigFontColour=0x3C
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;0 - Fallout 2 original behaviour
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
;Alternative behaviors to the Fast Shot trait
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; aimed attacks are disabled
;1 - Haenlomal's fix: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
FastShotFix=1
;Set to 1 to boost the maximum number of script names from 1450 to 10000
@@ -538,8 +548,10 @@ CritterInvSizeLimit=100
;4 - Motion sensor is required to use the item highlight feature
MotionScannerFlags=1
;Set to non-0 to adjust the maximum encounter table size
;Default is 40, and the maximum is 127
;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
;Default is 40, and the maximum is 100
;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
EncounterTableSize=0
;Set to 1 to disable the pipboy alarm button
@@ -558,8 +570,8 @@ 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
@@ -569,11 +581,10 @@ 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
@@ -676,6 +687,9 @@ CarPlacedTileFix=1
InstantWeaponEquip=0
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
;By default, the files will have consecutive numbers assigned beginning with 0
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
@@ -685,6 +699,10 @@ 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
@@ -698,9 +716,6 @@ PartyMemberExtraInfo=0
;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
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
;Set to -1 to disable the special death message when the global variable is set
SpecialDeathGVAR=491
@@ -790,6 +805,9 @@ HideObjIsNullMsg=0
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=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
Test_ForceFloats=0
Binary file not shown.
+35 -29
View File
@@ -12,52 +12,58 @@ Requires sfall 3.5 or higher
*/
#include "..\headers\define_extra.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure set_ammo_mod;
procedure start;
procedure map_enter_p_proc;
variable ammoIni;
variable ammoData;
variable enabled;
procedure set_ammo_mod begin
variable pid, dmg_mod, i := 1;
while (i > 0) do begin
pid := get_ini_setting(ammoIni + "|" + i + "|pid");
if (pid < 1) then break;
set_proto_data(pid, PROTO_AM_AC_MOD, get_ini_setting(ammoIni + "|" + i + "|ac_adjust"));
set_proto_data(pid, PROTO_AM_DR_MOD, get_ini_setting(ammoIni + "|" + i + "|dr_adjust"));
// dam_mult and dam_div must be positive integers
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
if (dmg_mod < 1) then dmg_mod := 1;
set_proto_data(pid, PROTO_AM_DMG_MULT, dmg_mod);
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
if (dmg_mod < 1) then dmg_mod := 1;
set_proto_data(pid, PROTO_AM_DMG_DIV, dmg_mod);
i++;
end
//debug_msg("AmmoMod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
end
procedure start begin
variable i := 1, ammo, ammoPid, dmgMod;
if game_loaded then begin
ammoIni := get_ini_setting("ddraw.ini|Misc|DamageFormula");
if (ammoIni == 1 or ammoIni == 2) then
enabled := get_ini_setting("ddraw.ini|Misc|DamageFormula");
if (enabled == 1 or enabled == 2) then
ammoIni := "AmmoGlovz.ini";
else if (ammoIni == 5) then
else if (enabled == 5) then
ammoIni := "AmmoYAAM.ini";
else
ammoIni := "AmmoMod.ini";
enabled := get_ini_setting(ammoIni + "|1|pid");
if (enabled > 0) then call set_ammo_mod;
if (enabled <= 0) then return;
ammoData := create_array_map;
ammoPid := enabled; // pid from the first section
while (ammoPid > 0) do begin
ammo := create_array_map; // create permanent arrays
ammo.ac_adjust := get_ini_setting(ammoIni + "|" + i + "|ac_adjust");
ammo.dr_adjust := get_ini_setting(ammoIni + "|" + i + "|dr_adjust");
// dam_mult and dam_div must be positive integers
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
ammo.dam_mult := dmgMod if (dmgMod > 0) else 1;
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
ammo.dam_div := dmgMod if (dmgMod > 0) else 1;
ammoData[ammoPid] := ammo;
i++;
ammoPid := get_ini_setting(ammoIni + "|" + i + "|pid");
end
call map_enter_p_proc;
debug_msg("Ammo INI Loader mod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
end
end
procedure map_enter_p_proc begin
if (enabled > 0) then call set_ammo_mod;
variable pid, values;
if (enabled > 0) then begin
foreach (pid: values in ammoData) begin
set_proto_data(pid, PROTO_AM_AC_MOD, values.ac_adjust);
set_proto_data(pid, PROTO_AM_DR_MOD, values.dr_adjust);
set_proto_data(pid, PROTO_AM_DMG_MULT, values.dam_mult);
set_proto_data(pid, PROTO_AM_DMG_DIV, values.dam_div);
end
end
end
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
@@ -1,85 +1,104 @@
procedure start;
procedure GetBoozes;
procedure update_shader;
variable perception;
variable boozes;
variable shader1;
variable shader2;
variable shader3;
variable shader4;
variable drunk_level;
variable next_reduction;
variable begin
perception;
boozes;
shader1;
shader2;
shader3;
shader4;
drunk_level;
next_reduction;
booze_pids;
end
procedure start begin
variable new_pe;
variable new_booze;
variable drunk_count;
if (metarule(22,0)) then return;
variable new_pe, new_booze, drunk_count;
if (metarule(22, 0)) then return; //is_loading_game
if (game_loaded) then begin
if(not graphics_funcs_available) then begin
if (not graphics_funcs_available) then begin
display_msg("ERROR: You must set sfall to use graphics mode 4 or 5 to use this mod");
return;
end else begin
//new_pe:=create_object_sid(125, 0, 0, -1);
// pid list of the items for the mod to apply the effect
booze_pids := [/*124,*/ 125];
fix_array(booze_pids);
//new_pe := create_object_sid(125, 0, 0, -1);
//add_mult_objs_to_inven(dude_obj, new_pe, 10);
perception:=get_pc_extra_stat(1);
boozes:=obj_is_carrying_obj_pid(dude_obj, 125);
set_global_script_repeat(25);
set_global_script_repeat(-1);
shader1:=load_shader("booze1.fx");
shader2:=load_shader("booze2.fx");
shader3:=load_shader("booze3.fx");
shader4:=load_shader("booze4.fx");
drunk_level:=0;
next_reduction:=0;
perception := get_pc_extra_stat(1);
boozes := GetBoozes;
