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https://github.com/sfall-team/sfall.git
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Compare commits
145
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v4.3
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HRP-integration
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@@ -0,0 +1,51 @@
|
||||
name: Build
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- 'develop'
|
||||
- 'github-action'
|
||||
paths:
|
||||
- '.github/workflows/build.yml'
|
||||
- 'action.yml'
|
||||
- 'sfall/**'
|
||||
|
||||
jobs:
|
||||
Build:
|
||||
name: sfall
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
|
||||
- name: Clone sfall
|
||||
uses: actions/checkout@v2
|
||||
|
||||
# Action is used twice for self-testing only
|
||||
# DevXP build results are intentionally *not* included in artifact
|
||||
|
||||
- name: ReleaseXP build
|
||||
id: build
|
||||
uses: ./
|
||||
with:
|
||||
release-xp: true
|
||||
|
||||
- name: DevXP build
|
||||
uses: ./
|
||||
with:
|
||||
dev-xp: true
|
||||
|
||||
- name: Prepare artifact
|
||||
run: |
|
||||
:
|
||||
mkdir -p sfall-build
|
||||
|
||||
cp artifacts/ddraw.ini sfall-build
|
||||
cp artifacts/sfall.dat sfall-build
|
||||
cp "${{ steps.build.outputs.release-xp }}" sfall-build
|
||||
shell: bash
|
||||
|
||||
- name: Upload artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: sfall-build
|
||||
path: sfall-build
|
||||
retention-days: 14
|
||||
+138
@@ -0,0 +1,138 @@
|
||||
name: 'sfall'
|
||||
description: 'Builds sfall binaries'
|
||||
author: '@wipe2238'
|
||||
|
||||
###
|
||||
#
|
||||
# Example:
|
||||
#
|
||||
# - name: Build sfall
|
||||
# id: sfall
|
||||
# uses: phobos2077/sfall@develop
|
||||
# with:
|
||||
# release-xp: true
|
||||
#
|
||||
# - name: Copy sfall to mod directory
|
||||
# run: copy "${{ steps.sfall.outputs.release-xp }}" "my/mod/directory/ddraw.dll"
|
||||
#
|
||||
###
|
||||
|
||||
# While both inputs are marked as required, users needs to set only one of them (at minimum) to 'true' for action to work
|
||||
inputs:
|
||||
|
||||
release-xp:
|
||||
description: 'Set to true to enable building with ReleaseXP configuration'
|
||||
required: true
|
||||
|
||||
dev-xp:
|
||||
description: 'Set to true to enable building with DevXP configuration'
|
||||
required: true
|
||||
|
||||
# Outputs are always using Windows directory separator (`\`)
|
||||
outputs:
|
||||
|
||||
release-xp:
|
||||
description: 'Full path to ddraw.dll built with ReleaseXP configuration'
|
||||
value: ${{ steps.build-release-xp.outputs.ddraw-dll }}
|
||||
|
||||
dev-xp:
|
||||
description: 'Full path to ddraw.dll built with DevXP configuration'
|
||||
value: ${{ steps.build-dev-xp.outputs.ddraw-dll }}
|
||||
dev-xp-pdb:
|
||||
description: 'Full path to ddraw.pdb built with DevXP configuration'
|
||||
value: ${{ steps.build-dev-xp.outputs.ddraw-pdb }}
|
||||
|
||||
runs:
|
||||
using: 'composite'
|
||||
steps:
|
||||
|
||||
# Quick check for things which should never happen
|
||||
- name: Sanity checks
|
||||
run: |
|
||||
if [[ "${{ runner.os }}" != "Windows" ]]; then
|
||||
echo "[ERROR] This action can only be used on Windows"
|
||||
exit 1
|
||||
elif [[ "${{ inputs.release-xp }}" != "true" ]] && [[ "${{ inputs.dev-xp }}" != "true" ]]; then
|
||||
echo "[ERROR] At least one of following inputs must be set to 'true' -- 'release-xp', 'dev-xp'"
|
||||
exit 1
|
||||
#
|
||||
elif [[ ! -d "$(cygpath --unix "$GITHUB_ACTION_PATH/sfall/")" ]]; then
|
||||
echo "[ERROR] Solution directory not found -- 'sfall\\'"
|
||||
exit 1
|
||||
elif [[ ! -f "$(cygpath --unix "$GITHUB_ACTION_PATH/sfall/ddraw.sln")" ]]; then
|
||||
echo "[ERROR] Solution file not found -- 'sfall\\ddraw.sln'"
|
||||
exit 1
|
||||
fi
|
||||
#
|
||||
shell: bash
|
||||
|
||||
# DXSDK directory must be prepared only once, in case action is used N times
|
||||
# Using `.lib` suffix to make sure directory is ignored by git in exotic scenarios
|
||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
||||
- name: Prepare DXSDK directory
|
||||
id: dxsdk
|
||||
run: |
|
||||
DXSDK_DIR="$GITHUB_ACTION_PATH/sfall/DXSDK.lib"
|
||||
if [[ ! -d "$DXSDK_DIR" ]]; then
|
||||
echo "::group::Prepare DXSDK directory"
|
||||
#
|
||||
git clone --quiet https://github.com/NovaRain/DXSDK_Collection.git "$DXSDK_DIR"
|
||||
cp "$DXSDK_DIR/DXSDK_Aug2007/Lib/x86/dinput.lib" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
|
||||
#
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
echo "::set-output name=dir::$(cygpath --windows "$DXSDK_DIR/DXSDK_Jun2010/")"
|
||||
shell: bash
|
||||
|
||||
# MSBuild is not in PATH on Windows machines
|
||||
# Using `::set-output` to make sure workflow environment remains unchanged
|
||||
- name: Prepare MSBuild
|
||||
id: msbuild
|
||||
run: |
|
||||
echo "::group::Prepare MSBuild"
|
||||
|
||||
MSBUILD_EXE="$("/c/Program Files (x86)/Microsoft Visual Studio/Installer/vswhere.exe" -latest -requires Microsoft.Component.MSBuild -find MSBuild/**/Bin/MSBuild.exe)"
|
||||
echo "::set-output name=exe::$MSBUILD_EXE"
|
||||
|
||||
echo "::endgroup::"
|
||||
shell: bash
|
||||
|
||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
||||
- name: Build ReleaseXP
|
||||
id: build-release-xp
|
||||
run: |
|
||||
if [[ "${{ inputs.release-xp }}" == "true" ]]; then
|
||||
echo ::group::Build ReleaseXP
|
||||
|
||||
#
|
||||
echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
|
||||
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=ReleaseXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
|
||||
#
|
||||
echo "::set-output name=ddraw-dll::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/ReleaseXP/ddraw.dll")"
|
||||
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
env:
|
||||
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
||||
shell: bash
|
||||
|
||||
# Creating empty `PostBuild.cmd` to avoid false-positive build error
|
||||
- name: Build DevXP
|
||||
id: build-dev-xp
|
||||
run: |
|
||||
:
|
||||
if [[ "${{ inputs.dev-xp }}" == "true" ]]; then
|
||||
echo "::group::Build DevXP"
|
||||
|
||||
#
|
||||
echo "@echo off" > "$GITHUB_ACTION_PATH/sfall/PostBuild.cmd"
|
||||
"${{ steps.msbuild.outputs.exe }}" "$GITHUB_ACTION_PATH/sfall/ddraw.sln" -p:Configuration=DevXP -p:Platform=Win32 -p:PlatformToolset=v140_xp
|
||||
#
|
||||
echo "::set-output name=ddraw-dll::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.dll")"
|
||||
echo "::set-output name=ddraw-pdb::$(cygpath --windows "$GITHUB_ACTION_PATH/sfall/DevXP/ddraw.pdb")"
|
||||
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
env:
|
||||
DXSDK_DIR: ${{ steps.dxsdk.outputs.dir }}
|
||||
shell: bash
|
||||
@@ -11,7 +11,7 @@ TagSkillBonus=20
|
||||
;Set to 3 to use both modes
|
||||
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
|
||||
|
||||
;Examples
|
||||
|
||||
@@ -4,7 +4,7 @@ KarmaGain=You gained %d karma.
|
||||
KarmaLoss=You lost %d karma.
|
||||
HighlightFail1=You aren't carrying a motion sensor.
