Compare commits

...
118 Commits
Author SHA1 Message Date
NovaRain b1323fc07a Code edits to Graphics.cpp & Logging.cpp
Minor edits to other code/documents.
Updated version number.
2022-02-17 10:26:42 +08:00
NovaRain 5fcf4aae50 Reverted the palette update method for DX9 mode to pre-3.8.31
* moving the processing to GPU (commit 932a9f3)

Improved the functionality of AllowDShowMovies:
now can take screenshots and press any key to skip AVI movies.

Code edits to Logging.cpp.
2022-02-14 12:49:10 +08:00
NovaRain 42afaa46ed Fixed the game printing an incorrect item name in some cases
Minor fixes in Graphics.cpp and InputFuncs.cpp.
2022-02-13 07:46:55 +08:00
NovaRain 8b858b6cb9 Reverted the limit on hit chance (commit 024e8b1)
* reason: the text length is depend on the frm.
2022-02-13 07:40:33 +08:00
NovaRain e8c952d082 Code correction on DX9 initialization
Some minor code edits.
2022-02-12 11:02:58 +08:00
NovaRain 024e8b1777 Added minimum and maximum limits to the hit chance
* to prevent display glitches (BGforgeNet/Fallout2_Unofficial_Patch#85)

Lowered the max number of PNG screenshots to 10K.
2022-02-11 15:07:20 +08:00
NovaRain 6b14d4f86e Fixed the screenshot for sfall DX9 mode
* Now the screenshots are saved in PNG format.

[TEST] Changed the DirectX 9 device creation mode.
2022-02-10 13:39:31 +08:00
NovaRain 6e10f624a3 Backported the code injection system for game hooks from 4.1
Split HookScripts.cpp/h to multiple sets in HookScripts\ as 4.x.

Reverted tile_num to stdcall (commit a5f57d4)
2022-02-08 22:30:06 +08:00
NovaRain bc380b978d Fixed the copyright line in the credits
Code edits to main.cpp and Graphics.cpp to converge with 4.x.
2022-02-01 09:40:33 +08:00
NovaRain d2b3529ed0 Fixed the music not playing after loading a saved game (#422)
* if the save is on the same map, and while in the game.
2022-01-20 07:13:50 +08:00
NovaRain f77cd85f95 Minor code edits 2022-01-19 09:43:05 +08:00
NovaRain 39c5ab3674 Removed unused code in Graphics.cpp 2022-01-18 10:16:53 +08:00
NovaRain 7d75023b81 Added HLSL source files and compiled shader files
* this should remove the hidden dependency on d3dcompiler_xx.dll.
2022-01-18 09:05:40 +08:00
NovaRain bd629b5460 Added a new warning message on shader effects to Graphics.cpp 2022-01-17 12:50:19 +08:00
NovaRain 5b180286d1 Added a redraw timer to the debug editor
* redraws the background game screen when moving the editor window.
* works for sfall DX9 mode.
2022-01-17 09:52:29 +08:00
NovaRain 814c280432 Updated the year for version info
Added GamePids.h from develop branch.
2022-01-17 08:55:21 +08:00
NovaRain c5f52105ec Code correction to DebugEditor.cpp 2022-01-15 12:00:01 +08:00
NovaRain 18cc3f7aa9 Increased the width of the mouse drop area for inv on the barter screen 2022-01-15 09:57:28 +08:00
NovaRain fda97ffefb Edits to the arrays document 2022-01-13 21:31:33 +08:00
NovaRain 00508adfb1 Fixed a bug in 3.8.31 that caused AI to be unable to use some weapons
Code edits regarding AIpref in Enums.h.
2022-01-13 10:26:36 +08:00
NovaRain e906be67ab Updated documents for the removal of ArraysBehavior option
Some other minor edits to documents.
2022-01-12 09:43:04 +08:00
NovaRain abe2430495 Fixed crash in the previous commit 2022-01-11 11:54:47 +08:00
NovaRain de51b6838b Redid the idle implementation for ProcessorIdle
Renamed RunGlobalScripts# functions to the same as 4.x.
2022-01-11 10:03:35 +08:00
NovaRain 52126bf62d Removed ArraysBehavior and RemoveWindowRounding from ddraw.ini
* both are now always enabled
2022-01-07 06:47:49 +08:00
NovaRain be7c1210a0 Changed the "Radiated" on the char screen to be highlighted in gray
* when the player still has an impending radiation effect

Unified the naming style for color variables.
2022-01-06 14:19:47 +08:00
NovaRain 08a96bc27e Code edits to Graphics.cpp for device lost state 2022-01-04 07:04:13 +08:00
NovaRain f94085be93 Fixed black screen after restoring DX9 device
Minor code edits.
2022-01-03 23:59:27 +08:00
NovaRain 89a49b4f32 Improved the message box for CRC mismatch
Changed SkipCompatModeCheck to not require sfall debugging mode.
Minor code edits.
2021-12-28 12:48:41 +08:00
NovaRain cf5952c031 Removed SkipSizeCheck from ddraw.ini
* the executable file size check is also removed (mostly).
2021-12-27 10:18:14 +08:00
NovaRain ac058ee4d7 Code correction/edits to the previous commit
Added a debug message for the open file limit being exceeded.
2021-12-26 11:43:51 +08:00
NovaRain b31f29a324 Fixed the broken fix for addicted party members
(BGforgeNet/Fallout2_Restoration_Project#131, #420)

Improved the duplicate path removal in LoadOrder.cpp.
Backported additional fixes to FadeBackgroundMusic from 4.x.
2021-12-25 21:25:24 +08:00
NovaRain 750d88ea9a Code edits to CRC.cpp for displayed messages
Code edits to ScriptExtender.cpp for duplicate code.
2021-12-24 14:35:29 +08:00
NovaRain 68389d9474 Added MapGridToggleKey debug option from 4.x
Fixed db_init function wrapper.
Minor edits to ddraw.ini.
2021-12-21 09:51:09 +08:00
NovaRain 97f3d3eb5f Code cleanup and edits according to dev branch 2021-12-19 08:45:26 +08:00
NovaRain b187c8359b Changed the load order of sfall.dat to after patchXXX.dat
Code edits to Interface.cpp due to the previous commit.
2021-12-18 21:37:48 +08:00
NovaRain 93f6131592 Added fixed call point for sfall initialization 2021-12-17 09:57:41 +08:00
NovaRain 5a9edb9723 Minor code edits to Graphics.cpp 2021-12-16 12:40:46 +08:00
NovaRain d14e7ccd9f Code changes to Graphics.cpp & main.cpp
* from HRP test branch
2021-12-12 10:31:51 +08:00
NovaRain c5baecfdad Fixed a crash bug in FadeBackgroundMusic
(when trying to mute the master audio volume in the preferences screen)

Minor code edits.
2021-12-10 10:01:31 +08:00
NovaRain c1dc31a919 Added a tweak to allow printing new floating messages when their limit is exceeded (#388)
Fixed incorrect value of the limit number of floating messages.
2021-11-28 12:40:42 +08:00
NovaRain 8e3e49b281 Removed UseCommandLine from ddraw.ini (always enabled)
Updated version number.
2021-11-27 06:44:06 +08:00
NovaRain 44411309f8 Removed unnecessary stdcall modifier as in 4.x 2021-11-25 09:22:27 +08:00
NovaRain a35a4e034b Added optimization for the save/load game screens
Edited the description of args for HOOK_TOHIT.
2021-11-23 20:44:00 +08:00
NovaRain 21c85b298b Refactored ScriptExtender and all function code
* in the same way as 4.x, to improve the error handling.
2021-11-22 22:05:09 +08:00
NovaRain 5151ea312a Code edits to the previous commit 2021-11-20 20:47:25 +08:00
NovaRain def3e52302 Added centering screen on the controlled critter 2021-11-19 09:48:04 +08:00
NovaRain 06f35e10fb Minor code edits to Graphics.cpp from HRP branch 2021-11-17 10:07:00 +08:00
NovaRain 588abd2a4b Added class to HookScripts module 2021-11-16 21:00:51 +08:00
NovaRain c6813bdd74 Fixed the redrawing of windows with "DontMoveTop" flag
* if one is not topmost, it's not redrawn after calling show function.
2021-11-16 15:04:18 +08:00
NovaRain 53c0517268 Added class to most of modules
Added missing ReplacementFuncs.h.
2021-11-15 22:03:40 +08:00
NovaRain 81f112063e Fixed a minor bug in HeroAppearance.cpp
Fixed incorrect display of name and damage values for unarmed attacks
in some cases.
2021-11-15 10:57:45 +08:00
NovaRain 87eeeeaa95 Reverted make_pair changes in commit 5c1ccca 2021-11-10 08:43:30 +08:00
NovaRain a5f57d400b Changed the option name of grave containers fix
Edited the code of tile_num function wrapper.
Reorganized the options in ddraw.ini.
2021-11-09 10:06:13 +08:00
NovaRain df983e0d25 Optimized the calculation loop in Glovz's ASM code
Renamed enums in Interface.cpp
2021-11-08 14:13:09 +08:00
NovaRain c9c9d1f35f Code edits to ScriptExtender.cpp/SpeedPatch.cpp
Minor edits to some files.
2021-11-08 13:48:52 +08:00
NovaRain 5e8269d171 Changed the fix in commit 93c6cf5 to an option
Changed the title bar text for DX9 windowed mode.
Renamed some enums in Movies/QuestList/Sound.cpp.
2021-11-06 23:42:01 +08:00
NovaRain e510f30120 Optimized the calculation loop in YAAM's ASM code
Minor edits to Glovz's formula code.
2021-10-31 20:17:26 +08:00
NovaRain 326610e66d Separated MainLoopHook.cpp/h from ScriptExtender 2021-10-30 23:21:13 +08:00
NovaRain c8de86d58f Improved the ASM code of Glovz's formula and YAAM
Changed OverrideArtCacheSize to set the art cache size to 261.
Fixed typo in ddraw.ini.
2021-10-27 22:05:29 +08:00
NovaRain 29e52703f4 Renamed some enums to be the same as 4.x 2021-10-26 20:50:33 +08:00
NovaRain a4ae8d47f0 Rewrote the text hook for main_menu_create_ in C++
Changed the description of CheckWeaponAmmoCost in ddraw.ini.

Replaced <br> html tag with backslash in markdown documents.
(CommonMark spec)

Updated version number.
2021-10-25 10:59:22 +08:00
NovaRain 80c9dd533f Finished implementing fo namespace.
Renamed some structs to converge with 4.x.
Splitted ReplacementFuncs.cpp/h to multiple sets in Game\ as 4.x.
Added sfall/game namespaces (except for ScriptExtender).
2021-10-21 11:38:07 +08:00
NovaRain 338a45cf5e Added fo::funcoffs/func/util/ptr/var namespaces 2021-10-19 14:20:47 +08:00
NovaRain 8c697054c0 Re-organized project structure to 4.x-like
Separated ScriptShaders.cpp/h from Graphics.cpp/h.
2021-10-18 21:49:58 +08:00
NovaRain e9662f49dd Updated define_extra.h 2021-10-16 07:25:26 +08:00
NovaRain eecf763ab7 Forgot to commit main.cpp in 1209b7e 2021-10-15 12:30:48 +08:00
NovaRain b9b7e24c1a Fixed a rounding error in Glovz's damage formula
Updated Russian and Germen translations.
2021-10-15 10:24:08 +08:00
NovaRain 09fe57a099 Updated translation ini files 2021-10-14 09:31:58 +08:00
NovaRain 1209b7efc1 Code edits converge with 4.x
* improved the behavior of SpeedInterfaceCounterAnims=3.