set_global_script_repeat(50);
set_global_script_type(1);
shader1 := load_shader("booze1.fx");
shader2 := load_shader("booze2.fx");
shader3 := load_shader("booze3.fx");
shader4 := load_shader("booze4.fx");
//display_msg("Init: " + perception + ", " + boozes);
end
end else begin
new_pe:=get_pc_extra_stat(1);
new_booze:=obj_is_carrying_obj_pid(dude_obj, 125);
if( (perception != new_pe) or (boozes != new_booze) ) then begin
new_pe := get_pc_extra_stat(1);
new_booze := GetBoozes;
if ((perception != new_pe) orElse (boozes != new_booze)) then begin
//display_msg("var change: " + perception + ", " + boozes + " -> " + new_pe + ", " + new_booze);
if ( (perception > new_pe) and (boozes > new_booze) ) then begin
if ( (perception - new_pe) < (boozes - new_booze) ) then begin
drunk_count:=perception - new_pe;
if ((perception > new_pe) andAlso (boozes > new_booze)) then begin
variable pe_diff := perception - new_pe;
variable booze_diff := boozes - new_booze;
if (pe_diff < booze_diff) then begin
drunk_count := pe_diff;
end else begin
drunk_count:=boozes - new_booze;
drunk_count := booze_diff;
end
drunk_level:=drunk_level + (drunk_count*10);
drunk_level += (drunk_count * 10);
//display_msg("Increasing booze count: " + drunk_level);
call update_shader;
next_reduction:=game_time + game_ticks(6);
next_reduction := game_time + game_ticks(6);
end
perception:=new_pe;
boozes:=new_booze;
perception := new_pe;
boozes := new_booze;
end
if( (next_reduction != 0 ) and (game_time >= next_reduction) ) then begin
drunk_level:=drunk_level - 1;
if(drunk_level == 0) then next_reduction:=0;
else next_reduction:=next_reduction + game_ticks(6);
if ((next_reduction != 0) andAlso (game_time >= next_reduction)) then begin
drunk_level -= 1;
if (drunk_level == 0) then
next_reduction := 0;
else
next_reduction += game_ticks(6);
call update_shader;
//display_msg("Decreasing booze count: " + drunk_level);
end
end
end
procedure GetBoozes begin
variable pid, count_booze := 0;
foreach (pid in booze_pids) begin
count_booze += obj_is_carrying_obj_pid(dude_obj, pid);
end
return count_booze;
end
procedure update_shader begin
if(drunk_level >= 100) then begin
if (drunk_level >= 100) then begin
deactivate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
activate_shader(shader4);
end else if(drunk_level >= 50) then begin
end else if (drunk_level >= 50) then begin
deactivate_shader(shader1);
deactivate_shader(shader2);
activate_shader(shader3);
deactivate_shader(shader4);
end else if(drunk_level >= 25) then begin
end else if (drunk_level >= 25) then begin
deactivate_shader(shader1);
activate_shader(shader2);
deactivate_shader(shader3);
deactivate_shader(shader4);
end else if(drunk_level > 0) then begin
end else if (drunk_level > 0) then begin
activate_shader(shader1);
deactivate_shader(shader2);
deactivate_shader(shader3);
@@ -0,0 +1,128 @@
/*************************************************************
LumaSharpen version 1.5.0 for Reshade 3.x
by Christian Cann Schuldt Jensen ~ CeeJay.dk
It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.
This is similar to using Unsharp Mask in Photoshop.
Adapted to sfall by Mr.Stalin
*************************************************************/
// Strength of the sharpening
// min 0.1, max 3.0
#define sharp_strength 0.75
// Limits maximum amount of sharpening a pixel receives. This helps avoid "haloing" artifacts which would otherwise occur when you raised the strength too much
// min 0.0, max 1.0, step 0.005
#define sharp_clamp 0.035
// Offset bias adjusts the radius of the sampling pattern. I designed the pattern for an offset bias of 1.0, but feel free to experiment
// min 0.0, max 6.0
#define offset_bias 1.0
//------------------------------------------------------//
// Developer settings //
//------------------------------------------------------//
#define CoefLuma float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
//#define CoefLuma float3(0.299, 0.587, 0.114) // BT.601 luma coefficient (SD Television)
//#define CoefLuma float3(1.0/3.0, 1.0/3.0, 1.0/3.0) // Equal weight coefficient
sampler s0;
float2 rcpres; // pixel size
float4 LumaSharpenPS(float4 color : COLOR0, float2 tex : TEXCOORD) : COLOR0
{
// Get the original pixel
float3 ori = tex2D(s0, tex).rgb; // ori = original pixel
// Combining the strength and luma multipliers
float3 sharp_strength_luma = (CoefLuma * sharp_strength); // I'll be combining even more multipliers with it later on
//------------------------------------------------------//
// Sampling patterns //
//------------------------------------------------------//
float3 blur_ori;
// [ NW, , NE ] Each texture lookup (except ori)
// [ ,ori, ] samples 4 pixels
// [ SW, , SE ]
// -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches.
//
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
blur_ori = tex2D(s0, tex + float2(rcpres.x, -rcpres.y) * 0.5 * offset_bias).rgb; // South East
blur_ori += tex2D(s0, tex - rcpres * 0.5 * offset_bias).rgb; // South West
blur_ori += tex2D(s0, tex + rcpres * 0.5 * offset_bias).rgb; // North East
blur_ori += tex2D(s0, tex - float2(rcpres.x, -rcpres.y) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // Divide by 4 the number of texture fetches
// -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches.
// Wider is less sensitive to noise but also to fine details.
// -- Gaussian filter --
// [ , 4 , 6 , , ]
// [ ,16 ,24 ,16 , 4 ]
// [ 6 ,24 , ,24 , 6 ]
// [ 4 ,16 ,24 ,16 , ]
// [ , , 6 , 4 , ]
//blur_ori = tex2D(s0, tex + rcpres * float2(0.4, -1.2) * offset_bias).rgb; // South South East
//blur_ori += tex2D(s0, tex - rcpres * float2(1.2, 0.4) * offset_bias).rgb; // West South West
//blur_ori += tex2D(s0, tex + rcpres * float2(1.2, 0.4) * offset_bias).rgb; // East North East
//blur_ori += tex2D(s0, tex - rcpres * float2(0.4, -1.2) * offset_bias).rgb; // North North West
//blur_ori *= 0.25; // Divide by the number of texture fetches
//sharp_strength_luma *= 0.51;
// -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches.