|
||||
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.
|
||||
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
|
||||
PartyLvlMsg=Lvl:
|
||||
@@ -20,3 +20,20 @@ PartyOrderAttackRobot=::Beep::
|
||||
RaceText=Race
|
||||
StyleText=Style
|
||||
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:
|
||||
|
||||
@@ -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
|
||||
@@ -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]
|
||||
+105
-79
@@ -1,8 +1,9 @@
|
||||
;sfall configuration settings
|
||||
;v4.3
|
||||
;v4.3.3
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
;Change to 1 if you want to use command line args 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
|
||||
|
||||
;Uncomment and point to a file to get alternate translations for some sfall messages
|
||||
@@ -26,7 +27,7 @@ UseCommandLine=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[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
|
||||
|
||||
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
|
||||
@@ -44,9 +45,6 @@ SpeedMulti9=900
|
||||
;The initial speed at game startup
|
||||
SpeedMultiInitial=100
|
||||
|
||||
;Set to 1 to also affect the playback speed of MVE video files without an audio track
|
||||
AffectPlayback=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Graphics]
|
||||
;Set to 0 for 8 bit fullscreen
|
||||
@@ -64,8 +62,8 @@ GraphicsWidth=0
|
||||
GraphicsHeight=0
|
||||
|
||||
;Window position data. Do not modify
|
||||
;Set to 0 to reset if the window position is incorrect
|
||||
WindowData=0
|
||||
;Set to -1 or 0 to reset if the window position is incorrect
|
||||
WindowData=-1
|
||||
|
||||
;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
|
||||
@@ -116,7 +114,7 @@ ExpandWorldMap=0
|
||||
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
|
||||
WorldMapTravelMarkers=0
|
||||
;Uncomment these lines to change the appearance of the markers
|
||||
;The color index in Fallout default palette (valid range: 1..255; default is 134)
|
||||
;The color index in Fallout default palette (valid range: 1..228; default is 134)
|
||||
;TravelMarkerColor=134
|
||||
;The length and spacing of the dots in pixels for each type of terrain in worldmap.txt
|
||||
;Syntax is 'length:spacing', with each pair separated by a comma (valid range: 1..10; default is 2)
|
||||
@@ -131,6 +129,9 @@ WorldMapTerrainInfo=0
|
||||
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
|
||||
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
|
||||
AllowSoundForFloats=0
|
||||
|
||||
@@ -143,6 +144,11 @@ AllowDShowSound=0
|
||||
;Set to 2 to overwrite all occurrences of the music path
|
||||
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
|
||||
[Input]
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through the inventory, barter, and loot screens
|
||||
@@ -226,7 +232,7 @@ DebugEditorKey=0
|
||||
Fallout1Behavior=0
|
||||
|
||||
;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 -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
|
||||
@@ -263,7 +269,7 @@ WorldMapSlots=0
|
||||
;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
|
||||
;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
|
||||
|
||||
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
|
||||
@@ -274,7 +280,7 @@ UseFileSystemOverride=0
|
||||
;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
|
||||
;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 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
||||
@@ -367,7 +373,7 @@ ViewYPos=-1
|
||||
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
|
||||
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
|
||||
|
||||
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
|
||||
@@ -379,7 +385,7 @@ SaveInCombatFix=1
|
||||
;Player's level is capped once the highest specified level is reached
|
||||
;XPTable=50,100,200
|
||||
|
||||
;Set to 1 to enable additional weapon animation codes from o 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
|
||||
;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
|
||||
@@ -438,16 +444,6 @@ SkipOpeningMovies=0
|
||||
;Set to 0 to disable
|
||||
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
|
||||
;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
|
||||
@@ -495,12 +491,13 @@ UseScrollingQuestsList=1
|
||||
ExtraSaveSlots=0
|
||||
|
||||
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
|
||||
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
|
||||
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
|
||||
;The quick saves will be rotated from the first slot on the page to the n-th slot
|
||||
;Set to 0 to disable. AutoQuickSave will use the current selected page if AutoQuickSavePage is disabled
|
||||
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
|
||||
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
|
||||
;Set to 0 to disable
|
||||
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 2 to update the HP/AC counters instantly
|
||||
@@ -563,7 +560,7 @@ BoostScriptDialogLimit=0
|
||||
;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
|
||||
CritterInvSizeLimitMode=0
|
||||
CritterInvSizeLimit=100
|
||||
CritterInvSizeLimit=200
|
||||
|
||||
;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
|
||||
@@ -592,32 +589,6 @@ SuperStimExploitFix=0
|
||||
InventoryApCost=4
|
||||
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
|
||||
ComputeSprayMod=0
|
||||
|
||||
@@ -649,9 +620,11 @@ ExplosionsEmitLight=0
|
||||
|
||||
;Set to 1 to enable the new arrays behavior (default behavior)
|
||||
;Set to 0 for backward compatibility with pre-3.4 scripts
|
||||
arraysBehavior=1
|
||||
ArraysBehavior=1
|
||||
|
||||
;Set to 1 to add proper checks to see if there is enough ammo to attack with weapons that use multiple ammo per shot
|
||||
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
|
||||
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
|
||||
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
|
||||
CheckWeaponAmmoCost=0
|
||||
|
||||
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
||||
@@ -681,7 +654,7 @@ EnableMusicInDialogue=0
|
||||
DontTurnOffSneakIfYouRun=0
|
||||
|
||||
;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
|
||||
|
||||
;Changes the displayed message when you recover from the negative effects of radiation exposure
|
||||
@@ -694,14 +667,6 @@ ActiveGeigerMsgs=1
|
||||
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
|
||||
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
|
||||
InstantWeaponEquip=0
|
||||
|
||||
@@ -731,6 +696,70 @@ DisplaySwiftLearnerExp=1
|
||||
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
|
||||
PartyMemberExtraInfo=0
|
||||
|
||||
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;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
|
||||
|
||||
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
|
||||
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
|
||||
;the player is standing next to the party member
|
||||
@@ -738,10 +767,6 @@ PartyMemberExtraInfo=0
|
||||
;that overrides First Aid/Doctor functions has very limited usefulness
|
||||
PartyMemberSkillFix=0
|
||||
|
||||
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
||||
;Set to -1 to disable the special death message when the global variable is set
|
||||
SpecialDeathGVAR=491
|
||||
@@ -755,13 +780,6 @@ DisableSpecialMapIDs=0
|
||||
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
|
||||
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
|
||||
; Configuration ini files
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -777,7 +795,8 @@ CreditsAtBottom=0
|
||||
;Point the next line to an ini file containing the replacement skill data
|
||||
;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
|
||||
|
||||
;To add additional books to the game, uncomment the next line and point to a file containing book information
|
||||
@@ -791,6 +810,13 @@ CreditsAtBottom=0
|
||||
;Point to an ini file containing elevator data
|
||||
;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
|
||||
[Scripts]
|
||||
;Comma-separated list of masked paths to load global scripts from
|
||||
|
||||
Binary file not shown.
