mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
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@@ -0,0 +1,51 @@
|
||||
name: Build
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- 'develop'
|
||||
- 'github-action'
|
||||
paths:
|
||||
- '.github/workflows/build.yml'
|
||||
- 'action.yml'
|
||||
- 'sfall/**'
|
||||
|
||||
jobs:
|
||||
Build:
|
||||
name: sfall
|
||||
runs-on: windows-latest
|
||||
steps:
|
||||
|
||||
- name: Clone sfall
|
||||
uses: actions/checkout@v2
|
||||
|
||||
# Action is used twice for self-testing only
|
||||
# DevXP build results are intentionally *not* included in artifact
|
||||
|
||||
- name: ReleaseXP build
|
||||
id: build
|
||||
uses: ./
|
||||
with:
|
||||
release-xp: true
|
||||
|
||||
- name: DevXP build
|
||||
uses: ./
|
||||
with:
|
||||
dev-xp: true
|
||||
|
||||
- name: Prepare artifact
|
||||
run: |
|
||||
:
|
||||
mkdir -p sfall-build
|
||||
|
||||
cp artifacts/ddraw.ini sfall-build
|
||||
cp artifacts/sfall.dat sfall-build
|
||||
cp "${{ steps.build.outputs.release-xp }}" sfall-build
|
||||
shell: bash
|
||||
|
||||
- name: Upload artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: sfall-build
|
||||
path: sfall-build
|
||||
retention-days: 14
|
||||
Generated
+8
@@ -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;
|
||||
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
@@ -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;
|
||||
|
||||
@@ -32,6 +32,7 @@ namespace FalloutClient {
|
||||
SetArray = 10,
|
||||
GetLocal = 11,
|
||||
SetLocal = 12,
|
||||
Exit = 254
|
||||
Exit = 254,
|
||||
RedrawGame = 255
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
@@ -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
|
||||
@@ -11,7 +11,7 @@ TagSkillBonus=20
|
||||
;Set to 3 to use both modes
|
||||
TagSkillMode=0
|
||||
|
||||
;Set to 1 to base skill costs on spent points instead of current level
|
||||
;Set to 1 to base skill costs on the number of additional points in a skill instead of the current level
|
||||
BasedOnPoints=0
|
||||
|
||||
;Examples
|
||||
|
||||
@@ -4,7 +4,7 @@ KarmaGain=You gained %d karma.
|
||||
KarmaLoss=You lost %d karma.
|
||||
HighlightFail1=You aren't carrying a motion sensor.
|
||||
HighlightFail2=Your motion sensor is out of charge.
|
||||
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
|
||||
SuperStimExploitMsg=You cannot use this item on someone who is not injured!
|
||||
BlockedCombat=You cannot enter combat at this time.
|
||||
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
|
||||
PartyLvlMsg=Lvl:
|
||||
@@ -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:
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
;Game engine tweaks
|
||||
|
||||
[Main]
|
||||
|
||||
|
||||
[Items]
|
||||
;Override the PIDs of the standard healing drugs that AI will use in combat
|
||||
;Set to -1 if you don't want AI to identify this item as a healing drug
|
||||
;Note: Starting from sfall 4.3.1/3.8.31, you can set a new flag (FlagsExt: 0x04000000)
|
||||
;in the proto for other items, so AI will use them for healing in combat as well
|
||||
STIMPAK=40
|
||||
SUPER_STIMPAK=144
|
||||
HEALING_POWDER=237
|
||||
@@ -0,0 +1,66 @@
|
||||
; This file lets you configure the requirements and effects of unarmed attacks
|
||||
|
||||
; You can leave the value empty or omit the parameter to use the engine default value
|
||||
|
||||
; Strong Punch
|
||||
[8]
|
||||
ReqLevel=1 ; required player level
|
||||
SkillLevel=55 ; required Unarmed skill level
|
||||
|
||||
; Required stats
|
||||
Stat0=0 ; ST
|
||||
Stat1=0 ; PE
|
||||
Stat2=0 ; EN
|
||||
Stat3=0 ; CH
|
||||
Stat4=0 ; IN
|
||||
Stat5=6 ; AG
|
||||
Stat6=0 ; LK
|
||||
|
||||
MinDamage=1
|
||||
MaxDamage=2
|
||||
BonusDamage=3 ; bonus damage added to the minimum and maximum damage
|
||||
BonusCrit=0 ; value of the critical hit chance
|
||||
APCost=
|
||||
|
||||
Penetrate=0 ; set to 1 to make the attack reduce target's armor DT (the formula is determined by the engine or a hook script)
|
||||
Secondary=0 ; set to 1 to assign the attack to the secondary mode (be careful when setting this parameter)