// Pyramid has a slightly more aggresive look
// -- Gaussian filter --
// [ .50, .50, .50] [ 1 , 1 , 1 ]
// [ .50, , .50] = [ 1 , , 1 ]
// [ .50, .50, .50] [ 1 , 1 , 1 ]
//blur_ori = tex2D(s0, tex + float2(0.5 * rcpres.x, -rcpres.y * offset_bias)).rgb; // South South East
//blur_ori += tex2D(s0, tex + float2(offset_bias * -rcpres.x, 0.5 * -rcpres.y)).rgb; // West South West
//blur_ori += tex2D(s0, tex + float2(offset_bias * rcpres.x, 0.5 * rcpres.y)).rgb; // East North East
//blur_ori += tex2D(s0, tex + float2(0.5 * -rcpres.x, rcpres.y * offset_bias)).rgb; // North North West
////blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect.
//blur_ori /= 4.0; // Divide by the number of texture fetches
//sharp_strength_luma *= 0.666; // Adjust strength to aproximate the strength of pattern 2
//------------------------------------------------------//
// Sharpen //
//------------------------------------------------------//
// Calculate the sharpening --
float3 sharp = ori - blur_ori; // Subtracting the blurred image from the original image
// Adjust strength of the sharpening and clamp it
float4 sharp_strength_luma_clamp = float4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); // Roll part of the clamp into the dot
//sharp_luma = saturate((0.5 / sharp_clamp) * sharp_luma + 0.5); // scale up and clamp
float sharp_luma = saturate(dot(float4(sharp, 1.0), sharp_strength_luma_clamp)); // Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; // scale down
// Combining the values to get the final sharpened pixel
float3 outputcolor = ori + sharp_luma; // Add the sharpening to the the original.
//------------------------------------------------------//
// Returning the output //
//------------------------------------------------------//
// Show sharpening pattern
// Visualize the strength of the sharpen\nThis is useful for seeing what areas the sharpning affects the most
//outputcolor = saturate(0.5 + (sharp_luma * 4.0)).rrr; //outputcolor = abs(sharp * 4.0);
return float4(saturate(outputcolor), 1);
}
technique LumaSharpen
{
pass P0 { PixelShader = compile ps_2_0 LumaSharpenPS(); }
}
+213 -74
View File
@@ -1,4 +1,23 @@
// Status: WIP
///////////////////////////////////////////////////////////////////////////////
// Blur filter setting
//
// min: blurFalloff 8, sharpness 10/8
// mid: blurFalloff 6, sharpness 8
// max: blurFalloff 4, sharpness 6
///////////////////////////////////////////////////////////////////////////////
#define blurFalloff 4.0
#define sharpness 6.0
///////////////////////////////////////////////////////////////////////////////
// Sharpen filter setting
//
// min: Sharpen 0.5, EdgeSharpen 1.0
// mid: Sharpen 1.0, EdgeSharpen -0.25
// max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25)
///////////////////////////////////////////////////////////////////////////////
#define Sharpen 0.5
#define EdgeSharpen 1.0
texture bloomMap;
sampler s0;
@@ -12,6 +31,93 @@ sampler BloomSampler : samplerstate
AddressV = Clamp;
};
// Variables that set the width and height of the current game resolution from sfall (only for global shaders)
int w;
int h;
// the pixel size is computed as: 1.0f / resolution
float2 rcpres;
// system ticks (received from sfall)
//int tickcount;
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 *= rcpres;
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) * rcpres;
static const float2 hDelta = float2(0, 1) * rcpres;
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 +134,122 @@ 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 = rcpres.x;
static const float py = rcpres.y;
// 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(); }
}
@@ -0,0 +1,106 @@
// Shader from Media Player Classic - Home Cinema
// Adapted to sfall by Mr.Stalin
///////////////////////////////////////////////////////////////////////////////
// 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 1.1
sampler s0;
// Variables that set the width and height of the current game resolution from sfall
float w;
float h;
float2 rcpres; // pixel size
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 = rcpres.x;
static const float py = rcpres.y;
// 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
{
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 SharpenT
{
pass P0 { PixelShader = compile ps_2_0 SharpenComplexPS(); }
}
@@ -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
@@ -0,0 +1,264 @@
procedure start;
variable rainshaderdef;
variable snowshaderdef;
variable sandshaderdef;
variable rainshaderesc;
variable snowshaderesc;
variable sandshaderesc;
variable rainshaderinv;
variable snowshaderinv;
variable sandshaderinv;
variable rainshadermap;
variable snowshadermap;
variable sandshadermap;
variable rainshaderskd;
variable snowshaderskd;
variable sandshaderskd;
variable cshader;
variable active;
procedure update_shader(variable shader) begin
if (shader == cshader) then begin
return;
end
if (cshader == 1) then begin
deactivate_shader(rainshaderdef);
deactivate_shader(rainshaderesc);
deactivate_shader(rainshaderinv);
deactivate_shader(rainshadermap);
deactivate_shader(rainshaderskd);
end else if (cshader == 2) then begin
deactivate_shader(snowshaderdef);
deactivate_shader(snowshaderesc);
deactivate_shader(snowshaderinv);
deactivate_shader(snowshadermap);
deactivate_shader(snowshaderskd);
end else if (cshader == 3) then begin
deactivate_shader(sandshaderdef);
deactivate_shader(sandshaderesc);
deactivate_shader(sandshaderinv);
deactivate_shader(sandshadermap);
deactivate_shader(sandshaderskd);
end
if (shader == 1) then begin
activate_shader(rainshaderdef);
activate_shader(rainshaderesc);
activate_shader(rainshaderinv);
activate_shader(rainshadermap);
activate_shader(rainshaderskd);
end else if (shader == 2) then begin
activate_shader(snowshaderdef);
activate_shader(snowshaderesc);
activate_shader(snowshaderinv);
activate_shader(snowshadermap);
activate_shader(snowshaderskd);
end else if (shader == 3) then begin
activate_shader(sandshaderdef);
activate_shader(sandshaderesc);
activate_shader(sandshaderinv);
activate_shader(sandshadermap);
activate_shader(sandshaderskd);