@@ -9,7 +9,7 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.2
|
||||
version 1.4
|
||||
|
||||
*/
|
||||
|
||||
@@ -78,13 +78,13 @@ procedure check_weapon_change(variable critter, variable weapon, variable isWiel
|
||||
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
|
||||
variable obj, res, i := 0;
|
||||
obj := inven_ptr(critter, 0);
|
||||
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
|
||||
res := check_weapon_change(critter, obj, 1);
|
||||
if (res == -1) then begin
|
||||
@@ -226,10 +226,10 @@ end
|
||||
procedure canuseweapon_handler begin
|
||||
variable critter, canWield;
|
||||
critter := get_sfall_arg;
|
||||
//if (critter) then begin
|
||||
if (critter != dude_obj and get_sfall_arg_at(3)) then begin
|
||||
canWield := check_weapon_change(critter, get_sfall_arg, true);
|
||||
// override result
|
||||
set_sfall_arg(3, canWield);
|
||||
set_sfall_return(canWield);
|
||||
//end
|
||||
end
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -7,7 +7,7 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.1
|
||||
version 1.2
|
||||
|
||||
*/
|
||||
|
||||
@@ -17,9 +17,11 @@
|
||||
|
||||
#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
|
||||
#define OBJ_DATA_LIGHT_INTENSITY (0x70)
|
||||
#define PID_PLAYER (16777216)
|
||||
|
||||
procedure start;
|
||||
procedure AllowControl(variable pid);
|
||||
procedure SetLight(variable critter, variable int, variable dist);
|
||||
procedure CombatTurn_Handler;
|
||||
procedure GameModeChange_Handler;
|
||||
procedure InventoryMove_Handler;
|
||||
@@ -31,12 +33,17 @@ variable
|
||||
pidList, perksList,
|
||||
lightInt, lightDist, npcControl,
|
||||
displayName, displayNameColor, isShowTag,
|
||||
inControl := false;
|
||||
inControl := false,
|
||||
dudeLightInt, dudeLightDist;
|
||||
|
||||
|
||||
procedure AllowControl(variable pid) begin
|
||||
if (noCheckArray or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)) then return true;
|
||||
return false;
|
||||
return ((pidList == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)));
|
||||
end
|
||||
|
||||
procedure SetLight(variable critter, variable lInt, variable lDist) begin
|
||||
if (lInt) then lInt := round((lInt / 65536.0) * 100); // calc percent of intensity
|
||||
obj_set_light_level(critter, lInt, lDist); // TODO: make sfall obj_set_light_level function
|
||||
end
|
||||
|
||||
procedure CombatTurn_Handler begin
|
||||
@@ -46,67 +53,82 @@ procedure CombatTurn_Handler begin
|
||||
pid, perkID, level;
|
||||
|
||||
//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + "/" + critter + ", arg3: " + get_sfall_arg);
|
||||
if npcControl then begin
|
||||
if lightInt then lightInt := round((lightInt / 65536.0) * 100); // calc percent of intensity
|
||||
obj_set_light_level(npcControl, lightInt, lightDist); // restore light for prev. controlled NPC
|
||||
end
|
||||
|
||||
pid := obj_pid(critter);
|
||||
if (status == 1 and (AllowControl(pid) or controlMode == 1)) then begin
|
||||
if (pid == PID_PLAYER and inControl == false) then return;
|
||||
if (pid != PID_PLAYER and controlMode != 1 and AllowControl(pid) == false) then return;
|
||||
|
||||
if (status == 1) then begin
|
||||
set_dude_obj(critter);
|
||||
//display_msg("Take control of: " + obj_name(critter));
|
||||
|
||||
if (critter != real_dude_obj) then begin
|
||||
if not(npcControl) then obj_set_light_level(real_dude_obj, 0, 0); // dude off light
|
||||
if (npcControl == 0) then begin
|
||||
dudeLightDist := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_DISTANCE);
|
||||
dudeLightInt := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_INTENSITY);
|
||||
obj_set_light_level(real_dude_obj, 0, 0); // dude off light
|
||||
end
|
||||
npcControl := critter;
|
||||
|
||||
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
|
||||
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
|
||||
|
||||
// set perks (only work with 4.1.8+)
|
||||
foreach (perkID in perksList) begin
|
||||
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
|
||||
if (level) then critter_add_trait(critter, TRAIT_PERK, perkID, level);
|
||||
end
|
||||
intface_redraw;
|
||||
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
|
||||
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
|
||||
|
||||
obj_set_light_level(critter, 100, 4);
|
||||
inControl := true;
|
||||
end else if npcControl then begin
|
||||
obj_set_light_level(dude_obj, 100, 4); // set dude default light
|
||||
end else if (npcControl) then begin
|
||||
call SetLight(dude_obj, dudeLightInt, dudeLightDist); // restore dude light
|
||||
npcControl := 0; // dude control
|
||||
end
|
||||
if inControl then begin
|
||||
|
||||
if (inControl) then begin
|
||||
// check preference setting _combat_highlight
|
||||
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY);
|
||||
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY); // TODO: replace read_byte with normal function
|
||||
|
||||
// center the screen on the controlled critter/dude and remove roof tiles
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
|
||||
if (displayName and critter != real_dude_obj) then begin
|
||||
set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
|
||||
show_iface_tag(displayName);
|
||||
isShowTag := true;
|
||||
end
|
||||
end
|
||||
end else if inControl then begin
|
||||
end else begin
|
||||
if (npcControl) then begin
|
||||
call SetLight(critter, lightInt, lightDist); // restore light for controlled NPC
|
||||
end
|
||||
if (isShowTag) then begin
|
||||
hide_iface_tag(displayName);
|
||||
isShowTag := false;
|
||||
end
|
||||
|
||||
// remove perks before switching control (only work with 4.1.8+)
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
foreach (perkID in perksList) begin
|
||||
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
|
||||
if (level) then critter_rm_trait(critter, TRAIT_PERK, perkID, level);
|
||||
end
|
||||
|
||||
set_dude_obj(0); // w/o redraw interface bar
|
||||
//display_msg("Return control to real dude!");
|
||||
end
|
||||
if isShowTag then begin
|
||||
hide_iface_tag(displayName);
|
||||
isShowTag := false;
|
||||
end
|
||||
if (status < 0 or AllowControl(pid) == false) then begin
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
obj_set_light_level(dude_obj, 100, 4);
|
||||
npcControl := 0;
|
||||
end
|
||||
|
||||
if (status < 0) then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
call SetLight(dude_obj, dudeLightInt, dudeLightDist); //obj_set_light_level(dude_obj, 100, 4);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure GameModeChange_Handler begin
|
||||
if (inControl and not(get_game_mode BWAND COMBAT)) then begin
|
||||
if (inControl and (get_game_mode bwand COMBAT) == 0) then begin
|
||||
inControl := false;
|
||||
npcControl := 0;
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
@@ -150,7 +172,7 @@ procedure start begin
|
||||
if (controlMode > 0) then begin
|
||||
displayName := GetConfig("CombatControl", "DisplayName", 0);
|
||||
|
||||
if displayName then begin
|
||||
if (displayName) then begin
|
||||
variable nameTag := add_iface_tag;
|
||||
debug_msg("NPC control - added new box: " + nameTag);
|
||||
if (nameTag <= 0) then begin // box added?
|
||||
@@ -165,8 +187,10 @@ procedure start begin
|
||||
end
|
||||
|
||||
pidList := GetConfigListInt("CombatControl", "PIDList");
|
||||
fix_array(pidList);
|
||||
noCheckArray := (len_array(pidList) == 0);
|
||||
if (len_array(pidList) > 0) then
|
||||
fix_array(pidList);
|
||||
else
|
||||
pidList := 0;
|
||||
|
||||
perksList := GetConfigListInt("CombatControl", "PerksList");
|
||||
fix_array(perksList);
|
||||
@@ -175,6 +199,8 @@ procedure start begin
|
||||
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChange_Handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, InventoryMove_Handler);
|
||||
register_hook_proc(HOOK_INVENWIELD, InvenWield_Handler);
|
||||
end else begin
|
||||
exit;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -238,7 +238,7 @@ 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.
|
||||
|
||||
* How savegame compatibility is handled?<br>
|
||||
* 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), 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.
|
||||
|
||||
@@ -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.
|
||||
@@ -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 scripting functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
|
||||
|
||||
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
|
||||
|
||||
If you use Fallout Script Editor, you can extract `compile.exe` and `dos4gw.exe` to its `\binary` folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible.