|
||||
|
||||
; Hammer Punch
|
||||
[9]
|
||||
|
||||
; Haymaker
|
||||
[10]
|
||||
|
||||
; Jab
|
||||
[11]
|
||||
|
||||
; Palm Strike
|
||||
[12]
|
||||
|
||||
; Piercing Strike
|
||||
[13]
|
||||
|
||||
; Strong Kick
|
||||
[14]
|
||||
|
||||
; Snap Kick
|
||||
[15]
|
||||
|
||||
; Power Kick
|
||||
[16]
|
||||
|
||||
; Hip Kick
|
||||
[17]
|
||||
|
||||
; Hook Kick
|
||||
[18]
|
||||
|
||||
; Piercing Kick
|
||||
[19]
|
||||
|
||||
; Default attacks (any requirements are ignored)
|
||||
; Punch
|
||||
[4]
|
||||
|
||||
; Kick
|
||||
[5]
|
||||
+118
-94
@@ -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.
@@ -9,7 +9,7 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.2
|
||||
version 1.4
|
||||
|
||||
*/
|
||||
|
||||
@@ -78,13 +78,13 @@ procedure check_weapon_change(variable critter, variable weapon, variable isWiel
|
||||
end
|
||||
|
||||
/*
|
||||
Finds the first weapon which can be used by the party member in the inventory
|
||||
Finds the first weapon that can be used by the party member in the inventory
|
||||
*/
|
||||
procedure search_alt_weapon(variable critter) begin
|
||||
variable obj, res, i := 0;
|
||||
obj := inven_ptr(critter, 0);
|
||||
while (obj) do begin
|
||||
if (obj_item_subtype(obj) == item_type_weapon) then begin
|
||||
if (obj_item_subtype(obj) == item_type_weapon and weapon_is_unusable(obj) == false) then begin
|
||||
if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin
|
||||
res := check_weapon_change(critter, obj, 1);
|
||||
if (res == -1) then begin
|
||||
@@ -226,10 +226,10 @@ end
|
||||
procedure canuseweapon_handler begin
|
||||
variable critter, canWield;
|
||||
critter := get_sfall_arg;
|
||||
//if (critter) then begin
|
||||
if (critter != dude_obj and get_sfall_arg_at(3)) then begin
|
||||
canWield := check_weapon_change(critter, get_sfall_arg, true);
|
||||
// override result
|
||||
set_sfall_arg(3, canWield);
|
||||
set_sfall_return(canWield);
|
||||
//end
|
||||
end
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -7,7 +7,7 @@
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.1
|
||||
version 1.2
|
||||
|
||||
*/
|
||||
|
||||
@@ -17,9 +17,11 @@
|
||||
|
||||
#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
|
||||
#define OBJ_DATA_LIGHT_INTENSITY (0x70)
|
||||
#define PID_PLAYER (16777216)
|
||||
|
||||
procedure start;
|
||||
procedure AllowControl(variable pid);
|
||||
procedure SetLight(variable critter, variable int, variable dist);
|
||||
procedure CombatTurn_Handler;
|
||||
procedure GameModeChange_Handler;
|
||||
procedure InventoryMove_Handler;
|
||||
@@ -31,12 +33,17 @@ variable
|
||||
pidList, perksList,
|
||||
lightInt, lightDist, npcControl,
|
||||
displayName, displayNameColor, isShowTag,
|
||||
inControl := false;
|
||||
inControl := false,
|
||||
dudeLightInt, dudeLightDist;
|
||||
|
||||
|
||||
procedure AllowControl(variable pid) begin
|
||||
if (noCheckArray or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)) then return true;
|
||||
return false;
|
||||
return ((pidList == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)));
|
||||
end
|
||||
|
||||
procedure SetLight(variable critter, variable lInt, variable lDist) begin
|
||||
if (lInt) then lInt := round((lInt / 65536.0) * 100); // calc percent of intensity
|
||||
obj_set_light_level(critter, lInt, lDist); // TODO: make sfall obj_set_light_level function
|
||||
end
|
||||
|
||||
procedure CombatTurn_Handler begin
|
||||
@@ -46,67 +53,82 @@ procedure CombatTurn_Handler begin
|
||||
pid, perkID, level;
|
||||
|
||||
//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + "/" + critter + ", arg3: " + get_sfall_arg);
|
||||
if npcControl then begin
|
||||
if lightInt then lightInt := round((lightInt / 65536.0) * 100); // calc percent of intensity
|
||||
obj_set_light_level(npcControl, lightInt, lightDist); // restore light for prev. controlled NPC
|
||||
end
|
||||
|
||||
pid := obj_pid(critter);
|
||||
if (status == 1 and (AllowControl(pid) or controlMode == 1)) then begin
|
||||
if (pid == PID_PLAYER and inControl == false) then return;
|
||||