end
cshader := shader;
if (shader == 0) then begin
force_graphics_refresh(0);
end else begin
force_graphics_refresh(1);
end
end
procedure on_game_load begin
variable tmp;
if (graphics_funcs_available) then begin
display_msg("Weather mod: Shader functions available");
end else return;
rainshaderdef := load_shader("weather\\rain-def.fx");
snowshaderdef := load_shader("weather\\snow-def.fx");
sandshaderdef := load_shader("weather\\sand-def.fx");
rainshaderesc := load_shader("weather\\rain-esc.fx");
snowshaderesc := load_shader("weather\\snow-esc.fx");
sandshaderesc := load_shader("weather\\sand-esc.fx");
rainshaderinv := load_shader("weather\\rain-inv.fx");
snowshaderinv := load_shader("weather\\snow-inv.fx");
sandshaderinv := load_shader("weather\\sand-inv.fx");
rainshadermap := load_shader("weather\\rain-map.fx");
snowshadermap := load_shader("weather\\snow-map.fx");
sandshadermap := load_shader("weather\\sand-map.fx");
rainshaderskd := load_shader("weather\\rain-skd.fx");
snowshaderskd := load_shader("weather\\snow-skd.fx");
sandshaderskd := load_shader("weather\\sand-skd.fx");
if (rainshaderdef == -1 or snowshaderdef == -1 or sandshaderdef == -1) then begin
display_msg("Weather mod error: Could not load default shaders");
return;
end
if (rainshaderesc == -1 or snowshaderesc == -1 or sandshaderesc == -1) then begin
display_msg("Weather mod error: Could not load escape shaders");
return;
end
if (rainshaderinv == -1 or snowshaderinv == -1 or sandshaderinv == -1) then begin
display_msg("Weather mod error: Could not load inventory shaders");
return;
end
if (rainshadermap == -1 or snowshadermap == -1 or sandshadermap == -1) then begin
display_msg("Weather mod error: Could not load automap shaders");
return;
end
if (rainshaderskd == -1 or snowshaderskd == -1 or sandshaderskd == -1) then begin
display_msg("Weather mod error: Could not load skilldex shaders");
return;
end
tmp := get_shader_texture(rainshaderdef, 2);
set_shader_texture(rainshaderesc, "tex2", tmp);
set_shader_texture(rainshaderinv, "tex2", tmp);
set_shader_texture(rainshadermap, "tex2", tmp);
set_shader_texture(rainshaderskd, "tex2", tmp);
tmp := get_shader_texture(snowshaderdef, 2);
set_shader_texture(snowshaderesc, "tex2", tmp);
set_shader_texture(snowshaderinv, "tex2", tmp);
set_shader_texture(snowshadermap, "tex2", tmp);
set_shader_texture(snowshaderskd, "tex2", tmp);
tmp := get_shader_texture(sandshaderdef, 2);
set_shader_texture(sandshaderesc, "tex2", tmp);
set_shader_texture(sandshaderinv, "tex2", tmp);
set_shader_texture(sandshadermap, "tex2", tmp);
set_shader_texture(sandshaderskd, "tex2", tmp);
tmp := get_shader_texture(rainshaderdef, 1);
set_shader_texture(snowshaderdef, "tex1", tmp);
set_shader_texture(sandshaderdef, "tex1", tmp);
tmp := get_shader_texture(rainshaderesc, 1);
set_shader_texture(snowshaderesc, "tex1", tmp);
set_shader_texture(sandshaderesc, "tex1", tmp);
tmp := get_shader_texture(rainshaderinv, 1);
set_shader_texture(snowshaderinv, "tex1", tmp);
set_shader_texture(sandshaderinv, "tex1", tmp);
tmp := get_shader_texture(rainshadermap, 1);
set_shader_texture(snowshadermap, "tex1", tmp);
set_shader_texture(sandshadermap, "tex1", tmp);
tmp := get_shader_texture(rainshaderskd, 1);
set_shader_texture(snowshaderskd, "tex1", tmp);
set_shader_texture(sandshaderskd, "tex1", tmp);
set_shader_mode(rainshaderdef, 30653); // 0x77bd
set_shader_mode(snowshaderdef, 30653);
set_shader_mode(sandshaderdef, 30653);
set_shader_mode(rainshaderesc, 30645); // 0x77b5
set_shader_mode(snowshaderesc, 30645);
set_shader_mode(sandshaderesc, 30645);
set_shader_mode(rainshaderinv, 26557); // 0x67bd
set_shader_mode(snowshaderinv, 26557);
set_shader_mode(sandshaderinv, 26557);
set_shader_mode(rainshadermap, 22461); // 0x57bd
set_shader_mode(snowshadermap, 22461);
set_shader_mode(sandshadermap, 22461);
set_shader_mode(rainshaderskd, 14269); // 0x37bd
set_shader_mode(snowshaderskd, 14269);
set_shader_mode(sandshaderskd, 14269);
set_shader_mode(rainshaderesc, 2147483656); // 0x80000008
set_shader_mode(snowshaderesc, 2147483656);
set_shader_mode(sandshaderesc, 2147483656);
set_shader_mode(rainshaderinv, 2147487744); // 0x80001000
set_shader_mode(snowshaderinv, 2147487744);
set_shader_mode(sandshaderinv, 2147487744);
set_shader_mode(rainshadermap, 2147491840); // 0x80002000
set_shader_mode(snowshadermap, 2147491840);
set_shader_mode(sandshadermap, 2147491840);
set_shader_mode(rainshaderskd, 2147500032); // 0x80004000
set_shader_mode(snowshaderskd, 2147500032);
set_shader_mode(sandshaderskd, 2147500032);
//set_global_script_repeat(50);
end
procedure update_region begin
variable tmp;
variable rain := 50;
variable snow := 25;
variable sand := 25;
snow += rain;
sand += snow;
tmp := random(1,100);
if (tmp <= rain) then begin
display_msg("It's raining");
active := 1;
end else if (tmp <= snow) then begin
display_msg("It's snowing");
active := 2;
end else if (tmp <= sand) then begin
display_msg("It's sandstorming");
active := 3;
end else begin
display_msg("No weather");
active := 0;
end
//call update_shader(active);
end
procedure update_weather begin
variable tmp = random(10, 90) / 100.0;
call update_shader(active);
if (active == 1) then begin
set_shader_float(rainshaderdef, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderdef, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshaderesc, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderesc, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshaderinv, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderinv, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshadermap, "speed", 500 - (tmp * 300));
set_shader_float(rainshadermap, "multi", 1.5 + tmp * 6.5);
set_shader_float(rainshaderskd, "speed", 500 - (tmp * 300));
set_shader_float(rainshaderskd, "multi", 1.5 + tmp * 6.5);
end else if (active == 2) then begin
set_shader_float(snowshaderdef, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderdef, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshaderesc, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderesc, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshaderinv, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderinv, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshadermap, "speed", 800 - (tmp * 200));