|
||||
|
||||
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line `procedure start;` before any `#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 scripting 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 scripting functions was moved from code generation to parsing stage
|
||||
- now it is possible to call user-defined procedures inside argument list of scripting functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate scripting functions at appropriate argument positions)
|
||||
- **int2ssl** will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some scripting functions (like `giq_option`)
|
||||
- fixed `inline` procedure "calls" not working when optimization is enabled
|
||||
- added column numbers to error/warning output
|
||||
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
|
||||
- fixed bug when initializing variable with expression starting from a symbol
|
||||
- added division by zero constant check
|
||||
|
||||
**sfall 3.5:**
|
||||
- completed namespace compression optimization with respect to imported/exported variables
|
||||
- changed `for` and `foreach` syntax to allow parentheses which are easier to read IMHO
|
||||
- heavy code refactoring - split "parse.c" into several files, replaced all dirty workaround code in "lex()" (some syntax features) with parser-level equivalents
|
||||
- added syntax to reference elements in multi-dimensional arrays (unlimited sequence of brackets `[]` and dots `.`)
|
||||
- added fully featured `break` and `continue` statements for loops
|
||||
- moved some optimizations (namely constant propagation and variable reuse) to "experimental" because they were breaking my scripts
|
||||
- added ability to initialize variables with expressions
|
||||
|
||||
**sfall 3.4:**
|
||||
- added `foreach .. while ..` syntax
|
||||
- added array expressions for lists and maps
|
||||
- added `foreach (key: value in ...)` syntax for convenience
|
||||
- fixed crash bug in `for` loop parsing function
|
||||
- added ability to access array elements with string keys using OOP-like dot `.` syntax
|
||||
@@ -1901,3 +1901,17 @@
|
||||
- there is also a unique ID number range for the player and party members from 18000 to 83535
|
||||
- to assign a new ID number generated by the engine to the object (i.e. unassign a unique ID), call the function with two arguments and pass -1 for the flag argument
|
||||
macro: sfall.h
|
||||
|
||||
- name: set_scr_name
|
||||
detail: void set_scr_name(string name)
|
||||
doc: |
|
||||
Overrides the name of the script object that was set from `scrname.msg`.
|
||||
- The changed name will be reset each time the player leaves the map or reloads the game
|
||||
- Passing an empty string ("") to the `name` argument or omitting it will allow the game to get the name for the object from pro_*.msg files
|
||||
- __NOTE:__ this function is intended for use in normal game scripts and overrides the name only once for the same object until reset
|
||||
macro: sfall.h
|
||||
|
||||
- name: obj_is_openable
|
||||
detail: bool obj_is_openable(object obj)
|
||||
doc: Returns True if the object is openable (i.e. has an opening/closing animation)
|
||||
macro: sfall.h
|
||||
|
||||
@@ -35,16 +35,17 @@
|
||||
#define WEAPON_TYPE_THROWN (3)
|
||||
#define WEAPON_TYPE_GUNS (4)
|
||||
|
||||
/* Item Common Flags */
|
||||
#define HIDDEN_ITEM 134217728 // 0x08000000 - Hidden Item
|
||||
/* Item Flags (FlagsExt in proto) */
|
||||
#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_USEON 4096 // 0x00001000 - Use On Smth (can be used on anything)
|
||||
#define ITEM_ACTION_PICKUP 32768 // 0x00008000 - PickUp
|
||||
#define ITEM_ACTION_USE 0x00000800 // Use (can be used)
|
||||
#define ITEM_ACTION_USEON 0x00001000 // Use On Smth (can be used on anything)
|
||||
#define ITEM_ACTION_PICKUP 0x00008000 // PickUp
|
||||
|
||||
#define WEAPON_BIGGUN 256 // 0x00000100 - Big Gun
|
||||
#define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed)
|
||||
#define WEAPON_ENERGY 1024 // 0x00000400 - Energy Weapon (forces weapon to use Energy Weapons skill)
|
||||
#define WEAPON_BIGGUN 0x00000100 // Big Gun
|
||||
#define WEAPON_2HAND 0x00000200 // 2Hnd (weapon is two-handed)
|
||||
#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_PUNCH 1 // 0001
|
||||
@@ -84,7 +85,7 @@
|
||||
#define FLAG_LEFT_HAND (0x1000000)
|
||||
#define FLAG_RIGHT_HAND (0x2000000)
|
||||
#define FLAG_WORN (0x4000000)
|
||||
#define FLAG_HIDDENITEM (0x8000000)
|
||||
#define FLAG_RESERVED (0x8000000)
|
||||
#define FLAG_WALLTRANSEND (0x10000000)
|
||||
#define FLAG_LIGHTTHRU (0x20000000)
|
||||
#define FLAG_SEEN (0x40000000)
|
||||
@@ -120,26 +121,29 @@
|
||||
#define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE
|
||||
#define MSGBOX_CLEAN (0x20) // no buttons
|
||||
|
||||
//remove inven obj defines
|
||||
#define RMOBJ_CONSUME_DRUG 4666772
|
||||
#define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE
|
||||
#define RMOBJ_USE_OBJ 4666865
|
||||
#define RMOBJ_EQUIP_ARMOR 4658121
|
||||
#define RMOBJ_EQUIP_WEAPON 4658675
|
||||
#define RMOBJ_UNLOAD_WEAPON 4667030
|
||||
//#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP
|
||||
#define RMOBJ_USE_DRUG_ON 4834866
|
||||
#define RMOBJ_STEAL_VIEW 4668206
|
||||
//#define RMOBJ_DROP_DYNAMITE 4666865 // same as USE_OBJ
|
||||
#define RMOBJ_ITEM_DESTROYED 4543215
|
||||
#define RMOBJ_ITEM_REMOVED 4548572
|
||||
#define RMOBJ_ARMOR_EQUIPED 4651961
|
||||
#define RMOBJ_LEFT_HAND_EQUIPED 4651899
|
||||
#define RMOBJ_RIGHT_HAND_EQUIPED 4651934
|
||||
#define RMOBJ_RM_MULT_OBJS 4563866
|
||||
#define RMOBJ_REPLACE_WEAPON 4658526
|
||||
#define RMOBJ_THROW 4266040
|
||||
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory
|
||||
// remove inven obj defines for the 4th argument to HOOK_REMOVEINVOBJ
|
||||
#define RMOBJ_CONSUME_DRUG 4666772 // (inven_action_cursor_)
|
||||
#define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE (item_move_func_)
|
||||
#define RMOBJ_USE_OBJ 4666865 // (inven_action_cursor_)
|
||||
#define RMOBJ_EQUIP_ARMOR 4658121 // (inven_pickup_)
|
||||
#define RMOBJ_EQUIP_WEAPON 4658675 // (switch_hand_)
|
||||
#define RMOBJ_UNLOAD_WEAPON 4667030 // (inven_action_cursor_)
|
||||
//#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP (obj_remove_from_inven_)
|
||||
#define RMOBJ_USE_DRUG_ON 4834866 // (obj_use_item_on_)
|
||||
#define RMOBJ_STEAL_VIEW 4668206 // (loot_container_)
|
||||
//#define RMOBJ_DROP_DYNAMITE 4666865 // same as RMOBJ_USE_OBJ
|
||||
#define RMOBJ_ITEM_DESTROYED 4543215 // (op_destroy_object_)
|
||||
#define RMOBJ_ITEM_REMOVED 4548572 // (op_rm_obj_from_inven_)
|
||||
#define RMOBJ_ARMOR_EQUIPED 4651961 // (setup_inventory_)
|
||||
#define RMOBJ_LEFT_HAND_EQUIPED 4651899 // (setup_inventory_)
|
||||
#define RMOBJ_RIGHT_HAND_EQUIPED 4651934 // (setup_inventory_)
|
||||
#define RMOBJ_RM_MULT_OBJS 4563866 // (op_rm_mult_objs_from_inven_)
|
||||
#define RMOBJ_REPLACE_WEAPON 4658526 // (switch_hand_)
|
||||
#define RMOBJ_THROW 4266040 // (action_ranged_)
|
||||
#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
|
||||
#define PROTO_PID (1)
|
||||
@@ -365,7 +369,7 @@
|
||||
#define ai_run_away_never (7)
|
||||
|
||||
// AI disposition values
|
||||
#define ai_disposition_none (-1)
|
||||
#define ai_disposition_none (-1)
|
||||
#define ai_disposition_custom (0)
|
||||
#define ai_disposition_coward (1)
|
||||
#define ai_disposition_defensive (2)
|
||||
@@ -403,9 +407,11 @@
|
||||
#define OBJ_DATA_CUR_FRM (0x18) // current frame number
|
||||
#define OBJ_DATA_ROTATION (0x1C)
|
||||
#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_MISC_FLAGS (0x38)
|
||||
#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_SCRIPT_INDEX (0x80) // script index number in scripts.lst
|
||||
// items
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#ifndef 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 DIALOG (0x4)
|
||||
#define ESCMENU (0x8)
|
||||
@@ -24,7 +24,7 @@
|
||||
#define COUNTERWIN (0x100000) // counter window for moving multiple items or setting a timer
|
||||
#define SPECIAL (0x80000000)
|
||||
|
||||
//Valid arguments to register_hook
|
||||
// Valid arguments to register_hook
|
||||
#define HOOK_TOHIT (0)
|
||||
#define HOOK_AFTERHITROLL (1)
|
||||
#define HOOK_CALCAPCOST (2)
|
||||
@@ -75,7 +75,7 @@
|
||||
#define HOOK_BESTWEAPON (47)
|
||||
#define HOOK_CANUSEWEAPON (48)
|
||||
|
||||
