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188 Commits
Author SHA1 Message Date
NovaRain 41b4b773a3 Release 4.3.3 2022-01-20 13:41:56 +08:00
NovaRain 0807a4ea02 Updated Translations.ini and Russian/Chinese files 2022-01-20 12:53:01 +08:00
NovaRain a9f03544d5 Fixed movie scale pitch size for CPU palette conversion 2022-01-20 10:29:00 +08:00
NovaRain 03676d09ee Fixed the music not playing after loading a saved game (#422)
* if the save is on the same map, and while in the game.
2022-01-20 07:11:51 +08:00
NovaRain e17ad5d11b Minor code edits 2022-01-19 09:41:37 +08:00
NovaRain b66cc42fbc [HRP] Added missing movie scaling implementation for GPUBlt=2
Reverted the previous commit.
2022-01-18 08:52:00 +08:00
NovaRain 6cf41401aa Disabled compiling HLSL shader files at build-time
* use existed files in the HLSL folder instead.
2022-01-17 21:25:25 +08:00
NovaRain 45e2037082 Added HLSL source files and compiled shader files
* this should remove the hidden dependency on d3dcompiler_xx.dll.
2022-01-17 21:14:01 +08:00
NovaRain fc5863ac46 Added a new warning message on shader effects to Graphics.cpp 2022-01-17 12:12:08 +08:00
NovaRain 0a5ec8c70f Added a redraw timer to the debug editor
* redraws the background game screen when moving the editor window.
* works for sfall DX9 mode.
2022-01-17 09:51:24 +08:00
NovaRain 937cff235e Updated the year for version info 2022-01-17 08:53:48 +08:00
NovaRain 6bf967e877 Code correction to DebugEditor.cpp 2022-01-15 11:59:13 +08:00
NovaRain f839c8374a Increased the width of the mouse drop area for inv on the barter screen
Removed HRP's BARTER_PC_INV_DROP_FIX.
2022-01-15 09:56:55 +08:00
NovaRain 3301ace580 [HRP] Fixed interface position for smaller resolution (640x480)
[HRP] Fixed main menu position when MAIN_MENU_SIZE=0
2022-01-15 08:57:51 +08:00
NovaRain 247d4fae6c Edits to the arrays document 2022-01-13 21:29:24 +08:00
NovaRain f30558b091 Fixed a bug in 4.3.1 that caused AI to be unable to use some weapons
Code edits regarding AIpref in Enums.h.

Added GamePids.h (derived from ItemPid.h in mapper scripts)
2022-01-13 10:14:25 +08:00
NovaRain 7c0adc558a Updated documents for the removal of ArraysBehavior option
Some other minor edits to documents.
2022-01-12 09:40:18 +08:00
NovaRain 5493ed38d3 Redid the idle implementation for ProcessorIdle
[HRP] Added support for CPU_USAGE_FIX option.
[HRP] Code changes to DirectDraw.cpp for DD7 performance.
2022-01-11 10:03:11 +08:00
NovaRain 16ad57806f Removed ArraysBehavior and RemoveWindowRounding from ddraw.ini
* both are now always enabled
2022-01-07 06:46:28 +08:00
NovaRain adadf608e7 Changed the "Radiated" on the char screen to be highlighted in gray
* when the player still has an impending radiation effect

[HRP] Fixed the clickability issue for SCALE_BUTTONS_AND_TEXT_MENU.

Moved some code related to HRP.
Unified the naming style for color variables.
2022-01-06 14:19:05 +08:00
NovaRain 6faf71da66 Code edits to Graphics.cpp for device lost state 2022-01-04 07:03:50 +08:00
NovaRain 40fa4a1336 Fixed black screen after restoring DX9 device 2022-01-03 23:58:17 +08:00
NovaRain 8427ad657a Fixed Tilemap::make_path_func and DrawAlternateAmmoMetre functions 2022-01-03 07:07:08 +08:00
NovaRain 5fbbeeb328 [HRP] Code correction 2021-12-29 07:06:56 +08:00
NovaRain a30f640eb9 [HRP] Added support for reading .rix images larger than 640x480 2021-12-29 06:20:20 +08:00
NovaRain 921db36478 Improved the message box for CRC mismatch
Changed SkipCompatModeCheck to not require sfall debugging mode.
Minor code edits.
2021-12-28 12:44:20 +08:00
NovaRain 74455db5a9 Removed SkipSizeCheck from ddraw.ini
* the executable file size check is also removed (mostly).
2021-12-27 10:15:41 +08:00
NovaRain 437e6bfaea Code correction/edits to the previous commit
Added a debug message for the open file limit being exceeded.
2021-12-26 11:33:15 +08:00
NovaRain eb0bd4dfd0 Fixed the broken fix for addicted party members
(BGforgeNet/Fallout2_Restoration_Project#131, #420)

Improved the duplicate path removal in LoadOrder.cpp.
Code edits to the fix in previous commit for system compatibility.
2021-12-25 20:40:09 +08:00
NovaRain b0cc4352f7 Added additional fixes to FadeBackgroundMusic
* fixes not closing sound files after fading, which led to unable to
load the game anymore due to the the open files limit.

Code edits to CRC.cpp for displayed messages.
2021-12-24 13:47:22 +08:00
NovaRain df15a147d9 Renamed ShowMapGridKey to MapGridToggleKey 2021-12-21 09:47:59 +08:00
NovaRain 680284d785 Fixed crashes in HRP code
Reverted the version string on the main menu.
2021-12-20 12:16:18 +08:00
NovaRain 3cc98fc15d Added a debug option to toggle the hex grid
Added HiResMode option to ddraw.ini, along with some edits.
Fixed db_init function wrapper.
Some edits to HRP code.
2021-12-20 12:00:45 +08:00
NovaRain 317c462918 Edited action.yml for additional library 2021-12-19 09:06:20 +08:00
NovaRain c7e46a6b84 Merge branch 'HRP-integration' into develop
# Conflicts:
#	sfall/Game/GUI/Text.cpp
#	sfall/Modules/Interface.cpp
2021-12-19 09:01:48 +08:00
NovaRain 92a24a6112 Code cleanup and edits before merging 2021-12-19 08:42:36 +08:00
NovaRain da5286eaa9 Code cleanup and correction 2021-12-19 08:40:12 +08:00
NovaRain 3022e96809 Merge branch 'develop' into HRP-integration 2021-12-18 12:58:03 +08:00
NovaRain 6ff73a513e Fixed the load order of f2_res.dat & sfall.dat
Changed the default graphics mode back to 0 (now DD7).
2021-12-18 11:39:05 +08:00
NovaRain 53be017f0b Added fixed call point for sfall initialization 2021-12-17 09:56:52 +08:00
NovaRain 095dfae544 Fixed broken object descriptions for Chinese version
Minor code edits.
2021-12-16 12:38:14 +08:00
NovaRain 3145d4e5dc Added missing functions (was causing errors)
Added an improvement to prevent the player from running outside the
cropped part of the map.