* now sfall will always create sfall-log.txt, still won't write any
unless debug options are enabled in ddraw.ini.
2021-10-13 14:12:23 +08:00
NovaRain 4bcf96dfe8 Simplified the code in the previous commit 2021-10-10 10:28:41 +08:00
NovaRain 93c6cf5222 Fixed the execution of use_p_proc handler for grave type containers
* "grave type" is a container with only two frames (open/closed)
* in vanilla code, using a grave type container in the open state does
not execute use_p_proc in its script like other containers do.
2021-10-08 11:06:57 +08:00
NovaRain 0ab0a592b4 Reverted the previous commit and added "obj_is_openable" function
* the previous commit conflicts with BIS document.
2021-10-08 09:41:25 +08:00
NovaRain dfcc698c7a Fixed the return value of obj_is_open function
* for containers with only one frame (e.g. shelves)

Minor edits to the previous commit.
2021-10-07 13:46:30 +08:00
NovaRain 4137e6e977 Added loading sfall.dat resource file
* localized sfall_XX.dat is also supported.

Minor code refactoring in ScriptExtender.cpp.
Minor edit to sfall function notes.
2021-10-06 21:28:12 +08:00
NovaRain 5c1cccae8f Backported "set_scr_name" script function from 4.x
Updated documents for the function.
Changed some make_pair to bare pair for map insertion.
2021-10-05 22:04:12 +08:00
NovaRain e3cb0bbaf5 Fixed crash at the end of DS sound playback
* revert to the previous implementation.
2021-10-05 13:42:52 +08:00
NovaRain 9db8736033 Code corrections converge with 4.x 2021-10-04 13:06:13 +08:00
NovaRain 932a9f37a3 Improved the rendering performance of DX9 modes
Code edits and preparation.
2021-10-01 12:28:33 +08:00
NovaRain 95a10758ae Added the ability to set custom names for unarmed attacks
Updated Translations.ini template.
Commented out empty exit function in some modules.
2021-09-27 10:38:00 +08:00
NovaRain b6f559755f Minor code edits to the previous commit 2021-09-26 07:35:55 +08:00
NovaRain 759ef35432 Added the display of actual damage for unarmed attacks in inven 2021-09-25 20:19:48 +08:00
NovaRain 334957d458 Backported Unarmed module and UnarmedFile option from 4.x 2021-09-23 10:43:38 +08:00
NovaRain 76e78fb2be Minor edits to code and project file 2021-09-22 11:20:10 +08:00
NovaRain 1ee2e5eeda Added a tweak to keep the selected attack mode for unarmed attacks
* was reset when the inventory is closed or the combat ends.
2021-09-20 11:20:14 +08:00
NovaRain b7ef4a6aed Added Polish translation (from JaidenIsPink) 2021-09-17 21:57:19 +08:00
NovaRain 73e17ddbef Some code edits and preparation 2021-09-17 10:55:54 +08:00
NovaRain 4ed512855e Added a fix to display the color index 255 of the palette correctly
* in DX9 mode when using the hi-res patch

Some minor code corrections.
2021-09-12 14:41:08 +08:00
NovaRain 95a03d7429 Code corrections 2021-09-07 06:38:42 +08:00
NovaRain 7d7cb9d84e Added missing sounds for the buttons on the world map interface (#373)
Changed the game speed tweak to be active only during the game.
2021-09-06 10:57:10 +08:00
NovaRain d498c86d65 Fixed key repeat delay/rate for game speed tweak (#406)
Removed AffectPlayback option.
2021-09-06 08:12:58 +08:00
NovaRain 806cc765bb Added an additional '"Can't Use" flag to misc flags in item objects
* it makes the weapon object unusable in combat.

Updated gl_npcarmor script.
Edits to header files and hookscripts.md.
2021-09-03 21:30:12 +08:00
NovaRain edc2755ef6 Fixed the Jet addiction was not removed when using the antidote (#405)
(BGforgeNet/Fallout2_Restoration_Project#118)
2021-08-29 10:27:52 +08:00
NovaRain 8ab0e57e58 Replaced *(TYPE*)FO_VAR with new inline functions 2021-08-27 22:26:50 +08:00
NovaRain cb73f4da47 Moved some patches/functions between Interface.cpp and MiscPatches.cpp
* And Graphics.cpp and InputFuncs.cpp.

Tweaked the buffer flush (actually print to file) rate in Console.cpp.
2021-08-27 21:11:13 +08:00
NovaRain be9aeae57a Code edits to Console.cpp 2021-08-25 12:42:23 +08:00
NovaRain 0d0f105ff2 Added support for the newline character '\n' in pro_*.msg files (#401)
(from Crafty)
2021-08-25 09:54:28 +08:00
NovaRain fc1e4e2ac4 Some code edits 2021-08-24 14:22:47 +08:00
NovaRain 4f9fec281e Changed SingleCore to set CPU affinity to the second core if available
Added missing code changes from the previous commit.
2021-08-23 16:15:15 +08:00
NovaRain c7e29b5d01 Replaced HRP addresses with the define values
Refactored get_attack_type opcode.
2021-08-23 15:10:27 +08:00
NovaRain c0737d9bea Fully implemented the new ai_check_drugs function
Added an additional 'Healing Item' flag to ext flags for item protos.
Added new EngineTweaks files and TweaksFile option.
Internal fix for HOOK_REMOVEINVENOBJ.
2021-08-23 10:15:51 +08:00
NovaRain 42d79aec0b Fixed ai_check_drugs for AIDrugUsePerfFix=1 (unimpl.) 2021-08-21 07:53:41 +08:00
NovaRain 90a7b20f9d Fixed a crash when opening a file whose name contains the '%' char
Code edits to ai_check_drugs implementation to converge with 4.x
2021-08-19 13:41:28 +08:00
NovaRain 9091690fdd [Untested] Added a fixed implementation of ai_check_drugs_ function
* which has all fixes/hook built-in.
2021-08-17 12:36:49 +08:00
NovaRain a4b7ac76a0 Added FadeBackgroundMusic option 2021-08-13 20:13:36 +08:00
NovaRain 6b34303268 Code edits to ExtraSaveSlots.cpp
* the page numbering is now 0-indexed, to better align with the macros.

Re-numbered save slot control metarules.
2021-08-13 10:58:55 +08:00
NovaRain cc29d548fe Changed the implementation of AutoQuickSave
* now it sets the number of pages used for quick saving.

Added related macros for controlling the save slot with scripts.
2021-08-12 15:24:13 +08:00
NovaRain 25b8933d7b Improved the page control for ExtraSaveSlots
Minor edits to ddraw.ini.
2021-08-11 14:11:59 +08:00
NovaRain e3b524dd3c Added AutoSearchSFX option for automatic search of SFX files
Excluded ANIM_walk from the debug log about missing critter art files.
2021-08-08 22:42:56 +08:00
NovaRain 077774fad0 Minor edits to the previous commit 2021-08-06 00:55:28 +08:00
NovaRain 7f8356a5c1 Fixed the main menu music stopped when entering load game screen
Added the ability to continuously play the music when moving to another
map that uses the same music.