set_shader_float(snowshadermap, "multi", 0.5 + tmp * 0.5);
set_shader_float(snowshaderskd, "speed", 800 - (tmp * 200));
set_shader_float(snowshaderskd, "multi", 0.5 + tmp * 0.5);
end else begin
set_shader_float(sandshaderdef, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderdef, "multi", tmp);
set_shader_float(sandshaderesc, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderesc, "multi", tmp);
set_shader_float(sandshaderinv, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderinv, "multi", tmp);
set_shader_float(sandshadermap, "speed", 400 - (tmp * 200));
set_shader_float(sandshadermap, "multi", tmp);
set_shader_float(sandshaderskd, "speed", 400 - (tmp * 200));
set_shader_float(sandshaderskd, "multi", tmp);
end
//display_msg("Shader active: "+tmp);
end
procedure start begin
variable tmp;
if (game_loaded) then begin
call on_game_load;
call update_region;
call update_weather;
end
end
@@ -340,6 +340,9 @@ There are several changes in this version of sslc which may result in problems f
=== 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
+44 -148
View File
@@ -1,13 +1,9 @@
/*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
#ifndef COMMAND_H
#define COMMAND_H
#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) or \
#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \
((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
#define critter_weight(x) (100 + ((get_critter_stat(x,STAT_gender) == GENDER_MALE) * 50) + (get_critter_stat(x,STAT_st) * 5) - ((get_critter_stat(x,STAT_ag) + get_critter_stat(x,STAT_en))/3))
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
@@ -21,13 +17,13 @@
#define dude_iq (get_critter_stat(dude_obj,STAT_iq))
#define dude_agility (get_critter_stat(dude_obj,STAT_ag))
#define dude_luck (get_critter_stat(dude_obj,STAT_lu))
#ifndef dude_level
#define dude_level (get_pc_stat(PCSTAT_level))
#endif
#define dude_age (get_critter_stat(dude_obj,STAT_age))
#define dude_weight critter_weight(dude_obj)
#define dude_cur_carry who_carry_amount(dude_obj)
#define dude_max_carry who_max_carry(dude_obj)
#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) and ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) andAlso ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
#define dude_is_male (dude_gender == GENDER_MALE)
#define dude_is_female (dude_gender == GENDER_FEMALE)
@@ -39,43 +35,50 @@
(obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR_MK2)) + \
(obj_is_carrying_obj_pid(dude_obj, PID_HARDENED_POWER_ARMOR))) > 0)
#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE))
#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SWITCHBLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SHIV) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_WAKIZASHI_BLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SWITCHBLADE) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SHIV) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_WAKIZASHI_BLADE))
#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) or \
#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_HARDENED_POWER_ARMOR))
#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) or \
#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_CURED_LEATHER_ARMOR))
#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) or \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) or \
#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR_MK_II))
#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) or \
#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) orElse \
(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR_MK_II))
#define dude_wearing_vault_suit COND019(1)
#define dude_has_gambling_skills ((dude_iq > 3) and (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
#define dude_has_gambling_skills ((dude_iq > 3) andAlso (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
#define dude_is_sneaking (using_skill(dude_obj,SKILL_SNEAK))
#define dude_is_walking (art_anim(obj_art_fid(dude_obj)) == ANIM_walk)
#define dude_is_running (art_anim(obj_art_fid(dude_obj)) == ANIM_running)
#define dude_is_poisoned (get_poison(dude_obj))
#define dude_is_irradiated (get_critter_stat(dude_obj, STAT_current_rad))
#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) or \
(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) or \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) or \
#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) orElse \
(critter_state(dude_obj) bwand DAM_CRIP_ARM_RIGHT))
#define dude_cur_rot (has_trait(TRAIT_OBJECT,dude_obj,OBJECT_CUR_ROT))
@@ -99,8 +102,6 @@
#define dude_has_car (global_var(GVAR_PLAYER_GOT_CAR))
#define dude_is_pornstar dude_has_porn_star_rep
#define dude_is_high drug_influence(dude_obj)
#define dude_found_geck global_var(GVAR_VAULT13_FOUND_GECK)
#define dude_stat_win(X,Y) ((do_check(dude_obj,X,Y)) > (do_check(self_obj,X,0)))
#define dude_stat_lose(X,Y) ((do_check(dude_obj,X,Y)) < (do_check(self_obj,X,0)))
@@ -112,7 +113,6 @@
#define dude_is_addict (has_trait(TRAIT_TRAIT, dude_obj, TRAIT_drug_addict))
#define self_name (obj_name(self_obj))
#define self_gender (get_critter_stat(self_obj,STAT_gender))
#define self_strength (get_critter_stat(self_obj,STAT_st))
@@ -128,7 +128,7 @@
#define self_is_armed critter_is_armed(self_obj)
#define self_wearing_armor critter_wearing_armor(self_obj)
#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) or \
#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) orElse \
(obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LASER_PISTOL))
#define self_is_sneaking (using_skill(self_obj,SKILL_SNEAK))
@@ -169,23 +169,24 @@
// some timer event macros
#define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x)
#define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x)
#define flush_add_timer_event(obj, time, param) rm_fixed_timer_event(obj, param); \
add_timer_event(obj, time, param)