Added an improvement for the list of action icons when enabling
IFACE_BAR_MODE (the list is no longer created under the interface).
2021-12-16 12:28:26 +08:00
NovaRain 5a18570bd9 Code changes to Graphics.cpp & main.cpp
* from HRP test branch
2021-12-12 10:28:35 +08:00
NovaRain fb8ca5317f Added SCALE_2X option, and minor fixes 2021-12-12 09:26:23 +08:00
NovaRain bc8665b131 Added a limit on path nodes for NPCs to NumPathNodes option 2021-12-11 10:36:26 +08:00
NovaRain fee4720ef5 Added ALTERNATE_AMMO_METRE and NumPathNodes options 2021-12-11 09:19:00 +08:00
NovaRain 7553b7bfc0 Fixed a crash bug in FadeBackgroundMusic
(when trying to mute the master audio volume in the preferences screen)

Minor code edits.
2021-12-10 09:58:22 +08:00
NovaRain 26b3fac1e0 Code fixes/edits to the previous commit 2021-12-10 09:12:44 +08:00
NovaRain 0ba69166b9 Added FADE_TIME_RECALCULATE_ON_FADE and EXTRA_WIN_MSG_CHECKS options 2021-12-09 09:47:59 +08:00
NovaRain d94e68ba73 Finished the code for DirectDraw graphics mode 2021-12-08 12:59:02 +08:00
NovaRain 69cd1461f1 Updated the code for DirectDraw graphics mode 2021-12-07 08:43:02 +08:00
NovaRain 6ca5644e99 (WIP) Added DirectDraw graphics mode for built-in HRP
Moved some code from Graphics.cpp to WinProc.cpp
2021-12-05 09:29:48 +08:00
NovaRain 70da19e49b Added code for game movies and edited other code 2021-12-02 12:26:23 +08:00
NovaRain aa6f1cabec Edit to the previous commit 2021-11-28 19:02:24 +08:00
NovaRain 0a42db619d Added a tweak to allow printing new floating messages when their limit is exceeded (#388)
Fixed incorrect value of the limit number of floating messages.
2021-11-28 12:35:14 +08:00
NovaRain ccaacd72e4 Updated code for deactivating the external HRP 2021-11-28 09:31:13 +08:00
NovaRain 6f08a50f9a Removed UseCommandLine from ddraw.ini (always enabled)
Updated version number.
2021-11-27 06:42:19 +08:00
NovaRain 98cc168288 Added CreditsScreen.cpp/h 2021-11-26 09:32:55 +08:00
NovaRain 81912b47ed Added optimization for the save/load game screens
Edited the description of args for HOOK_TOHIT.
2021-11-23 20:43:19 +08:00
NovaRain 5acdf37c80 Added DeathScreen.cpp/h and SlidesScreen.cpp/h
Added optimization for the save/load game screens.
2021-11-23 10:04:05 +08:00
NovaRain f76c0dfe91 Added HelpScreen.cpp/h and Worldmap.cpp/h 2021-11-20 08:45:09 +08:00
NovaRain ba7773223a Added Character, LoadSave, and MiscInterface files 2021-11-19 08:54:42 +08:00
NovaRain 809cba44e8 Minor code edits to Graphics.cpp from HRP branch 2021-11-17 10:05:33 +08:00
NovaRain 1c3f3dbbd5 Changed the namespace for HRP modules
Moved some functions to the HRP namespace.
2021-11-17 10:03:45 +08:00
NovaRain 5265dd8ded Updated code 2021-11-17 06:42:12 +08:00
NovaRain 7e65aa2c64 Fixed the redrawing of windows with "DontMoveTop" flag
* if one is not topmost, it's not redrawn after calling show function.
2021-11-16 15:03:41 +08:00
NovaRain be4978324c Fixed minor bugs in HeroAppearance & CritterStats
Fixed incorrect display of name and damage values for unarmed attacks
in some cases.