//Valid arguments to list_begin
|
||||
// Valid arguments to list_begin
|
||||
#define LIST_CRITTERS (0)
|
||||
#define LIST_GROUNDITEMS (1)
|
||||
#define LIST_SCENERY (2)
|
||||
@@ -85,7 +85,7 @@
|
||||
#define LIST_SPATIAL (6)
|
||||
#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_DIALOG (1)
|
||||
#define WINTYPE_PIPBOY (2)
|
||||
@@ -96,14 +96,14 @@
|
||||
#define WINTYPE_ESCMENU (7) // escape menu
|
||||
#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_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
|
||||
#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
|
||||
#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
|
||||
#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
|
||||
|
||||
//The attack types returned by get_attack_type
|
||||
// The attack types returned by get_attack_type
|
||||
#define ATKTYPE_LWEP1 (0)
|
||||
#define ATKTYPE_LWEP2 (1)
|
||||
#define ATKTYPE_RWEP1 (2)
|
||||
@@ -125,18 +125,18 @@
|
||||
#define ATKTYPE_HOOKKICK (18)
|
||||
#define ATKTYPE_PIERCINGKICK (19)
|
||||
|
||||
//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_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)
|
||||
// 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_TRADE (0x47761D) // If the object is offered up as a trade
|
||||
#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_INT (1)
|
||||
#define VALTYPE_FLOAT (2)
|
||||
#define VALTYPE_STR (3)
|
||||
|
||||
//Arrays defines
|
||||
/* ARRAYS FUNCTION DEFINES */
|
||||
|
||||
// create persistent list
|
||||
#define create_array_list(size) (create_array(size, 0))
|
||||
@@ -232,7 +232,7 @@
|
||||
#define CURSOR_COMMAND (1)
|
||||
#define CURSOR_TARGETING (2)
|
||||
|
||||
//Valid flags for set_rest_mode
|
||||
// Valid flags for set_rest_mode
|
||||
#define RESTMODE_DISABLED (1) // disable resting on all maps
|
||||
#define RESTMODE_STRICT (2) // disable resting on maps with "can_rest_here=No" in Maps.txt, even if there are no other critters
|
||||
#define RESTMODE_NO_HEALING (4) // disable healing during resting
|
||||
@@ -272,6 +272,9 @@
|
||||
#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)
|
||||
|
||||
|
||||
/* MISC FUNCTION MACROS */
|
||||
|
||||
// instantly apply the item to dude_obj (w/o animation)
|
||||
#define use_item_on_dude(item) set_self(dude_obj); \
|
||||
set_self(dude_obj); \
|
||||
@@ -283,17 +286,18 @@
|
||||
if (get_flags(obj1) bwand FLAG_MULTIHEX) then distance--; \
|
||||
if (get_flags(obj2) bwand FLAG_MULTIHEX) then distance--
|
||||
|
||||
|
||||
/* sfall metarule3 function macros */
|
||||
// sets the number of days (range 1...127) for the Frank Horrigan encounter, or disable the encounter if days is set to 0
|
||||
#define set_horrigan_days(day) metarule3(200, day, 0, 0)
|
||||
// clears the keyboard input buffer, use it in the HOOK_KEYPRESS hook to clear keyboard events before calling functions that are waiting for keyboard input
|
||||
#define clear_keyboard_buffer metarule3(201, 0, 0, 0)
|
||||
|
||||
// checks if the specified PID number exists in the list of registered protos
|
||||
#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
|
||||
// use the HOOK_CANUSEWEAPON hook with weapon_is_unusable macro to override the engine value
|
||||
#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_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
|
||||
#define add_iface_tag sfall_func0("add_iface_tag")
|
||||
@@ -339,6 +343,7 @@
|
||||
#define get_text_width(text) sfall_func1("get_text_width", text)
|
||||
#define has_fake_perk_npc(npc, perk) sfall_func2("has_fake_perk_npc", npc, perk)
|
||||
#define has_fake_trait_npc(npc, trait) sfall_func2("has_fake_trait_npc", npc, trait)
|
||||
#define hide_win sfall_func0("hide_window")
|
||||
#define hide_window(winName) sfall_func1("hide_window", winName)
|
||||
#define interface_art_draw(winID, artFile, x, y) sfall_func4("interface_art_draw", winID, artFile, x, y)
|
||||
#define interface_art_draw_frame(winID, artID, x, y, frame) sfall_func5("interface_art_draw", winID, artID, x, y, frame)
|
||||
@@ -360,6 +365,7 @@
|
||||
#define message_box(text) sfall_func1("message_box", text)
|
||||
#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
|
||||
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
|
||||
#define obj_is_openable(obj) sfall_func1("obj_is_openable", obj)
|
||||
#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
|
||||
#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
|
||||
#define outlined_object sfall_func0("outlined_object")
|
||||
@@ -384,11 +390,13 @@
|
||||
#define set_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold)
|
||||
#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
|
||||
#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
|
||||
#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_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
|
||||
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
|
||||
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
|
||||
#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
|
||||
#define show_win sfall_func0("show_window")
|
||||
#define show_window(winName) sfall_func1("show_window", winName)
|
||||
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
|
||||
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
|
||||
@@ -399,6 +407,7 @@
|
||||
#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
|
||||
#define tile_refresh_display sfall_func0("tile_refresh_display")
|
||||
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
|
||||
#define unset_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 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)
|
||||
@@ -407,4 +416,20 @@
|
||||
#define set_fake_trait_npc(npc, trait, active, image, desc) sfall_func5("set_fake_trait_npc", npc, trait, active, image, desc)
|
||||
#define set_selectable_perk_npc(npc, perk, active, image, desc) sfall_func5("set_selectable_perk_npc", npc, perk, active, image, desc)
|
||||
|
||||
|
||||
/* 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
|
||||
|
||||
@@ -18,8 +18,8 @@
|
||||
Critter arg2 - The target of the attack
|
||||
int arg3 - The targeted bodypart
|
||||
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 arg6 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target
|
||||
int arg5 - Attack Type (see ATKTYPE_* constants)
|
||||
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 ret0 - the new hit chance
|
||||
@@ -292,8 +292,8 @@
|
||||
id: HOOK_AMMOCOST
|
||||
doc: |
|
||||
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.
|
||||
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.
|
||||
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 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
|
||||
|
||||
@@ -87,7 +87,7 @@ The defines to use for the hookID are in **sfall.h**.
|
||||
|
||||
#### `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.
|
||||
|
||||
```
|
||||
@@ -96,8 +96,8 @@ Critter arg1 - The attacker
|
||||
Critter arg2 - The target of the attack
|
||||
int arg3 - The targeted bodypart
|
||||
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 arg6 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target
|
||||
int arg5 - Attack Type (see ATKTYPE_* constants)
|
||||
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 ret0 - the new hit chance
|
||||
@@ -125,8 +125,8 @@ Critter ret2 - Override the target of the attack
|
||||
|
||||
#### `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.
|
||||
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.
|
||||
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.\
|
||||
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)`
|
||||
|
||||
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.
|
||||
|
||||
```
|
||||
@@ -160,8 +161,9 @@ int ret0 - The pid of an object to override the attacking weapon with
|
||||
|
||||
#### `HOOK_DEATHANIM2 (hs_deathanim2.int)`
|
||||
|
||||
Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than `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`.
|
||||
|
||||
Does not run for critters in the knockdown/out state.
|
||||
|
||||
```
|
||||
@@ -220,7 +222,7 @@ Critter arg0 - The critter that just died
|
||||
|
||||
#### `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.
|
||||
|
||||
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)`
|
||||
|
||||
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.