if (pid != PID_PLAYER and controlMode != 1 and AllowControl(pid) == false) then return;
|
||||
|
||||
if (status == 1) then begin
|
||||
set_dude_obj(critter);
|
||||
//display_msg("Take control of: " + obj_name(critter));
|
||||
|
||||
if (critter != real_dude_obj) then begin
|
||||
if not(npcControl) then obj_set_light_level(real_dude_obj, 0, 0); // dude off light
|
||||
if (npcControl == 0) then begin
|
||||
dudeLightDist := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_DISTANCE);
|
||||
dudeLightInt := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_INTENSITY);
|
||||
obj_set_light_level(real_dude_obj, 0, 0); // dude off light
|
||||
end
|
||||
npcControl := critter;
|
||||
|
||||
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
|
||||
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
|
||||
|
||||
// set perks (only work with 4.1.8+)
|
||||
foreach (perkID in perksList) begin
|
||||
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
|
||||
if (level) then critter_add_trait(critter, TRAIT_PERK, perkID, level);
|
||||
end
|
||||
intface_redraw;
|
||||
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
|
||||
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
|
||||
|
||||
obj_set_light_level(critter, 100, 4);
|
||||
inControl := true;
|
||||
end else if npcControl then begin
|
||||
obj_set_light_level(dude_obj, 100, 4); // set dude default light
|
||||
end else if (npcControl) then begin
|
||||
call SetLight(dude_obj, dudeLightInt, dudeLightDist); // restore dude light
|
||||
npcControl := 0; // dude control
|
||||
end
|
||||
if inControl then begin
|
||||
|
||||
if (inControl) then begin
|
||||
// check preference setting _combat_highlight
|
||||
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY);
|
||||
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY); // TODO: replace read_byte with normal function
|
||||
|
||||
// center the screen on the controlled critter/dude and remove roof tiles
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
|
||||
if (displayName and critter != real_dude_obj) then begin
|
||||
set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
|
||||
show_iface_tag(displayName);
|
||||
isShowTag := true;
|
||||
end
|
||||
end
|
||||
end else if inControl then begin
|
||||
end else begin
|
||||
if (npcControl) then begin
|
||||
call SetLight(critter, lightInt, lightDist); // restore light for controlled NPC
|
||||
end
|
||||
if (isShowTag) then begin
|
||||
hide_iface_tag(displayName);
|
||||
isShowTag := false;
|
||||
end
|
||||
|
||||
// remove perks before switching control (only work with 4.1.8+)
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
foreach (perkID in perksList) begin
|
||||
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
|
||||
if (level) then critter_rm_trait(critter, TRAIT_PERK, perkID, level);
|
||||
end
|
||||
|
||||
set_dude_obj(0); // w/o redraw interface bar
|
||||
//display_msg("Return control to real dude!");
|
||||
end
|
||||
if isShowTag then begin
|
||||
hide_iface_tag(displayName);
|
||||
isShowTag := false;
|
||||
end
|
||||
if (status < 0 or AllowControl(pid) == false) then begin
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
obj_set_light_level(dude_obj, 100, 4);
|
||||
npcControl := 0;
|
||||
end
|
||||
|
||||
if (status < 0) then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
call SetLight(dude_obj, dudeLightInt, dudeLightDist); //obj_set_light_level(dude_obj, 100, 4);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure GameModeChange_Handler begin
|
||||
if (inControl and not(get_game_mode BWAND COMBAT)) then begin
|
||||
if (inControl and (get_game_mode bwand COMBAT) == 0) then begin
|
||||
inControl := false;
|
||||
npcControl := 0;
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
@@ -150,7 +172,7 @@ procedure start begin
|
||||
if (controlMode > 0) then begin
|
||||
displayName := GetConfig("CombatControl", "DisplayName", 0);
|
||||
|
||||
if displayName then begin
|
||||
if (displayName) then begin
|
||||
variable nameTag := add_iface_tag;
|
||||
debug_msg("NPC control - added new box: " + nameTag);
|
||||
if (nameTag <= 0) then begin // box added?