Minor code edits.
2021-11-15 10:55:52 +08:00
NovaRain 1834fa3d18 Updated code for the interface bar 2021-11-15 09:02:23 +08:00
NovaRain ae05feee8c Updated code for the interface bar (WIP) 2021-11-14 09:36:29 +08:00
NovaRain e7add0d1b4 Added inventory code 2021-11-12 00:48:06 +08:00
NovaRain 5a61bb8fc3 Added code for Dialog/Barter interface
Added support for Continuum's dialog graphic.
2021-11-10 10:43:15 +08:00
NovaRain 281823e97d Release 4.3.2 2021-11-10 08:45:54 +08:00
NovaRain 32924db37c Reverted Worldmap.cpp changes in commit c19137b 2021-11-10 08:45:12 +08:00
NovaRain cd3c220ef8 Changed the option name of grave containers fix
Edited the code of tile_num function wrapper.
Reorganized the options in ddraw.ini.
Updated web document.
2021-11-09 10:01:17 +08:00
NovaRain 09813aeb86 Code edits to ScriptExtender.cpp/SpeedPatch.cpp
Minor edits to some files.
2021-11-08 13:45:35 +08:00
NovaRain f75214056e Updated map view code 2021-11-08 10:24:59 +08:00
NovaRain d4f011913c Changed the fix in commit 583105a to an option (#412) 2021-11-06 22:44:14 +08:00
NovaRain a543cd934c Updated the code for map edge clipping 2021-11-06 01:16:04 +08:00
NovaRain eb7aca6595 Added map edge clipping (partial) 2021-11-04 06:57:46 +08:00
NovaRain 49cfe39038 Updated code in EdgeBorder/ViewMap. 2021-11-03 09:02:37 +08:00
NovaRain 163b9ed5d3 Simplified the calculation loop in Glovz's formula
Changed the title bar text for DX9 windowed mode.
2021-11-02 09:39:47 +08:00
NovaRain 3846ec9b9d Updated/Corrected code
Added InterfaceBar.cpp/h.
2021-11-02 09:15:11 +08:00
NovaRain e35745353c Improvements for the windowed game mode
Some changes in the implementation of HRP code.
2021-10-31 09:57:18 +08:00
NovaRain d7647bca18 Optimized the calculation loop in YAAM code 2021-10-30 09:16:39 +08:00
NovaRain 53278a090b Some edits to YAAM code
Changed OverrideArtCacheSize to set the art cache size to 261.
Fixed typo in ddraw.ini.
2021-10-27 22:02:09 +08:00
NovaRain a533943200 Cosmetic edit: alignment of GPL text in some files 2021-10-27 22:01:15 +08:00
NovaRain 4385807cd3 Added code for the previous commit 2021-10-27 10:03:42 +08:00
NovaRain 17c73a81da Added ViewMap.cpp/h and EdgeBorder.cpp/h 2021-10-26 09:02:32 +08:00
NovaRain f2bc04001e Changed the description of CheckWeaponAmmoCost in ddraw.ini
Replaced <br> html tag with backslash in markdown documents.
(CommonMark spec)
2021-10-25 10:18:16 +08:00
NovaRain f1c087b3a3 Improved the division function in previous commit
Rewrote the text hook for main_menu_create_ in C++ (from HRP branch)
Updated version number.
2021-10-25 09:52:18 +08:00
NovaRain 3dea47c467 Rewrote Glovz's damage formula code in C++ (#355) 2021-10-24 11:12:56 +08:00
NovaRain c5075aa478 Finished the implementation of the main menu
* requires testing and correction of minor inaccuracies.
2021-10-23 07:34:39 +08:00
NovaRain 8d58e6e3bb Misc code edits 2021-10-22 00:23:58 +08:00
NovaRain be4c73fd50 Continue implementing the main menu section
Misc code edits.
2021-10-22 00:19:36 +08:00
NovaRain a19baedb96 [HRP] Implementation: MAINMENU, STATIC_SCREENS 2021-10-18 21:24:41 +08:00
NovaRain 43a8e84dee Updated define_extra.h 2021-10-16 07:24:58 +08:00
NovaRain c9ce0aa0ce Release 4.3.1 (with updated doc) 2021-10-15 10:52:35 +08:00
NovaRain 6c6f0be11b Updated web document 2021-10-15 10:51:44 +08:00
NovaRain 2d54e376c6 Release 4.3.1 2021-10-15 10:39:27 +08:00
NovaRain f48fce3274 Fixed a rounding error in Glovz's damage formula
Minor edit to gl_partycontrol script.
Updated Russian and Germen translations.
2021-10-15 10:06:02 +08:00
NovaRain b475bf91fb Updated Polish translation
Added char* variant functions to Logging.cpp.
2021-10-14 09:25:15 +08:00
NovaRain ecd574063a Minor code edits, now sfall will always create sfall-log.txt
* still won't write any unless debug options are enabled in ddraw.ini.
2021-10-13 13:47:22 +08:00
NovaRain 101238e125 Improved the party control and fixed mod related bugs
Updated gl_partycontrol script.
2021-10-13 13:01:24 +08:00
NovaRain 2e97fe38ff Fixed JetWithdrawal in Drugs.ini conflict with fix in commit dfd810c
Simplified the code in the previous commit.
2021-10-10 07:19:46 +08:00
NovaRain 583105a76a Fixed the execution of use_p_proc handler for grave type containers
* "grave type" is a container with only two frames (open/closed)
* in vanilla code, using a grave type container in the open state does
not execute use_p_proc in its script like other containers do.
2021-10-08 10:46:57 +08:00
NovaRain ac1bc19faa Reverted the previous commit and added "obj_is_openable" function
* the previous commit conflicts with BIS document.
2021-10-08 09:16:05 +08:00
NovaRain 692e28262d Fixed the return value of obj_is_open function
* for containers with only one frame (e.g. shelves)
2021-10-07 13:43:33 +08:00
NovaRain e62803837b Minor edit to sfall function notes 2021-10-06 21:15:45 +08:00
NovaRain c19137bd1a Fixed crash at the end of DS sound playback
* revert to the previous implementation.

Made sure sfall only loads a localized resource file with valid name.
Some code edits.
2021-10-05 13:36:58 +08:00
NovaRain 5df3d7230f Improved set_scr_name function
Some code correction.
2021-10-04 12:04:46 +08:00
NovaRain 113324097c Updated the site doc as well 2021-10-03 09:56:44 +08:00
NovaRain e725445ce9 Added the description of set_scr_name function 2021-10-03 09:43:54 +08:00
NovaRain 9a5b38dfc3 Added "set_scr_name" script function
* not documented yet.
2021-10-02 22:44:15 +08:00
NovaRain edbfc055d0 Improved the rendering performance of DX9 modes
Excluded the animated colors from TravelMarkerColor (same as in 3.8.x)
Code edits and preparation.
2021-10-01 12:25:18 +08:00
NovaRain dbe24d3ebd Updated translation ini files 2021-09-30 21:46:11 +08:00
NovaRainandGitHub 10a6176da2 Merge pull request #410 from phobos2077/dependabot/bundler/docs/nokogiri-1.12.5
Bump nokogiri from 1.11.6 to 1.12.5 in /docs
2021-09-28 17:23:24 +08:00
dependabot[bot]andGitHub 7524aeba9b Bump nokogiri from 1.11.6 to 1.12.5 in /docs
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.11.6 to 1.12.5.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.11.6...v1.12.5)

---
updated-dependencies:
- dependency-name: nokogiri
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2021-09-28 05:56:39 +00:00
NovaRain debbda0b3b Added the ability to set custom names for unarmed attacks
Updated Translations.ini template.
Commented out empty exit() in some modules.
2021-09-27 10:37:28 +08:00
NovaRain 2fe3ccd01d Minor code edits to the previous commit 2021-09-26 07:28:19 +08:00
NovaRain 770fd7e63c Correction to the previous commit 2021-09-25 20:13:54 +08:00
NovaRain 827b96a7e0 [WIP] Added the display of actual damage for unarmed attacks in inven 2021-09-25 08:46:15 +08:00
NovaRain d661067f2c Corrected stat requirements of Jab in Unarmed.cpp
Code edits to EngineUtils.
2021-09-23 10:36:17 +08:00
NovaRain e5687247f8 Fixed setting basic punch and kick in Unarmed.ini
Minor edits to code and misc files.
2021-09-22 11:18:13 +08:00
NovaRain 249815efd9 Added Unarmed.ini example file 2021-09-21 22:59:31 +08:00
NovaRain b46d1ab47b Added a tweak to update unarmed attacks after leveling up
Changed the artifact package name.
2021-09-21 09:19:37 +08:00
NovaRain 4a32aaf80e Added a tweak to keep the selected attack mode for unarmed attacks
* was reset when the inventory is closed or the combat ends.
2021-09-20 11:16:43 +08:00
NovaRain 858a6c5343 Added new Unarmed module and UnarmedFile option
* example INI file not yet.

Replaced item_w_mp_cost_ function with the sfall implementation.