|
||||
3) player or AI uses any drug
|
||||
|
||||
@@ -340,16 +342,16 @@ int ret0 - the new AP cost
|
||||
-------------------------------------------
|
||||
|
||||
#### DEPRECATED HOOKS:
|
||||
* `HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)`
|
||||
* `HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)`
|
||||
* `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)`
|
||||
* `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)`
|
||||
##### `HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)`
|
||||
##### `HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)`
|
||||
##### `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)`
|
||||
##### `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)`
|
||||
|
||||
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.
|
||||
For this reason, these hooks are not thoroughly supported in sfall, and may be removed in future versions.<br>
|
||||
If you want to check if some tile or path is blocked, use functions: `obj_blocking_tile`, `obj_blocking_line`, `path_find_to`.<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`.\
|
||||
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)`
|
||||
|
||||
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.
|
||||
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.
|
||||
Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.\
|
||||
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 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
|
||||
@@ -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.).
|
||||
|
||||
Example message (vanilla behavior):<br>
|
||||
Example message (vanilla behavior):\
|
||||
`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.
|
||||
|
||||
__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>
|
||||
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>
|
||||
__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.\
|
||||
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.
|
||||
@@ -501,7 +503,7 @@ int ret0 - overrides the returned result of the function:
|
||||
|
||||
#### `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:
|
||||
- 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)`
|
||||
|
||||
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.
|
||||
|
||||
__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)`
|
||||
|
||||
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.
|
||||
|
||||
__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.
|
||||
@@ -699,7 +701,7 @@ int ret1 - pass 1 to allow the skill being used in combat (only for dude_obj
|
||||
|
||||
#### `HOOK_ONEXPLOSION (hs_onexplosion.int)`
|
||||
|
||||
Runs when Fallout is checking all the tiles within the explosion radius for targets before an explosion occurs.
|
||||
Runs when Fallout is checking all the tiles within the explosion radius for targets before an explosion occurs.\
|
||||
The tile checking will be interrupted when 6 additional targets (critters) are received.
|
||||
|
||||
```
|
||||
@@ -762,7 +764,7 @@ int ret1 - overrides the light radius. Radius range is from 0 to 8 (works on
|
||||
|
||||
#### `HOOK_SNEAK (hs_sneak.int)`
|
||||
|
||||
Runs when the Sneak skill is activated, or when the game rolls another Sneak check after the duration for the current one is over.
|
||||
Runs when the Sneak skill is activated, or when the game rolls another Sneak check after the duration for the current one is over.\
|
||||
You can override the result of a random Sneak check or the duration time for the current result.
|
||||
|
||||
```
|
||||
@@ -795,7 +797,7 @@ int ret0 - pass -1 to cancel the execution of the handler (only for HOOK_STD
|
||||
|
||||
#### `HOOK_TARGETOBJECT (hs_targetobject.int)`
|
||||
|
||||
Runs when the targeting cursor hovers over an object, or when the player tries to attack the target object.
|
||||
Runs when the targeting cursor hovers over an object, or when the player tries to attack the target object.\
|
||||
You can override the target object or prevent the player from attacking the chosen target.
|
||||
|
||||
```
|
||||
@@ -810,7 +812,7 @@ mixed ret0 - overrides the target object, or pass -1 to prevent the player fro
|
||||
|
||||
#### `HOOK_ENCOUNTER (hs_encounter.int)`
|
||||
|
||||
Runs whenever a random encounter occurs (except the Horrigan meeting and scripted encounters), or when the player enters a local map from the world map.
|
||||
Runs whenever a random encounter occurs (except the Horrigan meeting and scripted encounters), or when the player enters a local map from the world map.\
|
||||
You can override the map for loading or the encounter.
|
||||
|
||||
```
|
||||
@@ -880,7 +882,7 @@ int ret0 - overrides the roll result
|
||||
|
||||
#### `HOOK_BESTWEAPON (hs_bestweapon.int)`
|
||||
|
||||
Runs when the AI decides which weapon is the best while searching the inventory for a weapon to equip in combat.
|
||||
Runs when the AI decides which weapon is the best while searching the inventory for a weapon to equip in combat.\
|
||||
This also runs when the player presses the "Use Best Weapon" button on the party member control panel.
|
||||
|
||||
```
|
||||
@@ -897,13 +899,14 @@ Item ret0 - overrides the chosen best weapon
|
||||
|
||||
#### `HOOK_CANUSEWEAPON (hs_canuseweapon.int)`
|
||||
|
||||
Run when the AI checks whether it can use a weapon.
|
||||
This mostly happens when NPCs try to find weapons in their inventory or on the map.
|
||||
Run when the AI checks whether it can use a weapon, or when the game checks whether the player can use an item (weapon) in hand slot.\
|
||||
For AI, this mostly happens when NPCs try to find weapons in their inventory or on the map.\
|
||||
For the player, this happens when the game updates the item data for active item slots on the interface bar.
|
||||
|
||||
```
|
||||
Critter arg0 - the critter doing the check
|
||||
Item arg1 - the weapon being checked
|
||||
int arg2 - attack type (see ATKTYPE_* constants)
|
||||
Item arg1 - the item being checked
|
||||
int arg2 - attack type (see ATKTYPE_* constants), or -1 for dude_obj
|
||||
int arg3 - original result of engine function: 1 - can use, 0 - can't use
|
||||
|
||||
int ret0 - overrides the result of engine function. Any non-zero value allows using the weapon
|
||||
|
||||
@@ -73,7 +73,7 @@ The `list_xxx` functions can be used to loop over all items on a map. `list_begi
|
||||
The `play_sfall_sound` and `stop_sfall_sound` are used to play **mp3/wav/wma** files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don't wish to loop, `play_sfall_sound` returns 0. If you do loop, it returns an id which can be passed back to `stop_sfall_sound` when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. These functions do not require **AllowDShowSound** to be set to 1 in ddraw.ini.
|
||||
Starting from sfall 4.2.8/3.8.28, you can pass a value in the **mode** argument for a reduced sound volume. To set the volume, You need to convert the number to hexadecimal and use the argument format `0xZZZZ000Y`, where `ZZZZ` is the volume reduction value in range from 0 to 32767 (the value 32767 is muted), and `Y` is the playback mode.
|
||||
|
||||
Arrays are created and manipulated with the `xxx_array` functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The ID returned by `create_array` or `temp_array` can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call `create_array` from one script, and then use the returned ID from another script.) They are also saved across savegames. Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array`, etc,) all return temp arrays. You can use `fix_array` to make a temp array permanent.<br>
|
||||
Arrays are created and manipulated with the `xxx_array` functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The ID returned by `create_array` or `temp_array` can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call `create_array` from one script, and then use the returned ID from another script.) They are also saved across savegames. Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array`, etc,) all return temp arrays. You can use `fix_array` to make a temp array permanent.\
|
||||
__NOTE:__ the above description only applies when **arraysBehavior** is set to 0 in ddraw.ini. Refer to **arrays.md** for detailed description of new arrays behavior.
|
||||
|
||||
The `force_aimed_shots` and `disable_aimed_shots` allow overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) `force_aimed_shots` will allow a weapon to make aimed shots even if it normally couldn't, and `disable_aimed_shots` stops a weapon from making aimed shots even if it normally could. Both of these functions affect player and NPCs alike. `force_aimed_shots` does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the functions once at each reload. Use a pid of 0 to represent unarmed.