|
||||
@@ -165,8 +187,10 @@ procedure start begin
|
||||
end
|
||||
|
||||
pidList := GetConfigListInt("CombatControl", "PIDList");
|
||||
fix_array(pidList);
|
||||
noCheckArray := (len_array(pidList) == 0);
|
||||
if (len_array(pidList) > 0) then
|
||||
fix_array(pidList);
|
||||
else
|
||||
pidList := 0;
|
||||
|
||||
perksList := GetConfigListInt("CombatControl", "PerksList");
|
||||
fix_array(perksList);
|
||||
@@ -175,6 +199,8 @@ procedure start begin
|
||||
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChange_Handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, InventoryMove_Handler);
|
||||
register_hook_proc(HOOK_INVENWIELD, InvenWield_Handler);
|
||||
end else begin
|
||||
exit;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -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.
|
||||
@@ -0,0 +1,431 @@
|
||||
SSLC
|
||||
----
|
||||
|
||||
This is a modified copy of sslc, that has a few bugfixes from the original, that will recognise and compile the additional script functions provided by sfall, that can also understand some additional syntax, and that has an integrated preprocessor and optimizer.
|
||||
|
||||
Unlike the original script compiler, this has not been compiled as a dos program. When using this in place of the original compile.exe but still using p.bat, you need to either get rid of the dos4gw.exe reference from p.bat or replace the original dos4gw.exe with the one in this archive.
|
||||
|
||||
If you use Fallout Script Editor, you can extract `compile.exe` and `dos4gw.exe` to its `\binary` folder, or extract them somewhere else and change your preferences in FSE to point there. FSE doesn't seem to be able to tell when errors occur when using this compiler though, so I'd recommend either using sfall's script editor instead or compiling by hand if possible.
|
||||
|
||||
When compiling global or hook scripts for sfall 3.4 or below, you _must_ include the line `procedure start;` before any `#include` files that define procedures to avoid a few weird problems. (this is no longer required starting from 3.5)
|
||||
|
||||
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
|
||||
|
||||
The original unmodified sslc source is over here: [http://www.teamx.ru/site_arc/utils/index.html](http://www.teamx.ru/site_arc/utils/index.html)
|
||||
|
||||
### Command line options
|
||||
|
||||
```
|
||||
-q don't wait for input on error
|
||||
-n no warnings
|
||||
-b backward compatibility mode
|
||||
-l no logo
|
||||
-p preprocess source
|
||||
-P preprocess only (don't generate .int)
|
||||
-F write full file paths in "#line" directives
|
||||
-O optimize code (full by default, see optimization.md)
|
||||
-O<N> set specific level of optimization (0 - off, 1 - basic, 2 - full, 3 - experimental)
|
||||
-d print debug messages
|
||||
-D output an abstract syntax tree of the program
|
||||
-o set output path (follows the input file name)
|
||||
-s enable short-circuit evaluation for all AND, OR operators
|
||||
-m<macro[=val]> define a macro named "macro" for conditional compilation
|
||||
-I<path> specify an additional directory to search for include files
|
||||
```
|
||||
|
||||
The original command line option `-w` to turn on warnings no longer has an effect, since warnings are now on by default
|
||||
|
||||
---
|
||||
|
||||
### Additional supported syntax
|
||||
|
||||
Syntax which requires sfall for compiled scripts to be interpreted is marked by asterisk (*).
|
||||
|
||||
- Optional arguments in user-defined procedures. You can only use constants for default values. It basically puts those constants in place of omitted arguments.