Disabled some code in various modules due to new implementations.
2021-09-19 23:14:08 +08:00
NovaRain c219ce183f Changed the encoding of polish.ini 2021-09-17 21:56:12 +08:00
burner1024andGitHub 1f6dbccb3d Added Polish translation (#409)
* added partial Polish translation from https://trzynasty-schron.net/forum/index.php?topic=8221.0

* complete Polish translation (from JaidenIsPink)
2021-09-17 21:34:18 +08:00
NovaRain deae07ffec Some code edits and preparation 2021-09-17 10:48:42 +08:00
NovaRain bb88830a5b Added a fix to display the color index 255 of the palette correctly
* in DX9 mode when using the hi-res patch

Some minor code corrections.
2021-09-12 13:59:58 +08:00
NovaRain f6c1e0f908 Code corrections 2021-09-07 06:37:57 +08:00
NovaRain 6c3dd72ea7 Added missing sounds for the buttons on the world map interface (#373)
Changed the game speed tweak to be active only during the game.
2021-09-06 10:54:47 +08:00
NovaRain c5e226a279 Fixed key repeat delay/rate for game speed tweak (#406)
Removed AffectPlayback option.
2021-09-06 07:52:41 +08:00
NovaRain 0a8a28b80c Moved some functions from AI.cpp to AIHelpers.cpp 2021-09-06 07:44:38 +08:00
NovaRain c047402dc9 Code edits to gl_npcarmor script
Added some line breaks in hookscripts.md.
2021-09-03 10:36:33 +08:00
NovaRain 569bde5fab Code changes to the previous commit
Changed HOOK_CANUSEWEAPON to run for both the player and NPCs.
Updated gl_npcarmor script.
2021-09-02 11:23:24 +08:00
NovaRain 428cf42c7d Added an additional '"Can't Use" flag to misc flags in item objects
* it makes the weapon object unusable in combat.

Edits to header files.
2021-08-31 12:35:47 +08:00
NovaRain dfd810c9e4 Fixed the Jet addiction was not removed when using the antidote (#405)
(BGforgeNet/Fallout2_Restoration_Project#118)
2021-08-29 10:20:01 +08:00
NovaRain d9b7a714ec Moved some patches/functions between Interface.cpp and MiscPatches.cpp
* And Graphics.cpp and InputFuncs/Input.cpp

Tweaked the buffer flush (actually print to file) rate in Console.cpp.
2021-08-27 21:00:15 +08:00
NovaRain 888269af92 Renamed the var inline functions 2021-08-27 20:45:53 +08:00
NovaRain a275fff434 Replaced *(TYPE*)FO_VAR with new inline functions 2021-08-26 10:03:47 +08:00
NovaRain 3f0216d49b Fixed broken ConsoleOutputPath due to the line break support 2021-08-25 11:33:58 +08:00
NovaRain ce64f5d352 Moved render.cpp/h files to GUI folder/namespace 2021-08-25 10:14:53 +08:00
NovaRain 110facfada Added support for the newline character '\n' in pro_*.msg files (#401) 2021-08-25 09:52:05 +08:00
NovaRain bb55b97d12 Some code edits and preparation 2021-08-24 14:12:32 +08:00
NovaRain 40538e26d3 Changed SingleCore to set CPU affinity to the second core if available 2021-08-23 16:07:29 +08:00
NovaRain 3bc49e05d5 Replaced HRP addresses with the define values 2021-08-23 10:24:27 +08:00
NovaRain a6417069ad Internal fix for HOOK_REMOVEINVENOBJ 2021-08-21 11:35:41 +08:00
NovaRain c6f17c5b7d Fixed ai_check_drugs for AIDrugUsePerfFix=1 2021-08-21 07:50:04 +08:00
NovaRain cf028bcdfe Added "util" namespace to EngineUtils.cpp 2021-08-20 21:34:14 +08:00
NovaRain 478a522463 Code fixes to ai_check_drugs_hack in combatAI.cpp 2021-08-20 07:15:11 +08:00
NovaRain a186014895 Added new EngineTweaks module and TweaksFile option 2021-08-19 23:09:03 +08:00
NovaRain 3129e27737 Fixed a crash when opening a file whose name contains the '%' char
Corrected the code in the previous commit.
2021-08-19 13:33:52 +08:00
NovaRain 94dd41f7ac Relocated some functions in the previous commit
Added an additional 'Healing Item' flag to ext flags for item protos.

* indicates the item is a healing drug when AI needs to heal itself.
2021-08-18 12:03:58 +08:00
NovaRain e55db2b4da Added a fixed implementation of ai_check_drugs_ function
* which has all fixes/hook built-in.

Disabled old fixes for vanilla ai_check_drugs_ in AI.cpp/BugFixes.cpp.
2021-08-17 12:22:57 +08:00
NovaRain 3a0e64e3ce Added FadeBackgroundMusic option 2021-08-13 20:10:08 +08:00
NovaRain 638499b106 Code edits to ExtraSaveSlots.cpp
* the page numbering is now 0-indexed, to better align with the macros.

Re-numbered save slot control metarules.
2021-08-13 10:54:57 +08:00
NovaRain 5ef12b60c5 Changed the implementation of AutoQuickSave
* now it sets the number of pages used for quick saving.

Added related macros for controlling the save slot with scripts.
2021-08-12 15:07:24 +08:00
NovaRain 34ae106fa5 Improved the page control for ExtraSaveSlots
Minor edits to ddraw.ini.
2021-08-11 14:09:39 +08:00
NovaRain a34aa64ced Added AutoSearchSFX option for automatic search of SFX files
Excluded ANIM_walk from the debug log about missing critter art files.
2021-08-08 22:40:49 +08:00
NovaRain a26b7931a6 Minor edits to the previous commit 2021-08-06 00:54:20 +08:00
NovaRain 865adb7ee8 Fixed the main menu music stopped when entering load game screen
Added the ability to continuously play the music when moving to another
map that uses the same music.

Updated version number.
2021-08-05 14:18:02 +08:00
NovaRain d9bcad0a11 Removed the extra AP check when AI reloads a weapon
(reloading is possible if there are not enough action points.)
2021-08-01 07:12:47 +08:00
NovaRainandGitHub b744dfeb1b Merge pull request #399 from phobos2077/dependabot/bundler/docs/addressable-2.8.0
Bump addressable from 2.6.0 to 2.8.0 in /docs
2021-08-01 06:45:14 +08:00
dependabot[bot]andGitHub 42f909fcb4 Bump addressable from 2.6.0 to 2.8.0 in /docs
Bumps [addressable](https://github.com/sporkmonger/addressable) from 2.6.0 to 2.8.0.
- [Release notes](https://github.com/sporkmonger/addressable/releases)
- [Changelog](https://github.com/sporkmonger/addressable/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sporkmonger/addressable/compare/addressable-2.6.0...addressable-2.8.0)