|
||||
@@ -483,7 +483,7 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### intface_redraw
|
||||
`void sfall_func0("intface_redraw")`<br>
|
||||
`void sfall_func0("intface_redraw")`\
|
||||
`void sfall_func1("intface_redraw", int winType)`
|
||||
- Redraws main game interface, useful to reflect changes after directly changing current player weapons or stats
|
||||
- `winType`: the type number of the interface window (see `WINTYPE_*` constants in **sfall.h**). Pass -1 to redraw all interface windows
|
||||
@@ -679,14 +679,14 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### inventory_redraw
|
||||
`void sfall_func0("inventory_redraw")`<br>
|
||||
`void sfall_func0("inventory_redraw")`\
|
||||
`void sfall_func1("inventory_redraw", int invSide)`
|
||||
- Redraws inventory list in the inventory/use inventory item on/loot/barter screens
|
||||
- `invSide` specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument)
|
||||
|
||||
----
|
||||
#### item_make_explosive
|
||||
`void sfall_func3("item_make_explosive", int pid, int activePid, int damage)`<br>
|
||||
`void sfall_func3("item_make_explosive", int pid, int activePid, int damage)`\
|
||||
`void sfall_func4("item_make_explosive", int pid, int activePid, int min, int max)`
|
||||
- Makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives
|
||||
- `activePid` is for an item with an active timer, can be the same as the pid argument
|
||||
@@ -712,7 +712,7 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### create_win
|
||||
`void sfall_func5("create_win", string winName, int x, int y, int width, int height)`<br>
|
||||
`void sfall_func5("create_win", string winName, int x, int y, int width, int height)`\
|
||||
`void sfall_func6("create_win", string winName, int x, int y, int width, int height, int flags)`
|
||||
- Works just like vanilla `CreateWin` function, but creates a window with `MoveOnTop` flag if the flags argument is not specified, and allows to set additional flags for the created window
|
||||
- `MoveOnTop` flag allows the created window to be placed on top of the game interface
|
||||
@@ -741,8 +741,8 @@ sfall_funcX metarule functions
|
||||
#### obj_under_cursor
|
||||
`object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude)`
|
||||
- Returns the object under the cursor on the main game screen
|
||||
- `onlyCritter`:<br>
|
||||
True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)<br>
|
||||
- `onlyCritter`:\
|
||||
True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)\
|
||||
False - checks all objects (can't check critters under objects)
|
||||
- Passing False to the `includeDude` argument will ignore `dude_obj`
|
||||
- __NOTE:__ to get an object located on a tile when the cursor is in movement mode (hexagon cursor), use the `tile_under_cursor` function
|
||||
@@ -783,13 +783,13 @@ sfall_funcX metarule functions
|
||||
#### set_drugs_data
|
||||
`void sfall_func3("set_drugs_data", int type, int pid, int value)`
|
||||
- Overrides the parameters of drugs set in the configuration file (**DrugsFile** setting in ddraw.ini)
|
||||
- `type`:<br>
|
||||
0 - changes the value of **NumEffects** for the drug (see **Drugs.ini** for the description of NumEffects)<br>
|
||||
- `type`:\
|
||||
0 - changes the value of **NumEffects** for the drug (see **Drugs.ini** for the description of NumEffects)\
|
||||
1 - changes the duration of the addiction effect for the drug (a value of 1 = one game minute)
|
||||
|
||||
----
|
||||
#### set_unique_id
|
||||
`int sfall_func1("set_unique_id", object)`<br>
|
||||
`int sfall_func1("set_unique_id", object)`\
|
||||
`int sfall_func2("set_unique_id", object, int flag)`
|
||||
- Assigns a unique ID number to the object and returns it. If a unique ID number has already been assigned to an object, then ID number is returned without reassignment
|
||||
- Items with unique IDs will not stack with other items of the same type in the inventory
|
||||
@@ -800,7 +800,7 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### draw_image | draw_image_scaled
|
||||
`void sfall_func5("draw_image", string/int artFile/artId, int frame, int x, int y, bool noTransparent)`<br>
|
||||
`void sfall_func5("draw_image", string/int artFile/artId, int frame, int x, int y, bool noTransparent)`\
|
||||
`void sfall_func6("draw_image_scaled", string/int pathFile/artId, int frame, int x, int y, int width, int height)`
|
||||
- Displays the specified PCX or FRM image in the active window created by vanilla `CreateWin` or sfall's `create_win` script function
|
||||
- `artFile/artId`: path to the PCX/FRM file (e.g. `art\\inven\\5mmap.frm`), or its FRM ID number (e.g. `0x7000026`, see specification of the FID format)
|
||||
@@ -815,16 +815,16 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### set_fake_perk_npc | set_fake_trait_npc | set_selectable_perk_npc | has_fake_perk_npc | has_fake_trait_npc
|
||||
`void sfall_func5("set_fake_perk_npc", object npc, string namePerk, int level, int image, string desc)`<br>
|
||||
`void sfall_func5("set_fake_trait_npc", object npc, string nameTrait, int active, int image, string desc)`<br>
|
||||
`void sfall_func5("set_selectable_perk_npc", object npc, string namePerk, int active, int image, string desc)`<br>
|
||||
`int sfall_func2("has_fake_perk_npc", object npc, string namePerk)`<br>
|
||||
`void sfall_func5("set_fake_perk_npc", object npc, string namePerk, int level, int image, string desc)`\
|
||||
`void sfall_func5("set_fake_trait_npc", object npc, string nameTrait, int active, int image, string desc)`\
|
||||
`void sfall_func5("set_selectable_perk_npc", object npc, string namePerk, int active, int image, string desc)`\
|
||||
`int sfall_func2("has_fake_perk_npc", object npc, string namePerk)`\
|
||||
`int sfall_func2("has_fake_trait_npc", object npc, string nameTrait)`
|
||||
- These functions are similar to `has_fake_perk`, `has_fake_trait`, `set_fake_perk`, `set_fake_trait`, `set_selectable_perk`, and `set_selectable_trait` functions, but apply to the specified party member NPC (including `dude_obj`)
|
||||
|
||||
----
|
||||
#### add_extra_msg_file
|
||||
`int sfall_func1("add_extra_msg_file", string fileName)`<br>
|
||||
`int sfall_func1("add_extra_msg_file", string fileName)`\
|
||||
`int sfall_func2("add_extra_msg_file", string fileName, int fileNumber)`
|
||||
- Loads the custom message file, and returns the file ID number assigned to it in range from `0x3000` to `0x3FFF` for the `message_str_game` function to get messages from the file
|
||||
- `fileName`: the name of the custom message file (including the **.msg** extension) in the `text\<language>\game\` directory
|
||||
@@ -859,7 +859,7 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### remove_timer_event
|
||||
`void sfall_func0("remove_timer_event")`<br>
|
||||
`void sfall_func0("remove_timer_event")`\
|
||||
`void sfall_func1("remove_timer_event", int fixedParam)`
|
||||
- Clears all set timer events for the current global script
|
||||
- `fixedParam`: removes all timer events with the specified value for the current global script
|
||||
@@ -871,14 +871,14 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### hide_window
|
||||
`void sfall_func0("hide_window")`<br>
|
||||
`void sfall_func0("hide_window")`\
|
||||
`void sfall_func1("hide_window", string winName)`
|
||||
- Hides the specified or currently active (selected) script window
|
||||
- `winName`: the window name, assigned to the window by the `CreateWin` or `create_win` function
|
||||
|
||||
----
|
||||
#### show_window
|
||||
`void sfall_func0("show_window")`<br>
|
||||
`void sfall_func0("show_window")`\
|
||||
`void sfall_func1("show_window", string winName)`
|
||||
- Displays the specified hidden script window or the one previously hidden with the `sfall_func0("hide_window")` function
|
||||
- `winName`: the window name, assigned to the window by the `CreateWin` or `create_win` function
|
||||
@@ -899,7 +899,7 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### string_compare
|
||||
`bool sfall_func2("string_compare", string str1, string str2)`<br>
|
||||
`bool sfall_func2("string_compare", string str1, string str2)`\
|
||||
`bool sfall_func3("string_compare", string str1, string str2, int codePage)`
|
||||
- Compares two strings case-insensitive, and returns True if the two strings are matched
|
||||
- `codePage`: code page number to properly compare national characters in the range 128-255 of the ASCII code table. Available encodings: 1250-1252, 866
|
||||
@@ -912,7 +912,7 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### objects_in_radius
|
||||
`array sfall_func3("objects_in_radius", int tile, int radius, int elevation)`<br>
|
||||
`array sfall_func3("objects_in_radius", int tile, int radius, int elevation)`\
|
||||
`array sfall_func4("objects_in_radius", int tile, int radius, int elevation, int type)`
|