|
||||
|
||||
- new:
|
||||
```
|
||||
procedure test(variable x, variable y := 0, variable z := -1) begin
|
||||
...
|
||||
end
|
||||
...
|
||||
call test("value");
|
||||
```
|
||||
- old:
|
||||
```
|
||||
procedure test(variable x, variable y, variable z) begin
|
||||
...
|
||||
end
|
||||
...
|
||||
call test("value", 0, -1);
|
||||
```
|
||||
|
||||
- New logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions.
|
||||
Using these operators allow the right part of logical expressions not to be evaluated (executed, computed) if the result is already known. This can improve the performance of running scripts.
|
||||
|
||||
Example: `if (obj andAlso obj_pid(obj) == PID_STIMPAK) then ...`
|
||||
|
||||
If `obj` is `null`, the second condition will not be checked and your script won't fail with "obj is null" error in debug.log
|
||||
|
||||
This also has an effect that a value of last computed argument is returned as a result of whole expressions, instead of always `false` (0) or `true` (1):
|
||||
```
|
||||
obj := false;
|
||||
display_msg(obj orElse "something"); // will print "something"
|
||||
```
|
||||
You can also use the `-s` option to enable short-circuit evaluation for all the `AND`, `OR` operators in the script.
|
||||
|
||||
__NOTE:__ Be aware that it may break some old scripts because operators behavior is changed slightly.
|
||||
|
||||
- Conditional expressions (Python-inspired), also known as ternary operator:
|
||||
- new:
|
||||
```
|
||||
X := value1 if condition else value2
|
||||
```
|
||||
- old:
|
||||
```
|
||||
if (condition) then
|
||||
X := value1;
|
||||
else
|
||||
X := value2;
|
||||
```
|
||||
|
||||
- To assign values, you can use the alternative assignment operator from **C/Java** instead of **Pascal** syntax.
|
||||
- new:
|
||||
```
|
||||
x = 5;
|
||||
```
|
||||
- old:
|
||||
```
|
||||
x := 5;
|
||||
```
|
||||
|
||||
- Multiple variable declaration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style.
|
||||
- new:
|
||||
```
|
||||
variable a, b, c;
|
||||
```
|
||||
- old:
|
||||
```
|
||||
variable begin a; b; c; end
|
||||
```
|
||||
|
||||
- Variable initialization with expressions: You can now initialize local variables with complex expressions instead of constants.
|
||||
- new:
|
||||
```
|
||||
variable tile := tile_num(dude_obj);
|
||||
```
|
||||
- old:
|
||||
```
|
||||
variable tile;
|
||||
tile := tile_num(dude_obj);
|
||||
```
|
||||
__NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors.
|
||||
|
||||
- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and A-F are allowed in the number. The number may not have a decimal point.
|
||||
- new:
|
||||
```
|
||||
a := 0x1000;
|
||||
```
|
||||
- old:
|
||||
```
|
||||
a := 4096;
|
||||
```
|
||||
|
||||
- Increment/decrement operators: `++` and `--` can be used as shorthand for `+= 1` and `-= 1` respectively. They are mearly a syntactic shorthand to improve readability, and so their use is only allowed where `+= 1` would normally be allowed.
|
||||
- new:
|
||||
```
|
||||
a++;
|
||||
```
|
||||
- old:
|
||||
```
|
||||
a += 1;
|
||||
```
|
||||
|
||||
- `break` & `continue` statements: They work just like in most high-level languages. `break` jumps out of the loop. `continue` jumps right to the beginning of the next iteration (see `for` and `foreach` sections for additional details).
|
||||
- new:
|
||||
```
|
||||
while (i < N) begin
|
||||
// ...
|
||||
if (/* some condition */) then break;
|
||||
// ...
|
||||
end
|
||||
```
|
||||
- old:
|
||||
```
|
||||
while (i < N and not(breakFlag)) begin
|
||||
// ...
|
||||
if (/* condition */) then breakFlag := true;
|
||||
// ...
|
||||
end
|
||||
```
|
||||
- new:
|
||||
```
|
||||
for (i := 0; i < N; i++) begin
|
||||
// ...
|
||||
if (/* condition */) then begin
|
||||
// action
|
||||
continue;
|
||||
end
|
||||
// else actions
|
||||
end
|
||||
```
|
||||
- old:
|
||||
```
|
||||
for (i := 0; i < N; i++) begin
|
||||
// ...