#define flush_add_timer_event_sec(obj, sec, param) flush_add_timer_event(obj, game_ticks(sec), param)
/******************************************************************
General commands getting information about time
******************************************************************/
#define morning ((game_time_hour >= 600) and (game_time_hour < 700))
#define morning ((game_time_hour >= 600) andAlso (game_time_hour < 700))
#ifndef day
#define day ((game_time_hour >= 700) and (game_time_hour < 1800))
#define day ((game_time_hour >= 700) andAlso (game_time_hour < 1800))
#endif
#define evening ((game_time_hour >= 1800) and (game_time_hour < 1900))
#define evening ((game_time_hour >= 1800) andAlso (game_time_hour < 1900))
#ifndef night
#define night ((game_time_hour >= 1900) or (game_time_hour < 600))
#define night ((game_time_hour >= 1900) orElse (game_time_hour < 600))
#endif
#define GAME_TIME_SUBSECOND_RESOLUTION (10)
@@ -200,7 +201,6 @@
#define GAME_TIME_IN_MINUTES (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE))
#define GAME_TIME_IN_SECONDS (game_time / GAME_TIME_SUBSECOND_RESOLUTION)
#define ticks_til_hour(x) ((ONE_GAME_DAY * (game_time_hour > (x))) + ((((x)/100) - (game_time_hour/100)) * ONE_GAME_HOUR) + ((((x)%100) - (game_time_hour%100)) * ONE_GAME_MINUTE))
#define game_time_advance_hour(x) game_time_advance(ticks_til_hour(x))
@@ -219,9 +219,7 @@
/***************************************************************
**************** Dialogue Information ***********************
***************************************************************/
#ifndef floater
#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
#endif
#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
#define floater_rand(x,y) floater(random(x,y))
#define dude_floater(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
@@ -229,7 +227,6 @@
#define dude_floater_bad(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_BAD)
#define dude_floater_sick(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_SICK)
#define FLOAT_COLOR_NORMAL FLOAT_MSG_YELLOW
#define FLOAT_COLOR_SICK FLOAT_MSG_GREEN
#define FLOAT_COLOR_BAD FLOAT_MSG_RED
@@ -335,9 +332,7 @@
******************************************************************/
#define critter_is_male (get_critter_stat(self_obj,STAT_gender) == GENDER_MALE)
#define critter_is_female (get_critter_stat(self_obj,STAT_gender) == GENDER_FEMALE)
/*#define critter_is_armed (((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) \
or ((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
*/
/******************************************************************
General commands setting and getting the map exit
******************************************************************/
@@ -385,59 +380,12 @@
#define status_is_warned(status_var) (status_is(status_var, PERSON_WARNED))
#define status_is_sex(status_var) (status_is(status_var, PERSON_SEX))
#define status_is_alive(status_var) (not (status_is_killed(status_var) or status_is_assassinated(status_var) or status_is_dead(status_var)))
#define status_is_alive(status_var) (not (status_is_killed(status_var) orElse status_is_assassinated(status_var) orElse status_is_dead(status_var)))
/******************************************************************
General commands getting information about cities
******************************************************************/
#define abbey_visible_on_map (town_known(AREA_ABBEY) != MARK_STATE_UNKNOWN)
#define arroyo_visible_on_map (town_known(AREA_ARROYO) != MARK_STATE_UNKNOWN)
#define broken_hills_visible_on_map (town_known(AREA_BROKEN_HILLS) != MARK_STATE_UNKNOWN)
#define colusa_visible_on_map (town_known(AREA_NAVARRO) != MARK_STATE_UNKNOWN)
#define den_visible_on_map (town_known(AREA_DEN) != MARK_STATE_UNKNOWN)
#define enclave_visible_on_map (town_known(AREA_THE_ENCLAVE) != MARK_STATE_UNKNOWN)
#define EPA_visible_on_map (town_known(AREA_EPA) != MARK_STATE_UNKNOWN)
#define gecko_visible_on_map (town_known(AREA_GECKO) != MARK_STATE_UNKNOWN)
#define klamath_visible_on_map (town_known(AREA_KLAMATH) != MARK_STATE_UNKNOWN)
#define military_base_visible_on_map (town_known(AREA_MILITARY_BASE) != MARK_STATE_UNKNOWN)
#define modoc_visible_on_map (town_known(AREA_MODOC) != MARK_STATE_UNKNOWN)
#define new_CA_republic_visible_on_map (town_known(AREA_NCR) != MARK_STATE_UNKNOWN)
#define primitive_tribe_visible_on_map (town_known(AREA_PRIMITIVE_TRIBE) != MARK_STATE_UNKNOWN)
#define redding_visible_on_map (town_known(AREA_REDDING) != MARK_STATE_UNKNOWN)
#define new_reno_visible_on_map (town_known(AREA_NEW_RENO) != MARK_STATE_UNKNOWN)
#define san_francisco_visible_on_map (town_known(AREA_SAN_FRANCISCO) != MARK_STATE_UNKNOWN)
#define sierra_army_base_visible_on_map (town_known(AREA_SIERRA_ARMY_BASE) != MARK_STATE_UNKNOWN)
#define vault_13_visible_on_map (town_known(AREA_VAULT_13) != MARK_STATE_UNKNOWN)
#define vault_15_visible_on_map (town_known(AREA_VAULT_15) != MARK_STATE_UNKNOWN)
#define vault_city_visible_on_map (town_known(AREA_VAULT_CITY) != MARK_STATE_UNKNOWN)
#define vault_fake_13A_visible_on_map (town_known(AREA_FAKE_VAULT_13A) != MARK_STATE_UNKNOWN)
#define vault_fake_13B_visible_on_map (town_known(AREA_FAKE_VAULT_13B) != MARK_STATE_UNKNOWN)
#define abbey_visit (town_known(AREA_ABBEY) == MARK_STATE_VISITED)
#define arroyo_visit (town_known(AREA_ARROYO) == MARK_STATE_VISITED)
#define broken_hills_visit (town_known(AREA_BROKEN_HILLS) == MARK_STATE_VISITED)
#define colusa_visit (town_known(AREA_NAVARRO) == MARK_STATE_VISITED)
#define den_visit (town_known(AREA_DEN) == MARK_STATE_VISITED)
#define enclave_visit (town_known(AREA_THE_ENCLAVE) == MARK_STATE_VISITED)
#define EPA_visit (town_known(AREA_EPA) == MARK_STATE_VISITED)
#define gecko_visit (town_known(AREA_GECKO) == MARK_STATE_VISITED)
#define klamath_visit (town_known(AREA_KLAMATH) == MARK_STATE_VISITED)
#define military_base_visit (town_known(AREA_MILITARY_BASE) == MARK_STATE_VISITED)
#define modoc_visit (town_known(AREA_MODOC) == MARK_STATE_VISITED)
#define new_CA_republic_visit (town_known(AREA_NCR) == MARK_STATE_VISITED)