---
updated-dependencies:
- dependency-name: addressable
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2021-07-13 18:08:13 +00:00
NovaRain 6a95cdf3ca Updated the documents in the previous commit 2021-07-07 09:26:41 +08:00
NovaRain da3cdd4698 Added markdown version of compiler documents 2021-07-05 10:01:48 +08:00
NovaRain 6402d616fa Merge branch 'master' into develop 2021-07-05 09:58:27 +08:00
NovaRain bd121c1dcd Attempted to fix the document website 2021-07-03 09:30:53 +08:00
NovaRain f9fa332b23 Added Brazilian Portuguese translation
(from Felipefpl)
2021-06-28 12:16:07 +08:00
NovaRain ec6d25da3d Release 4.3.0.2 2021-06-26 23:09:39 +08:00
NovaRain fc15a17d99 Updated french.ini (from HawK-EyE) 2021-06-26 23:08:32 +08:00
NovaRain 0a89ab4ceb Fixed the algorithm for sorting the quest list (#397) 2021-06-21 06:08:37 +08:00
NovaRain ecb113fd54 Fixed black screen after starting a new game w/o HRP (#395) 2021-06-20 08:37:42 +08:00
NovaRain e03d3f5963 Fixed item duplication bug in HOOK_INVENTORYMOVE (#396)
Code edits to Animations.cpp regarding locking anim slots.
Updated version number.
2021-06-20 02:05:29 +08:00
NovaRain dec97f22c7 Re-release 4.3.0.1 2021-06-10 08:44:55 +08:00
NovaRain 5682d9b12a Fixed code in Animations.cpp for commit 7c55d37 (#393, #394) 2021-06-10 08:40:05 +08:00
NovaRain 3177977927 Release 4.3.0.1 2021-06-10 00:39:24 +08:00
NovaRain 44c988f306 Minor code edits to BugFixes.cpp 2021-06-09 21:07:27 +08:00
NovaRain f8dee32c16 Code edits to tilemap.cpp and engine defines 2021-06-09 11:14:10 +08:00
NovaRain f96b1776b5 Fixed chem_primary_desire values not being saved correctly for PMs 2021-06-08 12:16:05 +08:00
NovaRain 38abea7fc1 Fixed infinite loop in combat with AIDrugUsePerfFix 2021-06-08 07:05:07 +08:00
NovaRain ff324c304f Fixed friendly fire check not running for unset area_attack_mode 2021-06-07 06:57:24 +08:00
NovaRain 7c55d37e57 Disabled the improved implementation of animation registration
(for release build)