|
||||
if (/* condition */) then begin
|
||||
// action
|
||||
end else begin
|
||||
// else actions
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
- `for` loops: Another piece of syntactic shorthand, to shorten `while` loops in many cases. Parentheses around the loop statements are recommended but not required (when not using parentheses, a semicolon is required after the 3rd loop statement).
|
||||
- new:
|
||||
```
|
||||
for (i := 0; i < 5; i++) begin
|
||||
display_msg("i = " + i);
|
||||
end
|
||||
```
|
||||
- old:
|
||||
```
|
||||
i := 0;
|
||||
while (i < 5) do begin
|
||||
display_msg("i = " + i);
|
||||
i++;
|
||||
end
|
||||
```
|
||||
__NOTE:__ `continue` statement in a `for` loop will recognize increment statement (third statement in parentheses) and will execute it before jumping back to the beginning of loop. This way you will not get an endless loop.
|
||||
|
||||
- `switch` statements: A shorthand way of writing big `if then else if...` blocks
|
||||
- new:
|
||||
```
|
||||
switch get_attack_type begin
|
||||
case ATKTYPE_PUNCH: display_msg("punch");
|
||||
case ATKTYPE_KICK: display_msg("kick");
|
||||
default: display_msg("something else");
|
||||
end
|
||||
```
|
||||
- old:
|
||||
```
|
||||
variable tmp;
|
||||
tmp := get_attack_type;
|
||||
if tmp == ATKTYPE_PUNCH then begin
|
||||
display_msg("punch");
|
||||
end else if tmp == ATKTYPE_KICK then begin
|
||||
display_msg("kick");
|
||||
end else begin
|
||||
display_msg("something else");
|
||||
end
|
||||
```
|
||||
|
||||
- Empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the Fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:
|
||||
```
|
||||
#define my_macro diplay_msg("foo");
|
||||
|
||||
procedure start begin
|
||||
my_macro;
|
||||
end
|
||||
```
|
||||
__NOTE:__ **Does not work currently.**
|
||||
|
||||
- Procedure stringify operator `@`: Designed to make callback-procedures a better option and allow for basic functional programming. Basically it replaces procedure names preceeded by `@` by a string constant.
|
||||
- old:
|
||||
```
|
||||
callbackVar := "Node000";
|
||||
callbackVar();
|
||||
```
|
||||
- new:
|
||||
```
|
||||
callbackVar := @Node000;
|
||||
callbackVar();
|
||||
```
|
||||
Not many people know that since vanilla Fallout you can call procedures by "calling a variable" containing it's name as a string value. There was a couple of problems using this:
|
||||
- optimizer wasn't aware that you are referencing a procedure, and could remove it, if you don't call it explicitly (can be solved by adding making procedure `critical`)
|
||||
- you couldn't see all references of a procedure from a Script Editor
|
||||
- it was completely not obvious that you could do such a thing, it was a confusing syntax
|
||||
|
||||
- (*) **Arrays**: In vanilla Fallout, arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in `[]`` to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see **arrays.md** for more information)
|
||||
- new:
|
||||
```
|
||||
procedure bingle begin
|
||||
variable a[2];
|
||||
a[0] := 5;
|
||||
a[a[0] - 4] := a[0] + 4;
|
||||
display_msg("a[0]=" + a[0] + ", a[1]=" + a[1]);
|
||||
end
|
||||
```
|
||||
- old:
|
||||
```
|
||||
procedure bingle begin
|
||||
variable a;
|
||||
a := temp_array(2, 4);
|
||||
set_array(a, 0, 5);
|
||||
set_array(a, get_array(a, 0) - 4, get_array(a, 0) + 4);
|
||||
display_msg("a[0]=" + get_array(a, 0) + ", a[1]=" + get_array(a, 1));
|
||||
end
|
||||
```
|
||||
|
||||
- (*) **Array expressions**: Sometimes you need to construct an array of elements and you will probably want to do it in just one expression. This is now possible:
|
||||
- new:
|
||||
```
|
||||
list := ["A", "B", "C", "D"];
|
||||
```
|
||||
- old:
|
||||
```
|
||||
list := temp_array(4, 2);
|
||||
list[0] := "A";
|
||||
list[1] := "B";
|
||||
list[2] := "C";
|
||||
list[3] := "D";
|
||||
```
|
||||
Syntax specific for associative arrays is also available. (see **arrays.md** for full introduction to this type of arrays).