#define primitive_tribe_visit (town_known(AREA_PRIMITIVE_TRIBE) == MARK_STATE_VISITED)
#define redding_visit (town_known(AREA_REDDING) == MARK_STATE_VISITED)
#define new_reno_visit (town_known(AREA_NEW_RENO) == MARK_STATE_VISITED)
#define san_francisco_visit (town_known(AREA_SAN_FRANCISCO) == MARK_STATE_VISITED)
#define sierra_army_base_visit (town_known(AREA_SIERRA_ARMY_BASE) == MARK_STATE_VISITED)
#define vault_13_visit (town_known(AREA_VAULT_13) == MARK_STATE_VISITED)
#define vault_15_visit (town_known(AREA_VAULT_15) == MARK_STATE_VISITED)
#define vault_city_visit (town_known(AREA_VAULT_CITY) == MARK_STATE_VISITED)
#define arroyo_destroyed_visit (town_known(AREA_ARROYO_DESTROYED) == MARK_STATE_VISITED)
#define vault_fake_13A_visit (town_known(AREA_FAKE_VAULT_13A) == MARK_STATE_VISITED)
#define vault_fake_13B_visit (town_known(AREA_FAKE_VAULT_13B) == MARK_STATE_VISITED)
#define mark_on_map(x) if (town_known(x) == MARK_STATE_UNKNOWN) then begin \
debug_msg(" mark_on_map("+x+")"); \
mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_KNOWN); \
@@ -448,63 +396,11 @@
mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_UNKNOWN); \
end
#define mark_abbey_on_map mark_on_map(AREA_ABBEY)
#define mark_arroyo_on_map mark_on_map(AREA_ARROYO)
#define mark_broken_hills_on_map mark_on_map(AREA_BROKEN_HILLS)
#define mark_colusa_on_map mark_on_map(AREA_NAVARRO)
#define mark_navarro_on_map mark_on_map(AREA_NAVARRO)
#define mark_den_on_map mark_on_map(AREA_DEN)
#define mark_enclave_on_map mark_on_map(AREA_THE_ENCLAVE)
#define mark_EPA_on_map mark_on_map(AREA_EPA)
#define mark_gecko_on_map mark_on_map(AREA_GECKO)
#define mark_klamath_on_map mark_on_map(AREA_KLAMATH)
#define mark_military_base_on_map mark_on_map(AREA_MILITARY_BASE)
#define mark_modoc_on_map mark_on_map(AREA_MODOC)
#define mark_new_CA_republic_on_map mark_on_map(AREA_NCR)
#define mark_primitive_tribe_on_map mark_on_map(AREA_PRIMITIVE_TRIBE)
#define mark_redding_on_map mark_on_map(AREA_REDDING)
#define mark_new_reno_on_map mark_on_map(AREA_NEW_RENO)
#define mark_san_francisco_on_map mark_on_map(AREA_SAN_FRANCISCO)
#define mark_sierra_army_base_on_map mark_on_map(AREA_SIERRA_ARMY_BASE)
#define mark_vault_13_on_map mark_on_map(AREA_VAULT_13)
#define mark_vault_15_on_map mark_on_map(AREA_VAULT_15)
#define mark_vault_city_on_map mark_on_map(AREA_VAULT_CITY)
#define mark_vault_fake_13A_on_map mark_on_map(AREA_FAKE_VAULT_13A)
#define mark_vault_fake_13B_on_map mark_on_map(AREA_FAKE_VAULT_13B)
#define unmark_vault_fake_13A_on_map unmark_on_map(AREA_FAKE_VAULT_13A)
/*******************************************************************************************************************
********** These represent the players acomplishments through the game *********************************************
********** Note: these reflect the Fallout2 variable designers put in the scripts assuming we were *****************
********** going to have a magic variable to keep track of the player stats throught the game **********************
*******************************************************************************************************************/
#define f2_state_v13_looking (0)
#define f2_state_v13_known (1) // set -Chris H
#define f2_state_v13_found (2) // set -Chris H
#define f2_state_v13_entered (3) // set -Chris H
#define f2_state_tribe_kidnapped (4) // ### state not set
#define f2_state_fix_tanker (5) // didn't need to exist
#define f2_state_tanker_fix_known (6) // set -Chris H
#define f2_state_tanker_fixed (7) // set -Chris H
#define f2_state_enclave_destroyed (8) // ### state not set
#define set_f2(x) if (global_var(GVAR_FALLOUT_2) < x) then set_global_var(GVAR_FALLOUT_2, x)
#define force_f2(x) set_global_var(GVAR_FALLOUT_2, x)
#define get_f2(x) (global_var(GVAR_FALLOUT_2) == x)
#define f2_flag_any (global_var(GVAR_FALLOUT_2))
#define Fallout2_vault13_looking get_f2(f2_state_v13_looking)
#define Fallout2_vault13_location_known get_f2(f2_state_v13_known)
#define Fallout2_vault13_found get_f2(f2_state_v13_found)
#define Fallout2_vault13_entered get_f2(f2_state_v13_entered)
#define Fallout2_tribe_kidnapped get_f2(f2_state_tribe_kidnapped)
#define Fallout2_fix_tanker get_f2(f2_state_fix_tanker)
#define Fallout2_tanker_known get_f2(f2_state_tanker_fix_known)
#define Fallout2_tanker_fixed get_f2(f2_state_tanker_fixed)
#define Fallout2_enclave_destroyed get_f2(f2_state_enclave_destroyed)
// Info relating to carry weight, how much something costs, and weights
#define pid_weight(x) proto_data(x,it_weight)
+69 -3
View File
@@ -2,6 +2,9 @@
#ifndef DEFINE_EXTRA_H
#define DEFINE_EXTRA_H
/* Combat Flags */
#define DAM_PRESERVE_FLAGS 0x80000000 // keep the existing result flags when setting new flags in attack_complex (for sfall)
#define BODY_HIT_HEAD (0)
#define BODY_HIT_LEFT_ARM (1)
#define BODY_HIT_RIGHT_ARM (2)
@@ -102,10 +105,11 @@
#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
/* Window flags */
#define WIN_FLAG_MOVEONTOP (0x4)
#define WIN_FLAG_HIDDEN (0x8)
#define WIN_FLAG_DONTMOVE (0x2) // does not move the window to the foreground when clicking on the window
#define WIN_FLAG_MOVEONTOP (0x4) // places the window on top of other windows
#define WIN_FLAG_HIDDEN (0x8) // hidden window
#define WIN_FLAG_EXCLUSIVE (0x10)
#define WIN_FLAG_TRANSPARENT (0x20)
#define WIN_FLAG_TRANSPARENT (0x20) // transparent window flag, the window color with index 0 will be transparent
/* Message window flags */
#define MSGBOX_AUTOSIZE (0x0)
@@ -337,4 +341,66 @@
#define OBJ_DATA_DAMAGE_LAST_TURN (0x48)
#define OBJ_DATA_WHO_HIT_ME (0x54) // current target of the critter
// compute attack result data offsets
#define C_ATTACK_SOURCE (0x00)
#define C_ATTACK_HIT_MODE (0x04)
#define C_ATTACK_WEAPON (0x08)
#define C_ATTACK_UNUSED (0x0C)
#define C_ATTACK_DAMAGE_SOURCE (0x10) // Amount
#define C_ATTACK_FLAGS_SOURCE (0x14) // see DAM_* values in define.h
#define C_ATTACK_ROUNDS (0x18)
#define C_ATTACK_MESSAGE (0x1C) // message number set from the critical table
#define C_ATTACK_TARGET (0x20)
#define C_ATTACK_BODY_PART (0x28)
#define C_ATTACK_DAMAGE_TARGET (0x2C) // Amount