Updated version number.
2021-08-05 14:18:20 +08:00
NovaRain cabb98949e Removed the extra AP check when AI reloads a weapon
(reloading is possible if there are not enough action points.)
2021-08-01 07:13:46 +08:00
NovaRain 8b0913c36b Updated the documents in the previous commit 2021-07-07 09:28:53 +08:00
NovaRain 3bac160395 Added markdown version of compiler documents 2021-07-05 10:02:58 +08:00
NovaRain fa694be6ac Added Brazilian Portuguese translation
(from Felipefpl)
2021-06-28 12:17:18 +08:00
NovaRain f51e9c8ef5 Updated french.ini (from HawK-EyE) 2021-06-26 23:09:12 +08:00
NovaRain 82539365a8 Fixed the algorithm for sorting the quest list (#397) 2021-06-21 06:09:32 +08:00
NovaRain a6b555bafc Fixed black screen after starting a new game w/o HRP (#395) 2021-06-20 08:40:03 +08:00
NovaRain f3e30ea0d5 Fixed item duplication bug in HOOK_INVENTORYMOVE (#396)
Code edits to Animations.cpp regarding locking anim slots.
Updated version number.
2021-06-20 02:07:07 +08:00
286 changed files with 27193 additions and 20385 deletions
+8
View File
@@ -23,6 +23,7 @@
/// the contents of this method with the code editor. /// the contents of this method with the code editor.
/// </summary> /// </summary>
private void InitializeComponent() { private void InitializeComponent() {
this.components = new System.ComponentModel.Container();
this.dataGridView1 = new System.Windows.Forms.DataGridView(); this.dataGridView1 = new System.Windows.Forms.DataGridView();
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn(); this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn(); this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
@@ -34,6 +35,7 @@
this.bSGlobals = new System.Windows.Forms.Button(); this.bSGlobals = new System.Windows.Forms.Button();
this.bArrays = new System.Windows.Forms.Button(); this.bArrays = new System.Windows.Forms.Button();
this.bEdit = new System.Windows.Forms.Button(); this.bEdit = new System.Windows.Forms.Button();
this.redrawTimer = new System.Windows.Forms.Timer(this.components);
this.bCrittersLvar = new System.Windows.Forms.Button(); this.bCrittersLvar = new System.Windows.Forms.Button();
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit(); ((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
this.SuspendLayout(); this.SuspendLayout();
@@ -154,6 +156,11 @@
this.bEdit.UseVisualStyleBackColor = true; this.bEdit.UseVisualStyleBackColor = true;
this.bEdit.Click += new System.EventHandler(this.bEdit_Click); this.bEdit.Click += new System.EventHandler(this.bEdit_Click);
// //
// redrawTimer
//
this.redrawTimer.Interval = 200;
this.redrawTimer.Tick += new System.EventHandler(this.timer1_Tick);
//
// bCrittersLvar // bCrittersLvar
// //
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left))); this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
@@ -202,6 +209,7 @@
private System.Windows.Forms.DataGridViewTextBoxColumn Column1; private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
private System.Windows.Forms.DataGridViewTextBoxColumn Column2; private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
private System.Windows.Forms.DataGridViewTextBoxColumn Column3; private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
internal System.Windows.Forms.Timer redrawTimer;
private System.Windows.Forms.Button bCrittersLvar; private System.Windows.Forms.Button bCrittersLvar;
} }
+9
View File
@@ -137,6 +137,7 @@ namespace FalloutClient {
sr.Close(); sr.Close();
} }
Redraw(); Redraw();
redrawTimer.Start();
} }
private void DebugEditor_FormClosing(object sender, FormClosingEventArgs e) { private void DebugEditor_FormClosing(object sender, FormClosingEventArgs e) {
@@ -188,6 +189,7 @@ namespace FalloutClient {
default: default:
return; return;
} }
redrawTimer.Stop();
if (e.ColumnIndex == 2) { if (e.ColumnIndex == 2) {
string str = dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value.ToString(); string str = dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value.ToString();
int val; int val;
@@ -211,11 +213,13 @@ namespace FalloutClient {
connection.WriteInt(converter.GetAsInt(val)); connection.WriteInt(converter.GetAsInt(val));
} }
} }
redrawTimer.Start();
} }
private void bEdit_Click(object sender, EventArgs e) { private void bEdit_Click(object sender, EventArgs e) {
if (dataGridView1.SelectedRows.Count == 0) return; if (dataGridView1.SelectedRows.Count == 0) return;
int i = (int)dataGridView1.SelectedRows[0].Tag; int i = (int)dataGridView1.SelectedRows[0].Tag;
redrawTimer.Stop();
switch (mode) { switch (mode) {
case Mode.Arrays: { case Mode.Arrays: {
DataType[] types = new DataType[connection.ArrayLengths[i]]; DataType[] types = new DataType[connection.ArrayLengths[i]];
@@ -333,6 +337,7 @@ namespace FalloutClient {
} }
break; break;
} }
redrawTimer.Start();
} }
private void bCrittersLvar_Click(object sender, EventArgs e) { private void bCrittersLvar_Click(object sender, EventArgs e) {
@@ -381,5 +386,9 @@ namespace FalloutClient {
private void dataGridView1_RowsAdded(object sender, DataGridViewRowsAddedEventArgs e) { private void dataGridView1_RowsAdded(object sender, DataGridViewRowsAddedEventArgs e) {
dataGridView1.Rows[e.RowIndex].Tag = e.RowIndex; dataGridView1.Rows[e.RowIndex].Tag = e.RowIndex;
} }
private void timer1_Tick(object sender, EventArgs e) {
connection.WriteDataType(DataTypeSend.RedrawGame);
}
} }
} }
+3
View File
@@ -129,4 +129,7 @@
<metadata name="Column3.UserAddedColumn" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> <metadata name="Column3.UserAddedColumn" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value> <value>True</value>
</metadata> </metadata>
<metadata name="redrawTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
</root> </root>
+4
View File
@@ -48,8 +48,10 @@ namespace FalloutClient {
} }
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) { public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
form.redrawTimer.Start();
EditorWindow editor = new EditorWindow(names, types, values, isMap); EditorWindow editor = new EditorWindow(names, types, values, isMap);
editor.ShowDialog(); editor.ShowDialog();
form.redrawTimer.Stop();
if (editor.save) { if (editor.save) {
if (valueInHex) editor.ConvertValues(false); if (valueInHex) editor.ConvertValues(false);
return editor.values; return editor.values;
@@ -70,8 +72,10 @@ namespace FalloutClient {
} }
public static string[] ShowEditor(DebugEditor form, string[] lvalues) { public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
form.redrawTimer.Start();
EditorWindow editor = new EditorWindow(lvalues); EditorWindow editor = new EditorWindow(lvalues);
editor.ShowDialog(); editor.ShowDialog();
form.redrawTimer.Stop();
if (editor.save) { if (editor.save) {
if (valueInHex) editor.ConvertValues(false); if (valueInHex) editor.ConvertValues(false);
return editor.values; return editor.values;
+2 -1
View File
@@ -32,6 +32,7 @@ namespace FalloutClient {
SetArray = 10, SetArray = 10,
GetLocal = 11, GetLocal = 11,
SetLocal = 12, SetLocal = 12,
Exit = 254 Exit = 254,
RedrawGame = 255
} }
} }
+3 -3
View File
@@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
[assembly: AssemblyConfiguration("")] [assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")] [assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("sfall")] [assembly: AssemblyProduct("sfall")]
[assembly: AssemblyCopyright("Copyright © 2019")] [assembly: AssemblyCopyright("Copyright (C) 2022")]
[assembly: AssemblyTrademark("")] [assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")] [assembly: AssemblyCulture("")]
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Build Number // Build Number
// Revision // Revision
// //
[assembly: AssemblyVersion("4.1.9.0")] [assembly: AssemblyVersion("4.1.9.1")]
[assembly: AssemblyFileVersion("4.1.9.0")] [assembly: AssemblyFileVersion("4.1.9.1")]
+1 -1
View File
@@ -11,7 +11,7 @@ TagSkillBonus=20
;Set to 3 to use both modes ;Set to 3 to use both modes
TagSkillMode=0 TagSkillMode=0
;Set to 1 to base skill costs on spent points instead of current level ;Set to 1 to base skill costs on the number of additional points in a skill instead of the current level
BasedOnPoints=0 BasedOnPoints=0
;Examples ;Examples
+18 -1
View File
@@ -4,7 +4,7 @@ KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma. KarmaLoss=You lost %d karma.
HighlightFail1=You aren't carrying a motion sensor. HighlightFail1=You aren't carrying a motion sensor.
HighlightFail2=Your motion sensor is out of charge. HighlightFail2=Your motion sensor is out of charge.
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured! SuperStimExploitMsg=You cannot use this item on someone who is not injured!
BlockedCombat=You cannot enter combat at this time. BlockedCombat=You cannot enter combat at this time.
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again. SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
PartyLvlMsg=Lvl: PartyLvlMsg=Lvl:
@@ -16,3 +16,20 @@ NPCPickupFail=%s cannot pick up the item.
RaceText=Race RaceText=Race
StyleText=Style StyleText=Style
DoneBtn=Done DoneBtn=Done
;Custom names for player's unarmed attacks (max 16 characters)
[Unarmed]
;Punch=Punch:
;Kick=Kick:
;StrongPunch=Strong Punch:
;HammerPunch=Hammer Punch:
;Haymaker=Haymaker:
;Jab=Jab:
;PalmStrike=Palm Strike:
;PiercingStrike=Piercing Strike:
;StrongKick=Strong Kick:
;SnapKick=Snap Kick:
;PowerKick=Power Kick:
;HipKick=Hip Kick:
;HookKick=Hook Kick:
;PiercingKick=Piercing kick:
+13
View File
@@ -0,0 +1,13 @@
;Game engine tweaks
[Main]
[Items]
;Override the PIDs of the standard healing drugs that AI will use in combat
;Set to -1 if you don't want AI to identify this item as a healing drug
;Note: Starting from sfall 4.3.1/3.8.31, you can set a new flag (FlagsExt: 0x04000000)
;in the proto for other items, so AI will use them for healing in combat as well
STIMPAK=40
SUPER_STIMPAK=144
HEALING_POWDER=237
+66
View File
@@ -0,0 +1,66 @@
; This file lets you configure the requirements and effects of unarmed attacks
; You can leave the value empty or omit the parameter to use the engine default value
; Strong Punch
[8]
ReqLevel=1 ; required player level
SkillLevel=55 ; required Unarmed skill level
; Required stats
Stat0=0 ; ST
Stat1=0 ; PE
Stat2=0 ; EN
Stat3=0 ; CH
Stat4=0 ; IN
Stat5=6 ; AG
Stat6=0 ; LK
MinDamage=1
MaxDamage=2
BonusDamage=3 ; bonus damage added to the minimum and maximum damage
BonusCrit=0 ; value of the critical hit chance
APCost=
Penetrate=0 ; set to 1 to make the attack reduce target's armor DT (the formula is determined by the engine or a hook script)
Secondary=0 ; set to 1 to assign the attack to the secondary mode (be careful when setting this parameter)
; Hammer Punch
[9]
; Haymaker
[10]
; Jab
[11]
; Palm Strike
[12]
; Piercing Strike
[13]
; Strong Kick
[14]
; Snap Kick
[15]
; Power Kick
[16]
; Hip Kick
[17]
; Hook Kick
[18]
; Piercing Kick
[19]
; Default attacks (any requirements are ignored)
; Punch
[4]
; Kick
[5]
+112 -88
View File
@@ -1,8 +1,9 @@
;sfall configuration settings ;sfall configuration settings
;v3.8.30 ;v3.8.33.1
[Main] [Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file. ;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
UseCommandLine=0 UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages ;Uncomment and point to a file to get alternate translations for some sfall messages
@@ -11,7 +12,7 @@ UseCommandLine=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed] [Speed]
;Set to 0 to disable everything in this section ;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
Enable=1 Enable=1
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed) ;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
@@ -29,9 +30,6 @@ SpeedMulti9=900
;The initial speed at game startup ;The initial speed at game startup
SpeedMultiInitial=100 SpeedMultiInitial=100
;Set to 1 to also affect the playback speed of MVE video files without an audio track
AffectPlayback=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics] [Graphics]
;Set to 0 for 8 bit fullscreen ;Set to 0 for 8 bit fullscreen
@@ -49,8 +47,8 @@ GraphicsWidth=0
GraphicsHeight=0 GraphicsHeight=0
;Window position data. Do not modify ;Window position data. Do not modify
;Set to 0 to reset if the window position is incorrect ;Set to -1 or 0 to reset if the window position is incorrect
WindowData=0 WindowData=-1
;Uncomment the option to use a hardware shader (requires DX9 graphics mode) ;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 ;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
@@ -78,6 +76,7 @@ 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 ;Set to 2 to force AVI videos to fit the screen width
;Requires DX9 graphics mode ;Requires DX9 graphics mode
;The recommended video codec is Xvid
AllowDShowMovies=0 AllowDShowMovies=0
;Fade effect time percentage modifier ;Fade effect time percentage modifier
@@ -104,6 +103,9 @@ WorldMapTerrainInfo=0
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32 ;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
NumSoundBuffers=0 NumSoundBuffers=0
;Set to 1 to enable fade effects for background music when stopping and starting the playback
FadeBackgroundMusic=1
;Set to 1 to allow attaching sound files to combat float messages ;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0 AllowSoundForFloats=0
@@ -116,6 +118,11 @@ AllowDShowSound=0
;Set to 2 to overwrite all occurrences of the music path ;Set to 2 to overwrite all occurrences of the music path
OverrideMusicDir=1 OverrideMusicDir=1
;Set to 1 to automatically search for new SFX sound files at game startup
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
;This will slightly increase the startup time of the game on older computers
AutoSearchSFX=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input] [Input]
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens ;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
@@ -152,7 +159,7 @@ BackgroundMouse=0
SpeedModKey=-1 SpeedModKey=-1
;A key to press to toggle the speed tweak on or off ;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise ;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0 SpeedToggleKey=0