Updated version number and Russian translation file.
2021-06-06 09:04:59 +08:00
NovaRainandGitHub 069020da85 Merge pull request #387 from wipe2238/github-action
Enabled autobuilds with GitHub Actions
2021-06-06 08:09:40 +08:00
Wipe cf67e182b3 Excluded DevXP build from artifact 2021-06-06 02:01:59 +02:00
Wipe 35649839cf Added composite GitHub action and simple workflow using it 2021-05-09 06:48:20 +02:00
239 changed files with 15038 additions and 3320 deletions
+51
View File
@@ -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
+8
View File
@@ -23,6 +23,7 @@
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent() {
this.components = new System.ComponentModel.Container();
this.dataGridView1 = new System.Windows.Forms.DataGridView();
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
@@ -34,6 +35,7 @@
this.bSGlobals = new System.Windows.Forms.Button();
this.bArrays = new System.Windows.Forms.Button();
this.bEdit = new System.Windows.Forms.Button();
this.redrawTimer = new System.Windows.Forms.Timer(this.components);
this.bCrittersLvar = new System.Windows.Forms.Button();
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
this.SuspendLayout();
@@ -154,6 +156,11 @@
this.bEdit.UseVisualStyleBackColor = true;
this.bEdit.Click += new System.EventHandler(this.bEdit_Click);
//
// redrawTimer
//
this.redrawTimer.Interval = 200;
this.redrawTimer.Tick += new System.EventHandler(this.timer1_Tick);
//
// bCrittersLvar
//
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
@@ -202,6 +209,7 @@
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
internal System.Windows.Forms.Timer redrawTimer;
private System.Windows.Forms.Button bCrittersLvar;
}
+9
View File
@@ -137,6 +137,7 @@ namespace FalloutClient {
sr.Close();
}
Redraw();
redrawTimer.Start();
}
private void DebugEditor_FormClosing(object sender, FormClosingEventArgs e) {
@@ -188,6 +189,7 @@ namespace FalloutClient {
default:
return;
}
redrawTimer.Stop();
if (e.ColumnIndex == 2) {
string str = dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value.ToString();
int val;
@@ -211,11 +213,13 @@ namespace FalloutClient {
connection.WriteInt(converter.GetAsInt(val));
}
}
redrawTimer.Start();
}
private void bEdit_Click(object sender, EventArgs e) {
if (dataGridView1.SelectedRows.Count == 0) return;
int i = (int)dataGridView1.SelectedRows[0].Tag;
redrawTimer.Stop();
switch (mode) {
case Mode.Arrays: {
DataType[] types = new DataType[connection.ArrayLengths[i]];
@@ -333,6 +337,7 @@ namespace FalloutClient {
}
break;
}
redrawTimer.Start();
}
private void bCrittersLvar_Click(object sender, EventArgs e) {
@@ -381,5 +386,9 @@ namespace FalloutClient {
private void dataGridView1_RowsAdded(object sender, DataGridViewRowsAddedEventArgs e) {
dataGridView1.Rows[e.RowIndex].Tag = e.RowIndex;
}
private void timer1_Tick(object sender, EventArgs e) {
connection.WriteDataType(DataTypeSend.RedrawGame);
}
}
}
+3
View File
@@ -129,4 +129,7 @@
<metadata name="Column3.UserAddedColumn" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="redrawTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
</root>
+4
View File
@@ -48,8 +48,10 @@ namespace FalloutClient {
}
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
form.redrawTimer.Start();
EditorWindow editor = new EditorWindow(names, types, values, isMap);
editor.ShowDialog();
form.redrawTimer.Stop();
if (editor.save) {
if (valueInHex) editor.ConvertValues(false);
return editor.values;
@@ -70,8 +72,10 @@ namespace FalloutClient {
}
public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
form.redrawTimer.Start();
EditorWindow editor = new EditorWindow(lvalues);
editor.ShowDialog();
form.redrawTimer.Stop();
if (editor.save) {
if (valueInHex) editor.ConvertValues(false);
return editor.values;
+2 -1
View File
@@ -32,6 +32,7 @@ namespace FalloutClient {
SetArray = 10,
GetLocal = 11,
SetLocal = 12,
Exit = 254
Exit = 254,
RedrawGame = 255
}
}
+3 -3
View File
@@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("sfall")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyCopyright("Copyright (C) 2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Build Number
// Revision
//
[assembly: AssemblyVersion("4.1.9.0")]
[assembly: AssemblyFileVersion("4.1.9.0")]
[assembly: AssemblyVersion("4.1.9.1")]
[assembly: AssemblyFileVersion("4.1.9.1")]
+139
View File
@@ -0,0 +1,139 @@
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" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
cp "$DXSDK_DIR/DXSDK_Feb2010/Lib/x86/ddraw.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
+1 -1
View File
@@ -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
+20 -1
View File
@@ -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:
@@ -16,7 +16,26 @@ PartyOrderAttackHuman=I'll take care of it.|Okay, I got it.|Sounds like a plan.
PartyOrderAttackCreature=::Growl::
PartyOrderAttackRobot=::Beep::
HiResInfo=This version of sfall has its own integrated High Resolution Patch mode, which is compatible with the settings of the High Resolution Patch by Mash.\n\nIf you want to continue using the Hi-Res Patch by Mash without seeing this message, disable the 'HiResMode' option in ddraw.ini.\nOr you can disable the external Hi-Res Patch to get new graphics improvements from sfall.\n\nDo you want to disable the High Resolution Patch by Mash?
[AppearanceMod]
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:
+13
View File
@@ -0,0 +1,13 @@
;Game engine tweaks
[Main]
[Items]
;Override the PIDs of the standard healing drugs that AI will use in combat
;Set to -1 if you don't want AI to identify this item as a healing drug
;Note: Starting from sfall 4.3.1/3.8.31, you can set a new flag (FlagsExt: 0x04000000)
;in the proto for other items, so AI will use them for healing in combat as well
STIMPAK=40
SUPER_STIMPAK=144
HEALING_POWDER=237
+66
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@@ -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]
+118 -94
View File
@@ -1,8 +1,13 @@
;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.
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
;The required settings will be read from the f2_res.ini configuration file of the original hi-res patch
HiResMode=1
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages
@@ -13,7 +18,7 @@ UseCommandLine=0
[ExtraPatches]
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
;If DataLoadOrderPatch is enabled, the data load order is:
;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;master_patches > critter_patches > [extra patches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;Paths to folders and Fallout .dat files are supported
;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
;PatchFile0=mods\RP_data
@@ -26,7 +31,7 @@ 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 +49,6 @@ 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 +66,8 @@ 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
@@ -110,13 +112,13 @@ ActionPointsBar=0
;Set to 2 to skip correcting the position of entrance markers on town maps
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
;The resolution of hi-res patch must be set to at least 890x720
;The resolution of the hi-res patch must be set to at least 890x720
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 +133,9 @@ 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 +148,11 @@ 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
@@ -179,7 +189,7 @@ BackgroundMouse=0
SpeedModKey=-1
;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0
;The keys corresponding to the 10 speed slots
@@ -226,7 +236,7 @@ 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
@@ -249,8 +259,8 @@ WorldMapEncounterFix=0
WorldMapEncounterRate=5
;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
;Setting this greater than 17 requires a replacement WMTABS.frm file in art\intrface\, or you'll get glitched graphics
WorldMapSlots=0
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
@@ -263,7 +273,7 @@ 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 +284,7 @@ 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 +377,7 @@ 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 +389,7 @@ 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 +448,6 @@ 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
@@ -466,9 +466,6 @@ Doctor=293
Science=293
Repair=293
;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding=1
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 2 to use a different set of scroll buttons
UseScrollingQuestsList=1
@@ -495,12 +492,13 @@ 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 +561,7 @@ 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 +590,6 @@ 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
@@ -647,11 +619,9 @@ ExplosionsEmitLight=0
;MovieTimer_artimer3=270
;MovieTimer_artimer4=360
;Set to 1 to enable the new arrays behavior (default behavior)
;Set to 0 for backward compatibility with pre-3.4 scripts
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 +651,7 @@ 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 +664,6 @@ 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 +693,70 @@ 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 +764,6 @@ 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 +777,6 @@ 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 +792,8 @@ 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 +807,13 @@ 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
@@ -822,11 +845,8 @@ AllowUnsafeScripting=0
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to skip the executable file size check
;Set to 1 to skip the compatibility mode check
;Does not require sfall debugging mode
SkipSizeCheck=0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0
;Fallout 2 Debug Patch
@@ -849,6 +869,10 @@ DebugMode=0
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
HideObjIsNullMsg=0
;A key to press to toggle the display of the hex grid on the map on or off