#define C_ATTACK_FLAGS_TARGET (0x30) // see DAM_*
#define C_ATTACK_KNOCKBACK_VALUE (0x34)
#define C_ATTACK_MAIN_TARGET (0x38)
#define C_ATTACK_AROUND_NUMBER (0x3C) // The number of critters around the target
#define C_ATTACK_TARGET1 (0x40)
#define C_ATTACK_TARGET2 (0x44)
#define C_ATTACK_TARGET3 (0x48)
#define C_ATTACK_TARGET4 (0x4C)
#define C_ATTACK_TARGET5 (0x50)
#define C_ATTACK_TARGET6 (0x54)
#define C_ATTACK_BODY_PART1 (0x58)
#define C_ATTACK_BODY_PART2 (0x5C)
#define C_ATTACK_BODY_PART3 (0x60)
#define C_ATTACK_BODY_PART4 (0x64)
#define C_ATTACK_BODY_PART5 (0x68)
#define C_ATTACK_BODY_PART6 (0x6C)
#define C_ATTACK_DAMAGE_TARGET1 (0x70) // Amount
#define C_ATTACK_DAMAGE_TARGET2 (0x74)
#define C_ATTACK_DAMAGE_TARGET3 (0x78)
#define C_ATTACK_DAMAGE_TARGET4 (0x7C)
#define C_ATTACK_DAMAGE_TARGET5 (0x80)
#define C_ATTACK_DAMAGE_TARGET6 (0x84)
#define C_ATTACK_FLAGS_TARGET1 (0x88) // see DAM_*
#define C_ATTACK_FLAGS_TARGET2 (0x8C)
#define C_ATTACK_FLAGS_TARGET3 (0x90)
#define C_ATTACK_FLAGS_TARGET4 (0x94)
#define C_ATTACK_FLAGS_TARGET5 (0x98)
#define C_ATTACK_FLAGS_TARGET6 (0x9C)
#define C_ATTACK_KNOCKBACK_VALUE1 (0xA0)
#define C_ATTACK_KNOCKBACK_VALUE2 (0xA4)
#define C_ATTACK_KNOCKBACK_VALUE3 (0xA8)
#define C_ATTACK_KNOCKBACK_VALUE4 (0xAC)
#define C_ATTACK_KNOCKBACK_VALUE5 (0xB0)
#define C_ATTACK_KNOCKBACK_VALUE6 (0xB4)
/* Playback mode defines for the soundplay function */
#define soundraw (0x80000000) // sfall flag
#define Stereo8bit (soundstereo)
#define Stereo8bitLoop (soundstereo bwor soundloop)
#define Mono16bit (sound16bit)
#define Mono16bitLoop (sound16bit bwor soundloop)
#define Stereo16bit (soundstereo bwor sound16bit)
#define Stereo16bitLoop (soundstereo bwor sound16bit bwor soundloop)
// Adjust (reduce) volume for soundplay and play_sfall_sound
// range: 0x0000XXXX (max volume) - 0x7FFFXXXX (mute)
#define SoundVolume25 (0x20000000)
#define SoundVolumeHalf (0x40000000)
#define SoundVolume75 (0x60000000)
#endif // DEFINE_EXTRA_H
File diff suppressed because it is too large Load Diff
+101 -72
View File
@@ -70,6 +70,7 @@
#define WINTYPE_CHARACTER (5)
#define WINTYPE_SKILLDEX (6)
#define WINTYPE_ESCMENU (7) // escape menu
#define WINTYPE_AUTOMAP (8)
//Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (0x1)
@@ -234,8 +235,8 @@
#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_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)
// instantly apply the item to dude_obj (w/o animation)
@@ -244,75 +245,103 @@
use_obj_on_obj(item, dude_obj); \
set_self(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)
#define art_cache_clear sfall_func0("art_cache_clear")
#define attack_is_aimed sfall_func0("attack_is_aimed")
#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
#define dialog_obj sfall_func0("dialog_obj")
#define display_stats sfall_func0("display_stats")
#define draw_image(pathFile, frame, x, y, noTrans) sfall_func5("draw_image", pathFile, frame, x, y, noTrans)
#define draw_image_scaled(pathFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", pathFile, frame, x, y, w, h)
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
#define floor2(value) sfall_func1("floor2", value)
#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_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)
#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
#define outlined_object sfall_func0("outlined_object")
#define real_dude_obj sfall_func0("real_dude_obj")
#define remove_all_timer_events sfall_func0("remove_timer_event")
#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
#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)
#define show_window(winName) sfall_func1("show_window", winName)
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#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)
// 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)
#define art_cache_clear sfall_func0("art_cache_clear")
#define attack_is_aimed sfall_func0("attack_is_aimed")
#define car_gas_amount sfall_func0("car_gas_amount")
#define clear_window sfall_func0("win_fill_color")
#define combat_data sfall_func0("combat_data")
#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
#define dialog_obj sfall_func0("dialog_obj")
#define display_stats sfall_func0("display_stats")
#define draw_image(artFile, frame, x, y, noTrans) sfall_func5("draw_image", artFile, frame, x, y, noTrans)
#define draw_image_scaled(artFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", artFile, frame, x, y, w, h)
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
#define floor2(value) sfall_func1("floor2", value)
#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_min", 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 interface_art_draw(winID, artFile, x, y) sfall_func4("interface_art_draw", winID, artFile, x, y)
#define interface_art_draw_frame(winID, artID, x, y, frame) sfall_func5("interface_art_draw", winID, artID, x, y, frame)
#define interface_art_draw_ex(winID, artID, x, y, frame, param) sfall_func6("interface_art_draw", winID, artID, x, y, frame, param)
#define interface_print(text, winType, x, y, color) sfall_func5("interface_print", text, winType, x, y, color)
#define interface_print_width(text, winType, x, y, color, w) sfall_func6("interface_print", text, winType, x, y, color, w)
#define interface_redraw_all sfall_func1("intface_redraw", 1)
#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)
#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
#define outlined_object sfall_func0("outlined_object")
#define real_dude_obj sfall_func0("real_dude_obj")
#define remove_all_timer_events sfall_func0("remove_timer_event")
#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
#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)
#define show_window(winName) sfall_func1("show_window", winName)
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#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)
#define win_fill_color(x, y, width, height, color) sfall_func5("win_fill_color", x, y, width, height, color)
#endif

Some files were not shown because too many files have changed in this diff Show More