;The keys corresponding to the 10 speed slots ;The keys corresponding to the 10 speed slots
@@ -220,7 +227,7 @@ DebugEditorKey=0
Fallout1Behavior=0 Fallout1Behavior=0
;Time limit in years. Must be between -3 and 13 ;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo ;Set to 0 if you want to die the instant you leave Arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it ;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year ;Set to -2 or -3 to remove the time limit, automatically reset the date, but override Fallout's GetDate function to return the correct year
TimeLimit=13 TimeLimit=13
@@ -243,8 +250,8 @@ WorldMapEncounterFix=0
WorldMapEncounterRate=5 WorldMapEncounterRate=5
;The number of slots available in the locations list panel of the world map ;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default. ;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics ;Setting this greater than 17 requires a replacement WMTABS.frm file in art\intrface\, or you'll get glitched graphics
WorldMapSlots=0 WorldMapSlots=0
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load ;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
@@ -257,7 +264,7 @@ WorldMapSlots=0
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file ;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
;ConfigFile= ;ConfigFile=
;Set to 1 to enable functions relating to overriding the file system ;Set to 1 to enable script functions relating to overriding the file system
UseFileSystemOverride=0 UseFileSystemOverride=0
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name ;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
@@ -268,7 +275,7 @@ UseFileSystemOverride=0
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat ;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat ;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only ;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
;DataLoadOrderPatch=1 DataLoadOrderPatch=1
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC ;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC ;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
@@ -315,7 +322,7 @@ Movie17=credits.mve
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines ;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 480 in the x direction and 400 in the y direction. ;Defaults are 480 in the x direction and 400 in the y direction.
;Not compatible with the res patch! ;Not compatible with the hi-res patch!
;LocalMapXLimit=480 ;LocalMapXLimit=480
;LocalMapYLimit=400 ;LocalMapYLimit=400
@@ -361,7 +368,7 @@ ViewYPos=-1
;Set to 1 to force Fallout not to use multiple processor cores even if they are available ;Set to 1 to force Fallout not to use multiple processor cores even if they are available
SingleCore=1 SingleCore=1
;Set to 1 to override the art_chache_size setting in fallout2.cfg ;Set to 1 to override the art_cache_size setting in fallout2.cfg
OverrideArtCacheSize=0 OverrideArtCacheSize=0
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs ;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
@@ -373,7 +380,7 @@ SaveInCombatFix=1
;Player's level is capped once the highest specified level is reached ;Player's level is capped once the highest specified level is reached
;XPTable=50,100,200 ;XPTable=50,100,200
;Set to 1 to enable additional weapon animation codes from o to 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 ;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 corresponds 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 AdditionalWeaponAnims=1
@@ -432,16 +439,6 @@ SkipOpeningMovies=0
;Set to 0 to disable ;Set to 0 to disable
NPCsTryToSpendExtraAP=0 NPCsTryToSpendExtraAP=0
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
;Note that enabling this option can affect the weapon of choice for some NPCs
AIBestWeaponFix=1
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
AIDrugUsePerfFix=0
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup ;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles) ;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking ;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
@@ -460,9 +457,6 @@ Doctor=293
Science=293 Science=293
Repair=293 Repair=293
;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding=1
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit ;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 2 to use a different set of scroll buttons ;Set to 2 to use a different set of scroll buttons
UseScrollingQuestsList=1 UseScrollingQuestsList=1
@@ -489,12 +483,13 @@ UseScrollingQuestsList=1
ExtraSaveSlots=0 ExtraSaveSlots=0
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines ;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10) ;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled ;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
;The quick saves will be rotated from the first slot on the page to the n-th slot ;Set to 0 to disable
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
AutoQuickSave=0 AutoQuickSave=0
AutoQuickSavePage=0 ;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999)
;Set to -1 to use the current selected page (not recommended)
AutoQuickSavePage=1
;Set to 1 to speed up the HP/AC counter animations ;Set to 1 to speed up the HP/AC counter animations
;Set to 2 to update the HP/AC counters instantly ;Set to 2 to update the HP/AC counters instantly
@@ -557,7 +552,7 @@ BoostScriptDialogLimit=0
;Add 4 to the mode to limit the weight check to used items only ;Add 4 to the mode to limit the weight check to used items only
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size ;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
CritterInvSizeLimitMode=0 CritterInvSizeLimitMode=0
CritterInvSizeLimit=100 CritterInvSizeLimit=200
;Some bit flags to alter behaviour of the motion sensor ;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands ;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
@@ -587,32 +582,6 @@ SuperStimExploitFix=0
InventoryApCost=4 InventoryApCost=4
QuickPocketsApCostReduction=2 QuickPocketsApCostReduction=2
;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
ObjCanHearObjFix=0
;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
;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 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
AttackComplexFix=0
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
;Note that enabling this option may cause unexpected results with some existing game scripts
CreateObjectSidFix=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
;Note: To perform the unsigned integer division, use the new 'div' operator
DivisionOperatorFix=1
;Set to 1 to enable the balanced bullet distribution formula for burst attacks ;Set to 1 to enable the balanced bullet distribution formula for burst attacks
ComputeSprayMod=0 ComputeSprayMod=0
@@ -642,11 +611,9 @@ ExplosionsEmitLight=0
;MovieTimer_artimer3=270 ;MovieTimer_artimer3=270
;MovieTimer_artimer4=360 ;MovieTimer_artimer4=360
;Set to 1 to enable the new arrays behavior (default behavior) ;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
;Set to 0 for backward compatibility with pre-3.4 scripts ;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
arraysBehavior=1 ;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
;Set to 1 to add proper checks to see if there is enough ammo to attack with weapons that use multiple ammo per shot
CheckWeaponAmmoCost=0 CheckWeaponAmmoCost=0
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535) ;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
@@ -684,7 +651,7 @@ EnableMusicInDialogue=0
DontTurnOffSneakIfYouRun=0 DontTurnOffSneakIfYouRun=0
;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3) ;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
;Set to 0 to disable switching. (Default is 3) ;Default is 3. Set to 0 to disable switching
UseWalkDistance=3 UseWalkDistance=3
;Changes the displayed message when you recover from the negative effects of radiation exposure ;Changes the displayed message when you recover from the negative effects of radiation exposure
@@ -697,14 +664,6 @@ ActiveGeigerMsgs=1
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys ;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1 CanSellUsedGeiger=1
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
;Set to 0 if another mod you're using has custom vehicles
CarChargingFix=1
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
CarPlacedTileFix=1
;Set to 1 to skip weapon equip/unequip animations when performing various actions ;Set to 1 to skip weapon equip/unequip animations when performing various actions
InstantWeaponEquip=0 InstantWeaponEquip=0
@@ -738,6 +697,66 @@ PartyMemberExtraInfo=0
;Set to 2 to also skip loading the game/combat difficulty settings ;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings=0 SkipLoadingGameSettings=0
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
KnockoutTime=35
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Critical modding options - the following options should be changed with caution
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
;Set to 0 if another mod you're using has custom vehicles
CarChargingFix=1
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
CarPlacedTileFix=1
;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
ObjCanHearObjFix=0
;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
;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 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
AttackComplexFix=0
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
;Note that enabling this option may cause unexpected results with some existing game scripts
CreateObjectSidFix=0
;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
;Note that enabling this option will cause problems for existing grave scripts
GraveContainersFix=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
;Note: To perform the unsigned integer division, use the new 'div' operator
DivisionOperatorFix=1
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
;Note that enabling this option can affect the weapon of choice for some NPCs
AIBestWeaponFix=1
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
AIDrugUsePerfFix=0
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion ;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 ;Set to -1 to disable the special death message when the global variable is set
SpecialDeathGVAR=491 SpecialDeathGVAR=491
@@ -751,13 +770,6 @@ DisableSpecialMapIDs=0
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2 ;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
DisableSpecialAreas=0 DisableSpecialAreas=0
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
KnockoutTime=35
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files ; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -773,7 +785,8 @@ CreditsAtBottom=0
;Point the next line to an ini file containing the replacement skill data ;Point the next line to an ini file containing the replacement skill data
;SkillsFile=sfall\Skills.ini ;SkillsFile=sfall\Skills.ini
;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information ;To add additional perks to the game, uncomment the next line and point to a file containing perk information
;See the Perks.ini in the modders pack for an example file
;PerksFile=sfall\Perks.ini ;PerksFile=sfall\Perks.ini
;To add additional books to the game, uncomment the next line and point to a file containing book information ;To add additional books to the game, uncomment the next line and point to a file containing book information
@@ -783,6 +796,13 @@ CreditsAtBottom=0
;Point to an ini file containing elevator data ;Point to an ini file containing elevator data
;ElevatorsFile=sfall\Elevators.ini ;ElevatorsFile=sfall\Elevators.ini
;Allows you to change the requirements and effects of unarmed attacks
;See the Unarmed.ini in the modders pack for an example file
;UnarmedFile=sfall\Unarmed.ini
;To change some engine parameters for the game mechanics, uncomment the next line
;TweaksFile=sfall\Tweaks.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Debugging] [Debugging]
;Extra sfall configuration settings that can be used by modders ;Extra sfall configuration settings that can be used by modders
@@ -801,11 +821,8 @@ AllowUnsafeScripting=0
;Does not require sfall debugging mode ;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000 ;ExtraCRC=0x00000000,0x00000000
;Set to 1 to skip the executable file size check ;Set to 1 to skip the compatibility mode check
;Does not require sfall debugging mode ;Does not require sfall debugging mode
SkipSizeCheck=0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0 SkipCompatModeCheck=0
;Fallout 2 Debug Patch ;Fallout 2 Debug Patch
@@ -828,10 +845,17 @@ DebugMode=0
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object ;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
HideObjIsNullMsg=0 HideObjIsNullMsg=0
;A key to press to toggle the display of the hex grid on the map on or off
;Set to 0 to disable, or a DX scancode otherwise
MapGridToggleKey=0
;Set to 1 to stop Fallout from deleting non read-only protos at startup ;Set to 1 to stop Fallout from deleting non read-only protos at startup
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay ;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=0 DontDeleteProtos=0
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
InjectAllGameHooks=0
;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time ;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time
AlwaysFindScripts=0 AlwaysFindScripts=0
@@ -11,7 +11,7 @@
Requires sfall 3.8.29 or higher Requires sfall 3.8.29 or higher
version 1.1 version 1.4
*/ */
@@ -79,13 +79,13 @@ procedure check_weapon_change(variable critter, variable weapon, variable isWiel
end end
/* /*
Finds the first weapon which can be used by the party member in the inventory Finds the first weapon that can be used by the party member in the inventory
*/ */
procedure search_alt_weapon(variable critter) begin procedure search_alt_weapon(variable critter) begin
variable obj, res, i := 0; variable obj, res, i := 0;
obj := inven_ptr(critter, 0); obj := inven_ptr(critter, 0);