;Set to 0 to disable, or a DX scancode otherwise
MapGridToggleKey=0
;Set to 1 to stop Fallout from deleting non read-only protos at startup
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=0
Binary file not shown.
+5 -5
View File
@@ -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
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+57 -31
View File
@@ -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
+10 -8
View File
@@ -45,7 +45,7 @@ Both array types have their pros and cons and are suited for different tasks.
___
### ARRAYS SYNTAX
Basically arrays are implemented using number of new operators (scripting functions). But for ease of use, there are some new syntax elements:
Basically arrays are implemented using number of new operators (script functions). But for ease of use, there are some new syntax elements:
* Accessing elements. Use square brackets:
```js
@@ -67,8 +67,8 @@ Basically arrays are implemented using number of new operators (scripting functi
// create map:
{5: "Five", "health": 50, "speed": 0.252}
```
__NOTES:__
Make sure to call `fix_array` if you want new array to be available in the next frame or `save_array` if you want to use it for a longer period (see next section for details).
__NOTE:__
Make sure to call `fix_array` if you want the new array to be available in the next frame or `save_array` if you want to use it for a longer period (see next section for details).
* Iterating in loop. Use `foreach` key word like this:
```js
@@ -82,7 +82,7 @@ Basically arrays are implemented using number of new operators (scripting functi
end
```
See **sslc_readme.txt** file for full information on new SSL syntax features.
See **sslc_readme.md** file for full information on new SSL syntax features.
___
### STORING ARRAYS
@@ -94,7 +94,7 @@ There a 3 types of arrays:
Arrays of this type are auto-deleted at the end of the frame. So, for example, if you have a global script which runs at regular intervals, where you create a temporary array, it will not be available next time your global script is executed.
* **Permanent**. They are created using `create_array` function or `fix_array` (from pre-existing temporary array).
This type of arrays are always available (by their ID) until you start a new game or load a saved game (at which point they are deleted).
This type of arrays are always available (by their IDs) until you start a new game or load a saved game (at which point they are deleted).
* **Saved**. If you want your array to really stay for a while, use function `save_array` to make any array "saved". However, they are, like permanent arrays, "deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using `load_array` whenever you want to use them.
@@ -236,9 +236,11 @@ ___
For those who used arrays in their mods before sfall 3.4:
* There is an INI parameter **arraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their ID is also permanent. It is 1 by default.
* There is an INI parameter **ArraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their IDs are also permanent. It is 1 by default.
* How savegame compatibility is handled?<br>
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.
* __NOTE:__ Starting from sfall 4.3.3/3.8.33, the **ArraysBehavior** option is removed, and arrays always work in **ArraysBehavior=1** mode. Make sure to review your scripts if you need to save arrays into savegames.
* How savegame compatibility is handled?\
Saved arrays are stored in **sfallgv.sav** file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), the game shouldn't crash, but all arrays will be lost.
* Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays.
@@ -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.
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SSLC
----
This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional script functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
If you use Fallout Script Editor, you can extract `compile.exe` and `dos4gw.exe` to its `\binary` folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible.
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line `procedure start;` before any `#include` files that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5)
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
The original unmodified sslc source is over here: [http://www.teamx.ru/site_arc/utils/index.html](http://www.teamx.ru/site_arc/utils/index.html)
### Command line options
```
-q don't wait for input on error
-n no warnings
-b backward compatibility mode
-l no logo
-p preprocess source
-P preprocess only (don't generate .int)
-F write full file paths in "#line" directives
-O optimize code (full by default, see optimization.md)
-O<N> set specific level of optimization (0 - off, 1 - basic, 2 - full, 3 - experimental)
-d print debug messages
-D output an abstract syntax tree of the program
-o set output path (follows the input file name)
-s enable short-circuit evaluation for all AND, OR operators
-m<macro[=val]> define a macro named "macro" for conditional compilation
-I<path> specify an additional directory to search for include files
```
The original command line option `-w` to turn on warnings no longer has an effect, since warnings are now on by default
---
### Additional supported syntax
Syntax which requires sfall for compiled scripts to be interpreted is marked by asterisk (*).
- Optional arguments in user-defined procedures. You can only use constants for default values. It basically puts those constants in place of omitted arguments.
- new:
```
procedure test(variable x, variable y := 0, variable z := -1) begin
...
end
...
call test("value");
```
- old:
```
procedure test(variable x, variable y, variable z) begin
...
end
...
call test("value", 0, -1);
```
- New logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions.
Using these operators allow the right part of logical expressions not to be evaluated (executed, computed) if the result is already known. This can improve the performance of running scripts.
Example: `if (obj andAlso obj_pid(obj) == PID_STIMPAK) then ...`
If `obj` is `null`, the second condition will not be checked and your script won't fail with "obj is null" error in debug.log
This also has an effect that a value of last computed argument is returned as a result of whole expressions, instead of always `false` (0) or `true` (1):
```
obj := false;
display_msg(obj orElse "something"); // will print "something"
```
You can also use the `-s` option to enable short-circuit evaluation for all the `AND`, `OR` operators in the script.
__NOTE:__ Be aware that it may break some old scripts because operators behavior is changed slightly.
- Conditional expressions (Python-inspired), also known as ternary operator:
- new:
```
X := value1 if condition else value2
```
- old:
```
if (condition) then
X := value1;
else
X := value2;
```
- To assign values, you can use the alternative assignment operator from **C/Java** instead of **Pascal** syntax.
- new:
```
x = 5;
```
- old:
```
x := 5;
```
- Multiple variable declaration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style.
- new:
```
variable a, b, c;
```
- old:
```
variable begin a; b; c; end
```
- Variable initialization with expressions: You can now initialize local variables with complex expressions instead of constants.
- new:
```
variable tile := tile_num(dude_obj);
```
- old:
```
variable tile;
tile := tile_num(dude_obj);
```
__NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors.
- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and A-F are allowed in the number. The number may not have a decimal point.
- new:
```
a := 0x1000;
```
- old:
```
a := 4096;
```
- Increment/decrement operators: `++` and `--` can be used as shorthand for `+= 1` and `-= 1` respectively. They are mearly a syntactic shorthand to improve readability, and so their use is only allowed where `+= 1` would normally be allowed.
- new:
```
a++;
```
- old:
```
a += 1;
```
- `break` & `continue` statements: They work just like in most high-level languages. `break` jumps out of the loop. `continue` jumps right to the beginning of the next iteration (see `for` and `foreach` sections for additional details).
- new:
```
while (i < N) begin
// ...
if (/* some condition */) then break;
// ...
end
```
- old:
```
while (i < N and not(breakFlag)) begin
// ...
if (/* condition */) then breakFlag := true;
// ...
end
```
- new:
```
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
continue;
end
// else actions
end
```
- old:
```
for (i := 0; i < N; i++) begin
// ...
if (/* condition */) then begin
// action
end else begin
// else actions
end
end
```
- `for` loops: Another piece of syntactic shorthand, to shorten `while` loops in many cases. Parentheses around the loop statements are recommended but not required (when not using parentheses, a semicolon is required after the 3rd loop statement).
- new:
```
for (i := 0; i < 5; i++) begin
display_msg("i = " + i);
end
```
- old:
```
i := 0;
while (i < 5) do begin
display_msg("i = " + i);
i++;
end
```
__NOTE:__ `continue` statement in a `for` loop will recognize increment statement (third statement in parentheses) and will execute it before jumping back to the beginning of loop. This way you will not get an endless loop.
- `switch` statements: A shorthand way of writing big `if then else if...` blocks
- new:
```
switch get_attack_type begin
case ATKTYPE_PUNCH: display_msg("punch");
case ATKTYPE_KICK: display_msg("kick");
default: display_msg("something else");
end
```
- old:
```
variable tmp;
tmp := get_attack_type;
if tmp == ATKTYPE_PUNCH then begin
display_msg("punch");
end else if tmp == ATKTYPE_KICK then begin
display_msg("kick");
end else begin
display_msg("something else");
end
```
- Empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the Fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:
```
#define my_macro diplay_msg("foo");
procedure start begin
my_macro;
end
```
__NOTE:__ **Does not work currently.**
- Procedure stringify operator `@`: Designed to make callback-procedures a better option and allow for basic functional programming. Basically it replaces procedure names preceeded by `@` by a string constant.
- old:
```
callbackVar := "Node000";
callbackVar();
```
- new:
```
callbackVar := @Node000;
callbackVar();
```
Not many people know that since vanilla Fallout you can call procedures by "calling a variable" containing it's name as a string value. There was a couple of problems using this:
- optimizer wasn't aware that you are referencing a procedure, and could remove it, if you don't call it explicitly (can be solved by adding making procedure `critical`)
- you couldn't see all references of a procedure from a Script Editor
- it was completely not obvious that you could do such a thing, it was a confusing syntax
- (*) **Arrays**: In vanilla Fallout, arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in `[]`` to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see **arrays.md** for more information)
- new:
```
procedure bingle begin
variable a[2];
a[0] := 5;
a[a[0] - 4] := a[0] + 4;
display_msg("a[0]=" + a[0] + ", a[1]=" + a[1]);
end
```
- old:
```
procedure bingle begin
variable a;
a := temp_array(2, 4);
set_array(a, 0, 5);
set_array(a, get_array(a, 0) - 4, get_array(a, 0) + 4);
display_msg("a[0]=" + get_array(a, 0) + ", a[1]=" + get_array(a, 1));
end
```
- (*) **Array expressions**: Sometimes you need to construct an array of elements and you will probably want to do it in just one expression. This is now possible:
- new:
```
list := ["A", "B", "C", "D"];
```
- old:
```
list := temp_array(4, 2);
list[0] := "A";
list[1] := "B";
list[2] := "C";
list[3] := "D";
```
Syntax specific for associative arrays is also available. (see **arrays.md** for full introduction to this type of arrays).
- (*) **Map array expressions**:
```
map := {5: "five", 10: "ten", 15: "fifteen", 20: "twelve"};
```
- (*) The dot `.` syntax to access elements of associative arrays and allow to work with arrays like objects:
```
trap.radius := 3;
trap.tile := tile_num(dude_obj);
```
You can chain dot and bracket syntax to access elements of multi-dimensional arrays:
```
collectionList[5].objectList[5].name += " foo";
```
__NOTE:__ When using incremental operators like `+=`, `*=`, `++`, `--` compiler will use additional temp variable to get an array at penultimate level in order to avoid making the same chain of `get_array` calls twice.
- (*) `foreach` loops: A shorthand method of looping over all elements in an array. Syntax is `foreach (<symbol> in <expression>)`.
- new:
```
procedure bingle begin
variable critter;
foreach (critter in list_as_array(LIST_CRITTERS)) begin
display_msg("" + critter);
end
end
```
- old:
```
procedure bingle begin
variable begin critter; array; len; count; end
array := list_as_array(LIST_CRITTERS);
len := len_array(array);
count := 0;
while count < len do begin
critter := array[count];
display_msg("" + critter);
end
end
```
If you want an index array element (or key for "maps") at each iteration, use syntax: `foreach (<symbol>: <symbol> in <expression>)`
```
foreach (pid: price in itemPriceMap) begin
if (itemPid == pid) then
itemPrice := price;
end
```
If you want to add additional condition for continuing the loop, use syntax: `foreach (<symbol> in <expression> while <expression>)`. In this case loop will iterate over elements of an array until last element or until "while" expression is true (whatever comes first).
__NOTE:__ Just like `for` loop, `continue` statement will respect increments of a hidden counter variable, so you can safely use it inside `foreach`.
---
### Fixes
- `playmoviealpharect` was using the token for `playmoviealpha`, breaking both functions in the process.
- `addbuttonflag` had an entry in the token table, and could be parsed, but was missing an entry in the emit list. This resulted in the compiler accepting it as a valid function, but not outputting any code for it into the compiled script.
- The function `tokenize` was missing an entry in the token table, and so would not be recognised by the compiler.
- Fixed the check for the `call "foo"` syntax so that non-string constants will no longer be accepted.
### Backward compatibility
There are several changes in this version of sslc which may result in problems for previously working scripts. A new command line option `-b` is available, which will turn off all new fixes and features which have the possibility of causing a previously compiling script to change its behaviour. (And only those features; anything which would not compile under the old sslc is not affected.) This includes the following:
- Since `for`, `foreach`, `break`, `continue`, `in` and `tokenize` are now hardcoded names, existing scripts that use any of them as a variable or procedure name will no longer compile.
- Missing a semicolon after a variable declaration is now a hard error. (Originally sslc would check for the semicolon, but would not complain if it was missing.)
- The function `addbuttonflag` used to be recognised by the compiler, but would not emit any code into the int file.
- The function `playmoviealpharect` compiled as `playmoviealpha`.
### int2ssl note
**int2ssl** by Anchorite (TeamX) is included in sfall modderspack package. It was updated to support all additional opcodes of sfall, along with some syntax features. You can use it to decompile any sfall or non-sfall script.
---
### Changelog
**sfall 4.2.9:**
- added support for additional universal opcodes `sfall_func7` and `sfall_func8`
- fixed a compilation error when the script has a UTF-8 BOM
**sfall 4.2.7:**
- added ability to declare local variables anywhere in the procedure body
**sfall 4.2.3:**
- fixed compiler giving "assignment operator expected" error when a variable-like macro is not being defined properly
- added new logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions
- added an alternative (C/Java-style) assignment operator `=`
- added support for new `div` operator (unsigned integer division)
**sfall 4.2.2:**
- added support for new opcode `reg_anim_callback`
**sfall 4.2.1:**
- the basic optimization is now enabled by default when not specifying any optimization options
- added `-m<macro[=val]>` option to define a macro named "macro" for conditional compilation
- added `-I<path>` option to specify an additional directory to search for include files
- unreferenced `critical` procedures and procedures with the names `Node998` and `Node999` are now removed by the optimizer
**sfall 4.2:**
- now it is possible to run preprocess or optimization passes in backward compatibility mode
- added support for new opcode `register_hook_proc_spec`
**sfall 4.0:**
- enabled code for `ceil` math function
- fixed missing argument for `how_much` function
- added `desc_p_proc` (from Fallout 1) to protected procedures that should not be removed by the optimizer
- fixed compiler giving "division by zero" error when using zero as the second factor in multiplication
**sfall 3.8:**
- added support for new universal opcodes `sfall_funcX`
**sfall 3.6:**
- added Python-style ternary operator (conditional expression)
- added `-s` short-circuit evalution option for `AND`, `OR` expressions
- **int2ssl** will detect and decompile conditional expressions and short-circuit logical operators
- added `-F` option to include full file paths in `#line` directives after preprocessing
- added `-D` option to write abstract syntax tree into `.txt` file
- fixed compiler crash when number of arguments in procedure declaration does not match definition
- fixed incorrect constant folding of `bwnot` operator
- fixed more invalid results in constant folding
- implemented optional arguments for user-defined procedures
- implemented stringify procedure names using `@` operator, which is helpful to pass procedures around to call them from variables (it will properly handle references)
- logic for procedures passed as arguments to script functions was moved from code generation to parsing stage
- now it is possible to call user-defined procedures inside argument list of script functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate script functions at appropriate argument positions)
- **int2ssl** will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some script functions (like `giq_option`)
- fixed `inline` procedure "calls" not working when optimization is enabled
- added column numbers to error/warning output
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
- fixed bug when initializing variable with expression starting from a symbol
- added division by zero constant check
**sfall 3.5:**
- completed namespace compression optimization with respect to imported/exported variables
- changed `for` and `foreach` syntax to allow parentheses which are easier to read IMHO
- heavy code refactoring - split "parse.c" into several files, replaced all dirty workaround code in "lex()" (some syntax features) with parser-level equivalents
- added syntax to reference elements in multi-dimensional arrays (unlimited sequence of brackets `[]` and dots `.`)
- added fully featured `break` and `continue` statements for loops
- moved some optimizations (namely constant propagation and variable reuse) to "experimental" because they were breaking my scripts
- added ability to initialize variables with expressions
**sfall 3.4:**
- added `foreach .. while ..` syntax
- added array expressions for lists and maps
- added `foreach (key: value in ...)` syntax for convenience
- fixed crash bug in `for` loop parsing function
- added ability to access array elements with string keys using OOP-like dot `.` syntax

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