||||
- Returns an array of objects of a type (see `OBJ_TYPE_*` constants in **define_extra.h**) within the specified radius from the given tile
|
||||
- Passing -1 to the `type` argument or not specifying it will return all objects within the radius
|
||||
@@ -938,14 +938,14 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### get_window_attribute
|
||||
`int sfall_func1("get_window_attribute", int winType)`<br>
|
||||
`int sfall_func1("get_window_attribute", int winType)`\
|
||||
`int sfall_func2("get_window_attribute", int winType, int attrType)`
|
||||
- Returns the attribute of the specified interface window by the `attrType` argument
|
||||
- `winType`: the type number of the interface window (see `WINTYPE_*` constants in **sfall.h**)
|
||||
- `attrType:`<br>
|
||||
0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument)<br>
|
||||
1 - X position, 2 - Y position (relative to the top-left corner of the game screen)<br>
|
||||
3 - interface width size, 4 - interface height size<br>
|
||||
- `attrType:`\
|
||||
0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument)\
|
||||
1 - X position, 2 - Y position (relative to the top-left corner of the game screen)\
|
||||
3 - interface width size, 4 - interface height size\
|
||||
-1 - returns an associative array of keys (left, top, right, bottom) and values that define the position of the window rectangle (use standard syntax to access array values, e.g. `win.top`, `win.bottom`)
|
||||
- Returns -1 if the specified attribute cannot be obtained
|
||||
|
||||
@@ -968,17 +968,17 @@ sfall_funcX metarule functions
|
||||
|
||||
----
|
||||
#### get_stat_min | get_stat_max
|
||||
`int sfall_func1("get_stat_min", int stat)`<br>
|
||||
`int sfall_func1("get_stat_max", int stat)`<br>
|
||||
`int sfall_func2("get_stat_min", int stat, bool who)`<br>
|
||||
`int sfall_func1("get_stat_min", int stat)`\
|
||||
`int sfall_func1("get_stat_max", int stat)`\
|
||||
`int sfall_func2("get_stat_min", int stat, bool who)`\
|
||||
`int sfall_func2("get_stat_max", int stat, bool who)`
|
||||
- Returns the maximum or minimum set value of the specified stat (see `set_stat_min` and `set_stat_max` functions)
|
||||
- `who`: 0 (false) or omitting the argument - returns the value of the player, 1 (true) - returns the value set for other critters
|
||||
|
||||
----
|
||||
#### interface_art_draw
|
||||
`int sfall_func4("interface_art_draw", int winType, string/int artFile/artId, int x, int y)`<br>
|
||||
`int sfall_func5("interface_art_draw", int winType, string/int artFile/artId, int x, int y, int frame)`<br>
|
||||
`int sfall_func4("interface_art_draw", int winType, string/int artFile/artId, int x, int y)`\
|
||||
`int sfall_func5("interface_art_draw", int winType, string/int artFile/artId, int x, int y, int frame)`\
|
||||
`int sfall_func6("interface_art_draw", int winType, string/int artFile/artId, int x, int y, int frame, array param)`
|
||||
- Draws the specified PCX or FRM image in the game interface window, returns -1 on any error
|
||||
- `winType`: the type number of the interface window (see `WINTYPE_*` constants in **sfall.h**). This also takes the value of the flag `0x1000000` to prevent immediate redrawing of the interface window
|
||||
@@ -987,22 +987,22 @@ sfall_funcX metarule functions
|
||||
|
||||
**Optional arguments:**
|
||||
- `frame`: frame number, the first frame starts from zero
|
||||
- `param`: an array which specifies additional parameters, where:<br>
|
||||
index 0 - sprite direction for multi-directional FRM<br>
|
||||
- `param`: an array which specifies additional parameters, where:\
|
||||
index 0 - sprite direction for multi-directional FRM\
|
||||
index 1/index 2 - the new width/height to scale the image to. Pass -1 to use the original width/height
|
||||
|
||||
----
|
||||
#### interface_print
|
||||
`int sfall_func5("interface_print", string text, int winType, int x, int y, int color)`<br>
|
||||
`int sfall_func5("interface_print", string text, int winType, int x, int y, int color)`\
|
||||
`int sfall_func6("interface_print", string text, int winType, int x, int y, int color, int width)`
|
||||
- Displays the text in the specified interface window with the current font. Use vanilla `SetFont` function to set the font
|
||||
- Returns the count of lines printed, or -1 on any error
|
||||
- `text`: the text to be printed. Use the `\n` control character to move text to a new line (example: "Hello\nWorld!")
|
||||
- `winType`: the type number of the interface window (see `WINTYPE_*` constants in **sfall.h**)
|
||||
- `x/y`: offset relative to the top-left corner of the window
|
||||
- `color`: the color index in the game palette. Pass 0 if the text color was previously set by vanilla `SetTextColor` function. It can also take additional flags (via `bwor`) for displaying text:<br>
|
||||
`0x0010000` - adds a shadow to the text, the 'textshadow' compiler constant<br>
|
||||
`0x1000000` - prevents immediate redrawing of the interface window, the `textdirect` compiler constant (works the other way around)<br>
|
||||
- `color`: the color index in the game palette. Pass 0 if the text color was previously set by vanilla `SetTextColor` function. It can also take additional flags (via `bwor`) for displaying text:\
|
||||
`0x0010000` - adds a shadow to the text, the `textshadow` compiler constant\
|
||||
`0x1000000` - prevents immediate redrawing of the interface window, the `textdirect` compiler constant (works the other way around)\
|
||||
`0x2000000` - fills the background of the text with black color, the `textnofill` compiler constant (works the other way around)
|
||||
|
||||
**Optional argument:**
|
||||
@@ -1012,25 +1012,25 @@ sfall_funcX metarule functions
|
||||
#### combat_data
|
||||
`mixed sfall_func0("combat_data")`
|
||||
- Returns a pointer to the `C_ATTACK_*` data for the current combat attack turn (see defined constants in **define_extra.h**)
|
||||
- Can be used in conjunction with the `get_object_data` and `set_object_data` functions<br>
|
||||
- Can be used in conjunction with the `get_object_data` and `set_object_data` functions\
|
||||
Example: `sfall_func3("set_object_data", sfall_func0("combat_data"), C_ATTACK_UNUSED, 255);`
|
||||
|
||||
----
|
||||
#### win_fill_color
|
||||
`int sfall_func0("win_fill_color")`<br>
|
||||
`int sfall_func0("win_fill_color")`\
|
||||
`int sfall_func5("win_fill_color", int x, int y, int width, int height, int color)`
|
||||
- Fills the rectangle area of the currently selected script window with the specified color, or clears the window with transparent color (use index 0 or call the function without arguments)
|
||||
- `color`: the color index in the game palette (from 0 to 255)
|
||||
|
||||
----
|
||||
#### interface_overlay
|
||||
`int sfall_func2("interface_overlay", int winType, int mode)`<br>
|
||||
`int sfall_func2("interface_overlay", int winType, int mode)`\
|
||||
`int sfall_func6("interface_overlay", int winType, 2, int x, int y, int width, int height)`
|
||||
- Creates an additional drawing surface above the graphic layer of the specified interface window. All subsequent calls of `interface_art_draw` and `interface_print` functions will draw on it
|
||||
- `winType`: the type number of the interface window (see `WINTYPE_*` constants in **sfall.h**)
|
||||
- `mode`:<br>
|
||||
1 - creates a new overlay surface<br>
|
||||
2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments<br>
|
||||
- `mode`:\
|
||||
1 - creates a new overlay surface\
|
||||
2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments\
|
||||
0 - destroys the created overlay surface (frees up the memory allocated to the surface)
|
||||
|
||||
----
|
||||
@@ -1040,6 +1040,19 @@ sfall_funcX metarule functions
|
||||
- `gvarNumber`: the number of the global variable controlling the quest
|
||||
- `thresholdValue`: the value of the global variable at which the quest is counted as a failure
|
||||
|
||||
----
|
||||
#### set_scr_name
|
||||
`void sfall_func1("set_scr_name", string name)`
|
||||
- Overrides the name of the script object that was set from **scrname.msg**
|
||||
- The changed name will be reset each time the player leaves the map or reloads the game
|
||||
- Passing an empty string ("") to the `name` argument or omitting it will allow the game to get the name for the object from pro_*.msg files
|
||||
- __NOTE:__ this function is intended for use in normal game scripts and overrides the name only once for the same object until reset
|
||||
|
||||
----
|
||||
#### obj_is_openable
|
||||
`bool sfall_func1("obj_is_openable", object obj)`
|
||||
- Returns True if the object is openable (i.e. has an opening/closing animation)
|
||||
|
||||
|
||||
****
|
||||
_See other documentation files (arrays.md, hookscripts.md) for related functions reference._
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user