while (obj) do begin while (obj) do begin
if (obj_item_subtype(obj) == item_type_weapon) then begin if (obj_item_subtype(obj) == item_type_weapon and weapon_is_unusable(obj) == false) then begin
if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin
res := check_weapon_change(critter, obj, 1); res := check_weapon_change(critter, obj, 1);
if (res == -1) then begin if (res == -1) then begin
+10 -8
View File
@@ -45,7 +45,7 @@ Both array types have their pros and cons and are suited for different tasks.
___ ___
### ARRAYS SYNTAX ### ARRAYS SYNTAX
Basically arrays are implemented using number of new operators (scripting functions). But for ease of use, there are some new syntax elements: Basically arrays are implemented using number of new operators (script functions). But for ease of use, there are some new syntax elements:
* Accessing elements. Use square brackets: * Accessing elements. Use square brackets:
```js ```js
@@ -67,8 +67,8 @@ Basically arrays are implemented using number of new operators (scripting functi
// create map: // create map:
{5: "Five", "health": 50, "speed": 0.252} {5: "Five", "health": 50, "speed": 0.252}
``` ```
__NOTES:__ __NOTE:__
Make sure to call `fix_array` if you want new array to be available in the next frame or `save_array` if you want to use it for a longer period (see next section for details). Make sure to call `fix_array` if you want the new array to be available in the next frame or `save_array` if you want to use it for a longer period (see next section for details).
* Iterating in loop. Use `foreach` key word like this: * Iterating in loop. Use `foreach` key word like this:
```js ```js
@@ -82,7 +82,7 @@ Basically arrays are implemented using number of new operators (scripting functi
end end
``` ```
See **sslc_readme.txt** file for full information on new SSL syntax features. See **sslc_readme.md** file for full information on new SSL syntax features.
___ ___
### STORING ARRAYS ### STORING ARRAYS
@@ -94,7 +94,7 @@ There a 3 types of arrays:
Arrays of this type are auto-deleted at the end of the frame. So, for example, if you have a global script which runs at regular intervals, where you create a temporary array, it will not be available next time your global script is executed. Arrays of this type are auto-deleted at the end of the frame. So, for example, if you have a global script which runs at regular intervals, where you create a temporary array, it will not be available next time your global script is executed.
* **Permanent**. They are created using `create_array` function or `fix_array` (from pre-existing temporary array). * **Permanent**. They are created using `create_array` function or `fix_array` (from pre-existing temporary array).
This type of arrays are always available (by their ID) until you start a new game or load a saved game (at which point they are deleted). This type of arrays are always available (by their IDs) until you start a new game or load a saved game (at which point they are deleted).
* **Saved**. If you want your array to really stay for a while, use function `save_array` to make any array "saved". However, they are, like permanent arrays, "deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using `load_array` whenever you want to use them. * **Saved**. If you want your array to really stay for a while, use function `save_array` to make any array "saved". However, they are, like permanent arrays, "deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using `load_array` whenever you want to use them.
@@ -236,9 +236,11 @@ ___
For those who used arrays in their mods before sfall 3.4: For those who used arrays in their mods before sfall 3.4:
* There is an INI parameter **arraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their ID is also permanent. It is 1 by default. * There is an INI parameter **ArraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their IDs are also permanent. It is 1 by default.
* How savegame compatibility is handled?<br> * __NOTE:__ Starting from sfall 4.3.3/3.8.33, the **ArraysBehavior** option is removed, and arrays always work in **ArraysBehavior=1** mode. Make sure to review your scripts if you need to save arrays into savegames.
Saved arrays are stored in **sfallgv.sav** file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), game shouldn't crash, but all arrays will be lost.
* How savegame compatibility is handled?\
Saved arrays are stored in **sfallgv.sav** file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), the game shouldn't crash, but all arrays will be lost.
* Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays. * Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays.
@@ -0,0 +1,110 @@
Optimization
------------
The executation speed of scripts is not typically important in an unmodded game, given the difference in performance between a modern computer and what Fallout was designed for. When you start adding mods to the mix there's the potential for problems again, since sfall's global script system means that you can have a large amount of scripts being run every single frame.
---
### sslc -O option
The sfall build of sslc supports a `-O` command line option to perform an optimization pass over the generated code. This isn't a magic make-my-code-go-faster bullet; most of what it does is very limited in scope. It's primary purpose was to strip out the procedures and variables which get automatically pulled into every script that includes **define.h**, whether you use them or not, and to do something about the additional variables that get created by `foreach` loops.
**There are several levels of optimization available:**
- `-O1` - Basic, only removes unreferenced globals variables and procedures, code itself remains untouched.
- `-O2` - Full, most code optimizations are on, but only those that were tested on complex scripts.
- `-O3` - Experimental, provides most efficiency, but tend to break some complex code due to bugs.
**The following optimizations are performed:**
- constant expression folding: if an expression depends only on values which are known at compile time, then the expression is replaced by its result.
```
a := 2 + 2; -> a := 4;
```
- constant variable initialization: All variables are initialised to some value, ('0', if you don't specify anything else,) so sslc attempts to make use of that fact to remove the first assignment to a variable if the first assignment is a constant expression.
```
variable a; -> variable a := 4;
a := 4; ->
```
- constant propagation: checks for values assigned to variables which can be computed at compile time, and replaces relevent references to the symbol by the constant. The original store is not removed by this optimization. Global variables are considered for this optimization only if they are not marked import or export, and are not assigned to anywhere in the script.
```
a := 4; -> a := 4;
foo(a); -> foo(4);
```
- dead code removal: Checks for and removes code which cannot be reached, either because it is hidden behind a return or because the argument to an if statement can be computed at compile time.
```
if (True) then begin -> display_msg("foo");
display_msg("foo"); ->
end else begin ->
display_msg("bar"); ->
end ->
```
- unreferenced variable elimination: Checks for variables which are never referenced, and removes them. Also applies to global variables, as long as they are not marked for export.
```
variable i, j, k; -> variable i;
i := 1; -> i := 1;
return; -> return;
```
- unreferenced procedure elimination: Checks for any procedures which are never called, and removes them.
```
procedure foo begin return "foo"; end -> procedure foo begin return "foo"; end
procedure bar begin return "bar"; end -> procedure start begin
procedure start begin -> display_msg(foo);
display_msg(foo); -> end
end ->
```
- dead store removal: Removes variable assignments if the result of the variable is unused, and if the expression used to compute the value of the variable is provably free of side effects. (See `pure` keyword)
```
a := "moo"; -> a := "foo";
a := "foo"; -> display_msg(a);
display_msg(a); ->
a := "bar"; ->
```
- store combination: Where there are two stores in a row to the same variable, the two expressions are combined.
```
var1 := var2; -> var1 := var2 + var3;
var1 += var3; ->
```
- variable combination: Where usage regions of variables do not overlap, combine the variables to provide additional candidates for unreferenced variable elimination. Very useful for scripts containing multiple `foreach` loops, which generate 2 or 3 hidden variables each.
```
a := "foo"; -> a := "foo";
display_msg(a); -> display_msg(a);
b := "bar"; -> a := "bar";
display_msg(b); -> display_msg(a);
```
- namelist compression: Fallout stores the names of all file scope variables and procedures in a namelist which is saved into the .int. Any of these that are unreferenced can be removed, and the names of global variables can be modified to make them shorter.
---
### Writing your own code
- Don't have global scripts running any more often that you need them to. Not everything needs to be run every single frame.
- Never concat constant strings with the `+` operator, as it forces the operation to be done at runtime. The compiler can cope with constant strings being placed next to each other without the need for a `+`, which results in far more efficient code as the combination is done at lex time.
```
#define GLOB_PREFIX "ts__" -> #define GLOB_PREFIX "ts__"
procedure start begin -> procedure start begin
set_sfall_global(GLOB_PREFIX + "foo1", 0); -> set_sfall_global(GLOB_PREFIX "foo1", 0);
end -> end
```
- Avoid function calls in `while` loops. Function calls are expensive in comparison to variable lookups, so it's more efficient to move the function call out of the loop and store the result in a variable.
```
while i < len_array(array) do begin -> tmp := len_array(array);
... -> while i < tmp do begin
end -> ...
-> end
```
- Mark functions with `pure` or `inline` where relevent.
* `pure` is a hint to the optimizer that a procedure has no side effects. (i.e. there's no way to tell that it's been called aside from its return value.) Pure procedures cannot modify global variables, or call any other procedure that isn't itself pure. Functions marked with pure can only be used in expressions (i.e. you cannot use the `call <procedure>` syntax to call them.) If there are non-pure terms in an expression, it prevents that expression being considered for dead store removal. Where no such optimizations can be performed, or if optimization is disabled, marking a procedure with pure will have no effect on the compiled code.
* `inline` is an instruction to the compiler to replace calls to the marked procedure with a copy of the procedures code instead of having a seperate call. Inlined procedures cannot use the `return` command, cannot be predefined, and cannot be used as part of an expression. Inlining if a procedure is only going to be called once is always a win, but if there are multiple calls to a procedure you will end up bloating the size of the generated code.
+431
View File
@@ -0,0 +1,431 @@
SSLC
----
This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional script functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
If you use Fallout Script Editor, you can extract `compile.exe` and `dos4gw.exe` to its `\binary` folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible.
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line `procedure start;` before any `#include` files that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5)
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
The original unmodified sslc source is over here: [http://www.teamx.ru/site_arc/utils/index.html](http://www.teamx.ru/site_arc/utils/index.html)
### Command line options
```
-q don't wait for input on error
-n no warnings
-b backward compatibility mode
-l no logo
-p preprocess source
-P preprocess only (don't generate .int)
-F write full file paths in "#line" directives
-O optimize code (full by default, see optimization.md)
-O<N> set specific level of optimization (0 - off, 1 - basic, 2 - full, 3 - experimental)
-d print debug messages
-D output an abstract syntax tree of the program
-o set output path (follows the input file name)
-s enable short-circuit evaluation for all AND, OR operators
-m<macro[=val]> define a macro named "macro" for conditional compilation
-I<path> specify an additional directory to search for include files
```
The original command line option `-w` to turn on warnings no longer has an effect, since warnings are now on by default
---
### Additional supported syntax
Syntax which requires sfall for compiled scripts to be interpreted is marked by asterisk (*).
- Optional arguments in user-defined procedures. You can only use constants for default values. It basically puts those constants in place of omitted arguments.
- new:
```
procedure test(variable x, variable y := 0, variable z := -1) begin
...
end
...
call test("value");
```
- old:
```
procedure test(variable x, variable y, variable z) begin
...
end
...
call test("value", 0, -1);
```
- New logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions.
Using these operators allow the right part of logical expressions not to be evaluated (executed, computed) if the result is already known. This can improve the performance of running scripts.
Example: `if (obj andAlso obj_pid(obj) == PID_STIMPAK) then ...`
If `obj` is `null`, the second condition will not be checked and your script won't fail with "obj is null" error in debug.log
This also has an effect that a value of last computed argument is returned as a result of whole expressions, instead of always `false` (0) or `true` (1):
```
obj := false;
display_msg(obj orElse "something"); // will print "something"
```
You can also use the `-s` option to enable short-circuit evaluation for all the `AND`, `OR` operators in the script.
__NOTE:__ Be aware that it may break some old scripts because operators behavior is changed slightly.
- Conditional expressions (Python-inspired), also known as ternary operator:
- new:
```
X := value1 if condition else value2
```
- old:
```
if (condition) then
X := value1;
else
X := value2;
```
- To assign values, you can use the alternative assignment operator from **C/Java** instead of **Pascal** syntax.
- new:
```
x = 5;
```
- old:
```
x := 5;
```
- Multiple variable declaration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style.
- new:
```
variable a, b, c;
```
- old:
```
variable begin a; b; c; end
```
- Variable initialization with expressions: You can now initialize local variables with complex expressions instead of constants.
- new:
```
variable tile := tile_num(dude_obj);
```
- old:
```
variable tile;
tile := tile_num(dude_obj);
```
__NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors.
- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and A-F are allowed in the number. The number may not have a decimal point.
- new:
```
a := 0x1000;
```
- old:
```
a := 4096;
```
- Increment/decrement operators: `++` and `--` can be used as shorthand for `+= 1` and `-= 1` respectively. They are mearly a syntactic shorthand to improve readability, and so their use is only allowed where `+= 1` would normally be allowed.
- new:
```
a++;
```
- old:
```
a += 1;
```
- `break` & `continue` statements: They work just like in most high-level languages. `break` jumps out of the loop. `continue` jumps right to the beginning of the next iteration (see `for` and `foreach` sections for additional details).
- new:
```
while (i < N) begin
// ...
if (/* some condition */) then break;
// ...
end
```
- old:
```
while (i < N and not(breakFlag)) begin
// ...
if (/* condition */) then breakFlag := true;
// ...
end
```
- new:
```
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
continue;
end
// else actions
end
```
- old:
```
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
end else begin
// else actions
end
end
```
- `for` loops: Another piece of syntactic shorthand, to shorten `while` loops in many cases. Parentheses around the loop statements are recommended but not required (when not using parentheses, a semicolon is required after the 3rd loop statement).
- new:
```
for (i := 0; i < 5; i++) begin
display_msg("i = " + i);
end
```
- old:
```
i := 0;
while (i < 5) do begin
display_msg("i = " + i);
i++;
end
```
__NOTE:__ `continue` statement in a `for` loop will recognize increment statement (third statement in parentheses) and will execute it before jumping back to the beginning of loop. This way you will not get an endless loop.
- `switch` statements: A shorthand way of writing big `if then else if...` blocks
- new:
```
switch get_attack_type begin
case ATKTYPE_PUNCH: display_msg("punch");
case ATKTYPE_KICK: display_msg("kick");
default: display_msg("something else");
end
```
- old:
```
variable tmp;
tmp := get_attack_type;
if tmp == ATKTYPE_PUNCH then begin
display_msg("punch");
end else if tmp == ATKTYPE_KICK then begin
display_msg("kick");
end else begin
display_msg("something else");
end
```
- Empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the Fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:
```
#define my_macro diplay_msg("foo");
procedure start begin
my_macro;
end
```
__NOTE:__ **Does not work currently.**
- Procedure stringify operator `@`: Designed to make callback-procedures a better option and allow for basic functional programming. Basically it replaces procedure names preceeded by `@` by a string constant.
- old:
```
callbackVar := "Node000";
callbackVar();
```
- new:
```
callbackVar := @Node000;
callbackVar();
```
Not many people know that since vanilla Fallout you can call procedures by "calling a variable" containing it's name as a string value. There was a couple of problems using this:
- optimizer wasn't aware that you are referencing a procedure, and could remove it, if you don't call it explicitly (can be solved by adding making procedure `critical`)
- you couldn't see all references of a procedure from a Script Editor
- it was completely not obvious that you could do such a thing, it was a confusing syntax
- (*) **Arrays**: In vanilla Fallout, arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in `[]`` to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see **arrays.md** for more information)
- new:
```
procedure bingle begin
variable a[2];
a[0] := 5;
a[a[0] - 4] := a[0] + 4;
display_msg("a[0]=" + a[0] + ", a[1]=" + a[1]);
end
```
- old:
```
procedure bingle begin
variable a;
a := temp_array(2, 4);
set_array(a, 0, 5);
set_array(a, get_array(a, 0) - 4, get_array(a, 0) + 4);
display_msg("a[0]=" + get_array(a, 0) + ", a[1]=" + get_array(a, 1));
end
```
- (*) **Array expressions**: Sometimes you need to construct an array of elements and you will probably want to do it in just one expression. This is now possible:
- new:
```
list := ["A", "B", "C", "D"];
```
- old:
```
list := temp_array(4, 2);
list[0] := "A";
list[1] := "B";
list[2] := "C";
list[3] := "D";
```
Syntax specific for associative arrays is also available. (see **arrays.md** for full introduction to this type of arrays).
- (*) **Map array expressions**:
```
map := {5: "five", 10: "ten", 15: "fifteen", 20: "twelve"};
```
- (*) The dot `.` syntax to access elements of associative arrays and allow to work with arrays like objects:
```
trap.radius := 3;
trap.tile := tile_num(dude_obj);
```
You can chain dot and bracket syntax to access elements of multi-dimensional arrays:
```
collectionList[5].objectList[5].name += " foo";
```
__NOTE:__ When using incremental operators like `+=`, `*=`, `++`, `--` compiler will use additional temp variable to get an array at penultimate level in order to avoid making the same chain of `get_array` calls twice.
- (*) `foreach` loops: A shorthand method of looping over all elements in an array. Syntax is `foreach (<symbol> in <expression>)`.
- new:
```
procedure bingle begin
variable critter;
foreach (critter in list_as_array(LIST_CRITTERS)) begin
display_msg("" + critter);
end
end
```
- old:
```
procedure bingle begin
variable begin critter; array; len; count; end
array := list_as_array(LIST_CRITTERS);
len := len_array(array);
count := 0;
while count < len do begin
critter := array[count];
display_msg("" + critter);
end
end
```
If you want an index array element (or key for "maps") at each iteration, use syntax: `foreach (<symbol>: <symbol> in <expression>)`
```
foreach (pid: price in itemPriceMap) begin
if (itemPid == pid) then
itemPrice := price;
end
```
If you want to add additional condition for continuing the loop, use syntax: `foreach (<symbol> in <expression> while <expression>)`. In this case loop will iterate over elements of an array until last element or until "while" expression is true (whatever comes first).
__NOTE:__ Just like `for` loop, `continue` statement will respect increments of a hidden counter variable, so you can safely use it inside `foreach`.
---
### Fixes
- `playmoviealpharect` was using the token for `playmoviealpha`, breaking both functions in the process.
- `addbuttonflag` had an entry in the token table, and could be parsed, but was missing an entry in the emit list. This resulted in the compiler accepting it as a valid function, but not outputting any code for it into the compiled script.
- The function `tokenize` was missing an entry in the token table, and so would not be recognised by the compiler.
- Fixed the check for the `call "foo"` syntax so that non-string constants will no longer be accepted.
### Backward compatibility
There are several changes in this version of sslc which may result in problems for previously working scripts. A new command line option `-b` is available, which will turn off all new fixes and features which have the possibility of causing a previously compiling script to change its behaviour. (And only those features; anything which would not compile under the old sslc is not affected.) This includes the following:
- Since `for`, `foreach`, `break`, `continue`, `in` and `tokenize` are now hardcoded names, existing scripts that use any of them as a variable or procedure name will no longer compile.
- Missing a semicolon after a variable declaration is now a hard error. (Originally sslc would check for the semicolon, but would not complain if it was missing.)
- The function `addbuttonflag` used to be recognised by the compiler, but would not emit any code into the int file.
- The function `playmoviealpharect` compiled as `playmoviealpha`.
### int2ssl note
**int2ssl** by Anchorite (TeamX) is included in sfall modderspack package. It was updated to support all additional opcodes of sfall, along with some syntax features. You can use it to decompile any sfall or non-sfall script.
---
### Changelog
**sfall 4.2.9:**
- added support for additional universal opcodes `sfall_func7` and `sfall_func8`
- fixed a compilation error when the script has a UTF-8 BOM
**sfall 4.2.7:**
- added ability to declare local variables anywhere in the procedure body
**sfall 4.2.3:**
- fixed compiler giving "assignment operator expected" error when a variable-like macro is not being defined properly
- added new logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions
- added an alternative (C/Java-style) assignment operator `=`
- added support for new `div` operator (unsigned integer division)
**sfall 4.2.2:**
- added support for new opcode `reg_anim_callback`
**sfall 4.2.1:**
- the basic optimization is now enabled by default when not specifying any optimization options
- added `-m<macro[=val]>` option to define a macro named "macro" for conditional compilation
- added `-I<path>` option to specify an additional directory to search for include files
- unreferenced `critical` procedures and procedures with the names `Node998` and `Node999` are now removed by the optimizer
**sfall 4.2:**
- now it is possible to run preprocess or optimization passes in backward compatibility mode
- added support for new opcode `register_hook_proc_spec`
**sfall 4.0:**
- enabled code for `ceil` math function
- fixed missing argument for `how_much` function
- added `desc_p_proc` (from Fallout 1) to protected procedures that should not be removed by the optimizer
- fixed compiler giving "division by zero" error when using zero as the second factor in multiplication
**sfall 3.8:**
- added support for new universal opcodes `sfall_funcX`
**sfall 3.6:**
- added Python-style ternary operator (conditional expression)
- added `-s` short-circuit evalution option for `AND`, `OR` expressions
- **int2ssl** will detect and decompile conditional expressions and short-circuit logical operators
- added `-F` option to include full file paths in `#line` directives after preprocessing
- added `-D` option to write abstract syntax tree into `.txt` file
- fixed compiler crash when number of arguments in procedure declaration does not match definition
- fixed incorrect constant folding of `bwnot` operator
- fixed more invalid results in constant folding
- implemented optional arguments for user-defined procedures
- implemented stringify procedure names using `@` operator, which is helpful to pass procedures around to call them from variables (it will properly handle references)
- logic for procedures passed as arguments to script functions was moved from code generation to parsing stage
- now it is possible to call user-defined procedures inside argument list of script functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate script functions at appropriate argument positions)
- **int2ssl** will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some script functions (like `giq_option`)
- fixed `inline` procedure "calls" not working when optimization is enabled
- added column numbers to error/warning output
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
- fixed bug when initializing variable with expression starting from a symbol
- added division by zero constant check
**sfall 3.5:**
- completed namespace compression optimization with respect to imported/exported variables
- changed `for` and `foreach` syntax to allow parentheses which are easier to read IMHO
- heavy code refactoring - split "parse.c" into several files, replaced all dirty workaround code in "lex()" (some syntax features) with parser-level equivalents
- added syntax to reference elements in multi-dimensional arrays (unlimited sequence of brackets `[]` and dots `.`)
- added fully featured `break` and `continue` statements for loops
- moved some optimizations (namely constant propagation and variable reuse) to "experimental" because they were breaking my scripts
- added ability to initialize variables with expressions
**sfall 3.4:**
- added `foreach .. while ..` syntax
- added array expressions for lists and maps
- added `foreach (key: value in ...)` syntax for convenience
- fixed crash bug in `for` loop parsing function
- added ability to access array elements with string keys using OOP-like dot `.` syntax
+5 -5
View File
@@ -1,4 +1,4 @@
This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional scripting functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer. This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional script functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive. Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
@@ -6,7 +6,7 @@ If you use fallout script editor, you can extract compile.exe and dos4gw.exe to
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line 'procedure start;' before any #includes that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5) When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line 'procedure start;' before any #includes that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5)
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall scripting functions. This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
The original unmodified sslc source is over here: The original unmodified sslc source is over here:
http://www.teamx.ru/eng/files/srcs/index.shtml http://www.teamx.ru/eng/files/srcs/index.shtml
@@ -385,9 +385,9 @@ There are several changes in this version of sslc which may result in problems f
- fixed more invalid results in constant folding - fixed more invalid results in constant folding
- implemented optional arguments for user-defined procedures - implemented optional arguments for user-defined procedures
- implemented stringify procedure names using @ operator, which is helpful to pass procedures around to call them from variables (it will properly handle references) - implemented stringify procedure names using @ operator, which is helpful to pass procedures around to call them from variables (it will properly handle references)
- logic for procedures passed as arguments to scripting functions was moved from code generation to parsing stage - logic for procedures passed as arguments to script functions was moved from code generation to parsing stage
- now it is possible to call user-defined procedures inside argument list of scripting functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate scripting functions at appropriate argument positions) - now it is possible to call user-defined procedures inside argument list of script functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate script functions at appropriate argument positions)
- int2ssl will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some scripting functions (like giq_option) - int2ssl will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some script functions (like giq_option)
- fixed inline procedure "calls" not working when optimization is enabled - fixed inline procedure "calls" not working when optimization is enabled
- added column numbers to error/warning output - added column numbers to error/warning output
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode) - added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
+36 -30
View File
@@ -35,16 +35,17 @@
#define WEAPON_TYPE_THROWN (3) #define WEAPON_TYPE_THROWN (3)
#define WEAPON_TYPE_GUNS (4) #define WEAPON_TYPE_GUNS (4)
/* Item Common Flags */ /* Item Flags (FlagsExt in proto) */
#define HIDDEN_ITEM 134217728 // 0x08000000 - Hidden Item #define HEALING_ITEM 0x04000000 // Healing Item (item will be used by NPCs for healing in combat) [sfall 4.3.1/3.8.31]
#define HIDDEN_ITEM 0x08000000 // Hidden Item
#define ITEM_ACTION_USE 2048 // 0x00000800 - Use (can be used) #define ITEM_ACTION_USE 0x00000800 // Use (can be used)
#define ITEM_ACTION_USEON 4096 // 0x00001000 - Use On Smth (can be used on anything) #define ITEM_ACTION_USEON 0x00001000 // Use On Smth (can be used on anything)
#define ITEM_ACTION_PICKUP 32768 // 0x00008000 - PickUp #define ITEM_ACTION_PICKUP 0x00008000 // PickUp
#define WEAPON_BIGGUN 256 // 0x00000100 - Big Gun #define WEAPON_BIGGUN 0x00000100 // Big Gun
#define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed) #define WEAPON_2HAND 0x00000200 // 2Hnd (weapon is two-handed)
#define WEAPON_ENERGY 1024 // 0x00000400 - Energy Weapon (forces weapon to use Energy Weapons skill) #define WEAPON_ENERGY 0x00000400 // Energy Weapon (forces weapon to use Energy Weapons skill) [sfall 4.2/3.8.20]
#define ATKMODE_PRI_NONE 0 #define ATKMODE_PRI_NONE 0
#define ATKMODE_PRI_PUNCH 1 // 0001 #define ATKMODE_PRI_PUNCH 1 // 0001
@@ -84,7 +85,7 @@
#define FLAG_LEFT_HAND (0x1000000) #define FLAG_LEFT_HAND (0x1000000)
#define FLAG_RIGHT_HAND (0x2000000) #define FLAG_RIGHT_HAND (0x2000000)
#define FLAG_WORN (0x4000000) #define FLAG_WORN (0x4000000)
#define FLAG_HIDDENITEM (0x8000000) #define FLAG_RESERVED (0x8000000)
#define FLAG_WALLTRANSEND (0x10000000) #define FLAG_WALLTRANSEND (0x10000000)
#define FLAG_LIGHTTHRU (0x20000000) #define FLAG_LIGHTTHRU (0x20000000)
#define FLAG_SEEN (0x40000000) #define FLAG_SEEN (0x40000000)
@@ -120,26 +121,29 @@
#define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE #define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE
#define MSGBOX_CLEAN (0x20) // no buttons #define MSGBOX_CLEAN (0x20) // no buttons
//remove inven obj defines // remove inven obj defines for the 4th argument to HOOK_REMOVEINVOBJ
#define RMOBJ_CONSUME_DRUG 4666772 #define RMOBJ_CONSUME_DRUG 4666772 // (inven_action_cursor_)
#define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE #define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE (item_move_func_)
#define RMOBJ_USE_OBJ 4666865 #define RMOBJ_USE_OBJ 4666865 // (inven_action_cursor_)
#define RMOBJ_EQUIP_ARMOR 4658121 #define RMOBJ_EQUIP_ARMOR 4658121 // (inven_pickup_)
#define RMOBJ_EQUIP_WEAPON 4658675 #define RMOBJ_EQUIP_WEAPON 4658675 // (switch_hand_)
#define RMOBJ_UNLOAD_WEAPON 4667030 #define RMOBJ_UNLOAD_WEAPON 4667030 // (inven_action_cursor_)
//#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP //#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP (obj_remove_from_inven_)
#define RMOBJ_USE_DRUG_ON 4834866 #define RMOBJ_USE_DRUG_ON 4834866 // (obj_use_item_on_)
#define RMOBJ_STEAL_VIEW 4668206 #define RMOBJ_STEAL_VIEW 4668206 // (loot_container_)
//#define RMOBJ_DROP_DYNAMITE 4666865 // same as USE_OBJ //#define RMOBJ_DROP_DYNAMITE 4666865 // same as RMOBJ_USE_OBJ
#define RMOBJ_ITEM_DESTROYED 4543215 #define RMOBJ_ITEM_DESTROYED 4543215 // (op_destroy_object_)
#define RMOBJ_ITEM_REMOVED 4548572 #define RMOBJ_ITEM_REMOVED 4548572 // (op_rm_obj_from_inven_)
#define RMOBJ_ARMOR_EQUIPED 4651961 #define RMOBJ_ARMOR_EQUIPED 4651961 // (setup_inventory_)
#define RMOBJ_LEFT_HAND_EQUIPED 4651899 #define RMOBJ_LEFT_HAND_EQUIPED 4651899 // (setup_inventory_)
#define RMOBJ_RIGHT_HAND_EQUIPED 4651934 #define RMOBJ_RIGHT_HAND_EQUIPED 4651934 // (setup_inventory_)
#define RMOBJ_RM_MULT_OBJS 4563866 #define RMOBJ_RM_MULT_OBJS 4563866 // (op_rm_mult_objs_from_inven_)
#define RMOBJ_REPLACE_WEAPON 4658526 #define RMOBJ_REPLACE_WEAPON 4658526 // (switch_hand_)
#define RMOBJ_THROW 4266040 #define RMOBJ_THROW 4266040 // (action_ranged_)
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory #define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory (item_remove_mult_)
#define RMOBJ_AI_USE_DRUG_ON 4359920 // remove before AI uses the drug in combat (ai_check_drugs_)
//#define RMOBJ_AI_USE_DRUG_ON_1 4359639 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31)
//#define RMOBJ_AI_USE_DRUG_ON_2 4360176 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31)
// common prototype offsets for get/set_proto_data // common prototype offsets for get/set_proto_data
#define PROTO_PID (1) #define PROTO_PID (1)
@@ -330,9 +334,11 @@
#define OBJ_DATA_CUR_FRM (0x18) // current frame number #define OBJ_DATA_CUR_FRM (0x18) // current frame number
#define OBJ_DATA_ROTATION (0x1C) #define OBJ_DATA_ROTATION (0x1C)
#define OBJ_DATA_FID (0x20) #define OBJ_DATA_FID (0x20)
#define OBJ_DATA_FLAGS (0x24) // the same flags set in prototypes (PROTO_FLAG)
#define OBJ_DATA_ELEVATION (0x28) #define OBJ_DATA_ELEVATION (0x28)
#define OBJ_DATA_MISC_FLAGS (0x38)
#define OBJ_DATA_PID (0x64) #define OBJ_DATA_PID (0x64)
#define OBJ_DATA_CID (0x68) // combat ID, used for savegame #define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat)
#define OBJ_DATA_SID (0x78) // script ID #define OBJ_DATA_SID (0x78) // script ID
#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst #define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
// items // items
+44 -20
View File
@@ -1,7 +1,7 @@
#ifndef SFALL_H #ifndef SFALL_H
#define SFALL_H #define SFALL_H
//Recognised modes for set_shader_mode and get_game_mode // Recognised modes for set_shader_mode and get_game_mode
#define WORLDMAP (0x1) #define WORLDMAP (0x1)
#define DIALOG (0x4) #define DIALOG (0x4)
#define ESCMENU (0x8) #define ESCMENU (0x8)
@@ -24,7 +24,7 @@
#define COUNTERWIN (0x100000) // counter window for moving multiple items or setting a timer #define COUNTERWIN (0x100000) // counter window for moving multiple items or setting a timer
#define SPECIAL (0x80000000) #define SPECIAL (0x80000000)
//Valid arguments to register_hook // Valid arguments to register_hook
#define HOOK_TOHIT (0) #define HOOK_TOHIT (0)
#define HOOK_AFTERHITROLL (1) #define HOOK_AFTERHITROLL (1)
#define HOOK_CALCAPCOST (2) #define HOOK_CALCAPCOST (2)
@@ -54,7 +54,7 @@
#define HOOK_ADJUSTFID (26) #define HOOK_ADJUSTFID (26)
#define HOOK_GAMEMODECHANGE (31) #define HOOK_GAMEMODECHANGE (31)
//Valid arguments to list_begin // Valid arguments to list_begin
#define LIST_CRITTERS (0) #define LIST_CRITTERS (0)
#define LIST_GROUNDITEMS (1) #define LIST_GROUNDITEMS (1)
#define LIST_SCENERY (2) #define LIST_SCENERY (2)
@@ -64,7 +64,7 @@
#define LIST_SPATIAL (6) #define LIST_SPATIAL (6)
#define LIST_ALL (9) #define LIST_ALL (9)
//Valid window types for get_window_attribute // Valid window types for get_window_attribute
#define WINTYPE_INVENTORY (0) // any inventory window (player/loot/use/barter) #define WINTYPE_INVENTORY (0) // any inventory window (player/loot/use/barter)
#define WINTYPE_DIALOG (1) #define WINTYPE_DIALOG (1)
#define WINTYPE_PIPBOY (2) #define WINTYPE_PIPBOY (2)
@@ -75,14 +75,14 @@
#define WINTYPE_ESCMENU (7) // escape menu #define WINTYPE_ESCMENU (7) // escape menu
#define WINTYPE_AUTOMAP (8) #define WINTYPE_AUTOMAP (8)
//Valid flags for force_encounter_with_flags // Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (0x1) #define ENCOUNTER_FLAG_NO_CAR (0x1)
#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs #define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon #define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon #define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter) #define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
//The attack types returned by get_attack_type // The attack types returned by get_attack_type
#define ATKTYPE_LWEP1 (0) #define ATKTYPE_LWEP1 (0)
#define ATKTYPE_LWEP2 (1) #define ATKTYPE_LWEP2 (1)
#define ATKTYPE_RWEP1 (2) #define ATKTYPE_RWEP1 (2)
@@ -104,18 +104,18 @@
#define ATKTYPE_HOOKKICK (18) #define ATKTYPE_HOOKKICK (18)
#define ATKTYPE_PIERCINGKICK (19) #define ATKTYPE_PIERCINGKICK (19)
//Some possible values for the 4th argument to hs_removeinvobj // Some possible values for the 4th argument to hs_removeinvobj
#define RMOBJ_DROP (0x49B875) //If the object is dropped manually by the player from the inventory screen #define RMOBJ_DROP (0x49B875) // If the object is dropped manually by the player from the inventory screen
#define RMOBJ_TRADE (0x47761D) //If the object is offered up as a trade #define RMOBJ_TRADE (0x47761D) // If the object is offered up as a trade
#define RMOBJ_DROPMULTI (0x45C1CF) //When dropping a part of a stack (RMOBJ_DROP occures first) #define RMOBJ_DROPMULTI (0x45C1CF) // When dropping a part of a stack (RMOBJ_DROP occurs first)
//Return values for "typeof" // Return values for "typeof"
#define VALTYPE_NONE (0) // not used yet #define VALTYPE_NONE (0) // not used yet
#define VALTYPE_INT (1) #define VALTYPE_INT (1)
#define VALTYPE_FLOAT (2) #define VALTYPE_FLOAT (2)
#define VALTYPE_STR (3) #define VALTYPE_STR (3)
//Arrays defines /* ARRAYS FUNCTION DEFINES */
// create persistent list // create persistent list
#define create_array_list(size) (create_array(size, 0)) #define create_array_list(size) (create_array(size, 0))
@@ -246,6 +246,9 @@
#define ADD_PERK_MODE_PERK (2) // add to the player's perks 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) #define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks (after added to the player)
/* MISC FUNCTION MACROS */
// instantly apply the item to dude_obj (w/o animation) // instantly apply the item to dude_obj (w/o animation)
#define use_item_on_dude(item) set_self(dude_obj); \ #define use_item_on_dude(item) set_self(dude_obj); \
set_self(dude_obj); \ set_self(dude_obj); \
@@ -257,17 +260,17 @@
if (get_flags(obj1) bwand FLAG_MULTIHEX) then distance--; \ if (get_flags(obj1) bwand FLAG_MULTIHEX) then distance--; \
if (get_flags(obj2) 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)
// checks if the specified PID number exists in the list of registered protos // checks if the specified PID number exists in the list of registered protos
#define check_pid(pid) (get_proto_data(pid, 0) != -1) #define check_pid(pid) (get_proto_data(pid, 0) != -1)
/* sfall_funcX macros */ // sets the status of an unusable weapon that cannot be used in combat
#define set_weapon_unusable(item) set_object_data(item, OBJ_DATA_MISC_FLAGS, get_object_data(item, OBJ_DATA_MISC_FLAGS) bwor 0x00000010)
#define set_weapon_usable(item) set_object_data(item, OBJ_DATA_MISC_FLAGS, get_object_data(item, OBJ_DATA_MISC_FLAGS) bwand 0xFFFFFFEF)
#define weapon_is_unusable(item) (get_object_data(item, OBJ_DATA_MISC_FLAGS) bwand 0x00000010)
/* SFALL_FUNCX MACROS */
#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name) #define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam) #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_iface_tag sfall_func0("add_iface_tag")
@@ -307,6 +310,7 @@
#define get_npc_stat_min(stat) sfall_func2("get_stat_min", 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_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
#define get_text_width(text) sfall_func1("get_text_width", text) #define get_text_width(text) sfall_func1("get_text_width", text)
#define hide_win sfall_func0("hide_window")
#define hide_window(winName) sfall_func1("hide_window", winName) #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(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_frame(winID, artID, x, y, frame) sfall_func5("interface_art_draw", winID, artID, x, y, frame)
@@ -327,6 +331,7 @@
#define message_box(text) sfall_func1("message_box", text) #define message_box(text) sfall_func1("message_box", text)
#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName) #define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle) #define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
#define obj_is_openable(obj) sfall_func1("obj_is_openable", obj)
#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude) #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 objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
#define outlined_object sfall_func0("outlined_object") #define outlined_object sfall_func0("outlined_object")
@@ -346,11 +351,13 @@
#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value) #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_outline(obj, color) sfall_func2("set_outline", obj, color)
#define set_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold) #define set_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold)
#define set_scr_name(name) sfall_func1("set_scr_name", name)
#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name) #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_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
#define set_unique_id(obj) sfall_func1("set_unique_id", obj) #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_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 set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
#define show_win sfall_func0("show_window")
#define show_window(winName) sfall_func1("show_window", winName) #define show_window(winName) sfall_func1("show_window", winName)
#define spatial_radius(obj) sfall_func1("spatial_radius", obj) #define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2) #define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
@@ -361,8 +368,25 @@
#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y) #define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
#define tile_refresh_display sfall_func0("tile_refresh_display") #define tile_refresh_display sfall_func0("tile_refresh_display")
#define unjam_lock(obj) sfall_func1("unjam_lock", obj) #define unjam_lock(obj) sfall_func1("unjam_lock", obj)
#define unset_scr_name sfall_func0("set_scr_name") /* sets the name of the script object from pro_*.msg instead of scrname.msg */
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1) #define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot) #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) #define win_fill_color(x, y, width, height, color) sfall_func5("win_fill_color", x, y, width, height, color)
/* 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)
// functions to control the save slot
// Note: slot value here is 0-indexed instead of 1-indexed displayed in game and used for folder names
#define get_current_save_slot metarule3(210, 0, 0, 0) // returns the amount: page + slot
#define set_current_save_slot(page, slot) metarule3(211, page, slot, 0)
#define get_current_quick_save_page metarule3(212, 0, 0, 0)
#define get_current_quick_save_slot metarule3(213, 0, 0, 0)
#define set_current_quick_save_slot(page, slot, check) metarule3(214, page, slot, check) // check: 1 - don't check slot when saving
#endif #endif
+27 -25
View File
@@ -87,7 +87,7 @@ The defines to use for the hookID are in **sfall.h**.
#### `HOOK_TOHIT (hs_tohit.int)` #### `HOOK_TOHIT (hs_tohit.int)`
Runs when Fallout is calculating the chances of an attack striking a target. Runs when Fallout is calculating the chances of an attack striking a target.\
Runs after the hit chance is fully calculated normally, including applying the 95% cap. Runs after the hit chance is fully calculated normally, including applying the 95% cap.
``` ```
@@ -96,8 +96,8 @@ Critter arg1 - The attacker
Critter arg2 - The target of the attack Critter arg2 - The target of the attack
int arg3 - The targeted bodypart int arg3 - The targeted bodypart
int arg4 - Source tile (may differ from attacker's tile, when AI is considering potential fire position) int arg4 - Source tile (may differ from attacker's tile, when AI is considering potential fire position)
int arg5 - Attack Type (one of ATKTYPE_*) int arg5 - Attack Type (see ATKTYPE_* constants)
int arg6 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target int arg6 - Ranged flag. 1 if the hit chance calculation takes into account the distance to the target. This does not mean the attack is a ranged attack
int arg7 - The raw hit chance before applying the cap int arg7 - The raw hit chance before applying the cap
int ret0 - the new hit chance int ret0 - the new hit chance
@@ -125,8 +125,8 @@ Critter ret2 - Override the target of the attack
#### `HOOK_CALCAPCOST (hs_calcapcost.int)` #### `HOOK_CALCAPCOST (hs_calcapcost.int)`
Runs whenever Fallout is calculating the AP cost of using the weapon (or unarmed attack). Doesn't run for using other item types or moving. Runs whenever Fallout is calculating the AP cost of using the weapon (or unarmed attack). Doesn't run for using other item types or moving.\
Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the AP cost of whatever is in the player's hands at the time the wrong AP cost will be shown. It will be fixed the next time the interface is redrawn. Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the AP cost of whatever is in the player's hands at the time the wrong AP cost will be shown. It will be fixed the next time the interface is redrawn.\
You can get the weapon object by checking item slot based on attack type (`ATKTYPE_LWEP1`, `ATKTYPE_LWEP2`, etc) and then calling `critter_inven_obj`. You can get the weapon object by checking item slot based on attack type (`ATKTYPE_LWEP1`, `ATKTYPE_LWEP2`, etc) and then calling `critter_inven_obj`.
``` ```
@@ -144,6 +144,7 @@ int ret0 - The new AP cost
#### `HOOK_DEATHANIM1 (hs_deathanim1.int)` #### `HOOK_DEATHANIM1 (hs_deathanim1.int)`
Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees. Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees.
Does not run for critters in the knockdown/out state. Does not run for critters in the knockdown/out state.
``` ```
@@ -160,12 +161,13 @@ int ret0 - The pid of an object to override the attacking weapon with
#### `HOOK_DEATHANIM2 (hs_deathanim2.int)` #### `HOOK_DEATHANIM2 (hs_deathanim2.int)`
Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than `HOOK_DEATHANIM1`, but performs no validation. Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than `HOOK_DEATHANIM1`, but performs no validation.\
When using `critter_dmg` function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with `obj_art_fid == 0x20001F5`. When using `critter_dmg` function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with `obj_art_fid == 0x20001F5`.
Does not run for critters in the knockdown/out state. Does not run for critters in the knockdown/out state.
``` ```
Item arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed) int arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
Critter arg1 - The attacker Critter arg1 - The attacker
Critter arg2 - The target Critter arg2 - The target
int arg3 - The amount of damage int arg3 - The amount of damage
@@ -220,7 +222,7 @@ Critter arg0 - The critter that just died
#### `HOOK_FINDTARGET (hs_findtarget.int)` #### `HOOK_FINDTARGET (hs_findtarget.int)`
Runs when the AI is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the AI caps of the attacker. Runs when the AI is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the AI caps of the attacker.\
This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way.
The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries, but this is fixed in sfall 4.2.3/3.8.23. The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries, but this is fixed in sfall 4.2.3/3.8.23.
@@ -250,7 +252,7 @@ Critter ret3 - The fourth choice of target
#### `HOOK_USEOBJON (hs_useobjon.int)` #### `HOOK_USEOBJON (hs_useobjon.int)`
Runs when: Runs when:
1) a critter uses an object on another critter. (Or themselves) 1) a critter uses an object on another critter (or themselves).
2) a critter uses an object from inventory screen AND this object does not have "Use" action flag set and it's not active flare or explosive. 2) a critter uses an object from inventory screen AND this object does not have "Use" action flag set and it's not active flare or explosive.
3) player or AI uses any drug 3) player or AI uses any drug
@@ -340,16 +342,16 @@ int ret0 - the new AP cost
------------------------------------------- -------------------------------------------
#### DEPRECATED HOOKS: #### DEPRECATED HOOKS:
* `HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)` ##### `HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)`
* `HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)` ##### `HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)`
* `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)` ##### `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)`
* `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)` ##### `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)`
Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...) Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
__NOTE:__ These hook scripts can become very CPU-intensive and you should avoid using them. __NOTE:__ These hook scripts can become very CPU-intensive and you should avoid using them.
For this reason, these hooks are not thoroughly supported in sfall, and may be removed in future versions.<br> For this reason, these hooks are not thoroughly supported in sfall, and may be removed in future versions.\
If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`.<br> If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`.\
If you want script to be called every time NPC moves by hex in combat, use `HOOK_MOVECOST` hook. If you want script to be called every time NPC moves by hex in combat, use `HOOK_MOVECOST` hook.
``` ```
@@ -383,9 +385,9 @@ int ret1 - The new maximum damage
#### `HOOK_AMMOCOST (hs_ammocost.int)` #### `HOOK_AMMOCOST (hs_ammocost.int)`
Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent. Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.\
By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. By default, weapons can make attacks when at least 1 ammo is left, regardless of ammo cost calculations.\
To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini. To add proper check for ammo before attacking and proper calculation of the number of burst rounds (hook type 1 and 2 in `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
``` ```
Item arg0 - The weapon Item arg0 - The weapon
@@ -457,7 +459,7 @@ Runs when checking an attempt to steal or plant an item in other inventory using
This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.). This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.).
Example message (vanilla behavior):<br> Example message (vanilla behavior):\
`display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3 * 2), obj_name(arg2)));` `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3 * 2), obj_name(arg2)));`
``` ```
@@ -475,8 +477,8 @@ int ret0 - overrides hard-coded handler (1 - force success, 0 - force fail,
Runs when checking if one critter sees another critter. This is used in different situations like combat AI. You can override the result. Runs when checking if one critter sees another critter. This is used in different situations like combat AI. You can override the result.
__NOTE:__ `obj_can_see_obj` calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors.<br> __NOTE:__ `obj_can_see_obj` calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors.\
If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails.<br> If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails.\
You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls. You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls.
This is fired after the default calculation is made. This is fired after the default calculation is made.
@@ -494,14 +496,14 @@ int arg3 - Type of hook:
int ret0 - overrides the returned result of the function: int ret0 - overrides the returned result of the function:
0 - not in range (can't see) 0 - not in range (can't see)
1 - in range (will see if not blocked) 1 - in range (will see if not blocked)
2 - forced detection (will see regardless, only used in obj_can_see_obj scripting function which is called by every critter in the game) 2 - forced detection (will see regardless, only used in obj_can_see_obj script function which is called by every critter in the game)
``` ```
------------------------------------------- -------------------------------------------
#### `HOOK_INVENTORYMOVE (hs_inventorymove.int)` #### `HOOK_INVENTORYMOVE (hs_inventorymove.int)`
Runs before moving items between inventory slots in dude interface. You can override the action. Runs before moving items between inventory slots in dude interface. You can override the action.\
What you can NOT do with this hook: What you can NOT do with this hook:
- force moving items to inappropriate slots (like gun in armor slot) - force moving items to inappropriate slots (like gun in armor slot)
@@ -531,7 +533,7 @@ int ret0 - Override setting (-1 - use engine handler, any other value - prev
#### `HOOK_INVENWIELD (hs_invenwield.int)` #### `HOOK_INVENWIELD (hs_invenwield.int)`
Runs before causing a critter or the player to wield/unwield an armor or a weapon (except when using the inventory by PC). Runs before causing a critter or the player to wield/unwield an armor or a weapon (except when using the inventory by PC).\
An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations. An example usage would be to change critter art depending on armor being used or to dynamically customize weapon animations.
__NOTE:__ When replacing a previously wielded armor or weapon, the unwielding hook will not be executed. __NOTE:__ When replacing a previously wielded armor or weapon, the unwielding hook will not be executed.
@@ -551,7 +553,7 @@ int ret0 - overrides hard-coded handler (-1 - use engine handler, any other
#### `HOOK_ADJUSTFID (hs_adjustfid.int)` #### `HOOK_ADJUSTFID (hs_adjustfid.int)`
Runs after calculating character figure FID on the inventory screen, whenever the game decides that character appearance might change. Runs after calculating character figure FID on the inventory screen, whenever the game decides that character appearance might change.\
Also happens on other screens, like barter. Also happens on other screens, like barter.
__NOTE:__ FID has following format: `0x0ABBCDDD`, where: `A` - object type, `BB` - animation code (always 0 in this case), `C` - weapon code, `DDD` - FRM index in LST file. __NOTE:__ FID has following format: `0x0ABBCDDD`, where: `A` - object type, `BB` - animation code (always 0 in this case), `C` - weapon code, `DDD` - FRM index in LST file.

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