|
||||
|
||||
- (*) **Map array expressions**:
|
||||
```
|
||||
map := {5: "five", 10: "ten", 15: "fifteen", 20: "twelve"};
|
||||
```
|
||||
|
||||
- (*) The dot `.` syntax to access elements of associative arrays and allow to work with arrays like objects:
|
||||
```
|
||||
trap.radius := 3;
|
||||
trap.tile := tile_num(dude_obj);
|
||||
```
|
||||
You can chain dot and bracket syntax to access elements of multi-dimensional arrays:
|
||||
```
|
||||
collectionList[5].objectList[5].name += " foo";
|
||||
```
|
||||
__NOTE:__ When using incremental operators like `+=`, `*=`, `++`, `--` compiler will use additional temp variable to get an array at penultimate level in order to avoid making the same chain of `get_array` calls twice.
|
||||
|
||||
- (*) `foreach` loops: A shorthand method of looping over all elements in an array. Syntax is `foreach (<symbol> in <expression>)`.
|
||||
- new:
|
||||
```
|
||||
procedure bingle begin
|
||||
variable critter;
|
||||
foreach (critter in list_as_array(LIST_CRITTERS)) begin
|
||||
display_msg("" + critter);
|
||||
end
|
||||
end
|
||||
```
|
||||
- old:
|
||||
```
|
||||
procedure bingle begin
|
||||
variable begin critter; array; len; count; end
|
||||
array := list_as_array(LIST_CRITTERS);
|
||||
len := len_array(array);
|
||||
count := 0;
|
||||
while count < len do begin
|
||||
critter := array[count];
|
||||
display_msg("" + critter);
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
If you want an index array element (or key for "maps") at each iteration, use syntax: `foreach (<symbol>: <symbol> in <expression>)`
|
||||
```
|
||||
foreach (pid: price in itemPriceMap) begin
|
||||
if (itemPid == pid) then
|
||||
itemPrice := price;
|
||||
end
|
||||
```
|
||||
|
||||
If you want to add additional condition for continuing the loop, use syntax: `foreach (<symbol> in <expression> while <expression>)`. In this case loop will iterate over elements of an array until last element or until "while" expression is true (whatever comes first).
|
||||
|
||||
__NOTE:__ Just like `for` loop, `continue` statement will respect increments of a hidden counter variable, so you can safely use it inside `foreach`.
|
||||
|
||||
---
|
||||
|
||||
### Fixes
|
||||
|
||||
- `playmoviealpharect` was using the token for `playmoviealpha`, breaking both functions in the process.
|
||||
- `addbuttonflag` had an entry in the token table, and could be parsed, but was missing an entry in the emit list. This resulted in the compiler accepting it as a valid function, but not outputting any code for it into the compiled script.
|
||||
- The function `tokenize` was missing an entry in the token table, and so would not be recognised by the compiler.
|
||||
- Fixed the check for the `call "foo"` syntax so that non-string constants will no longer be accepted.
|
||||
|
||||
### Backward compatibility
|
||||
|
||||
There are several changes in this version of sslc which may result in problems for previously working scripts. A new command line option `-b` is available, which will turn off all new fixes and features which have the possibility of causing a previously compiling script to change its behaviour. (And only those features; anything which would not compile under the old sslc is not affected.) This includes the following:
|
||||
- Since `for`, `foreach`, `break`, `continue`, `in` and `tokenize` are now hardcoded names, existing scripts that use any of them as a variable or procedure name will no longer compile.
|
||||
- Missing a semicolon after a variable declaration is now a hard error. (Originally sslc would check for the semicolon, but would not complain if it was missing.)
|
||||
- The function `addbuttonflag` used to be recognised by the compiler, but would not emit any code into the int file.
|
||||
- The function `playmoviealpharect` compiled as `playmoviealpha`.
|
||||
|
||||
### int2ssl note
|
||||
|
||||
**int2ssl** by Anchorite (TeamX) is included in sfall modderspack package. It was updated to support all additional opcodes of sfall, along with some syntax features. You can use it to decompile any sfall or non-sfall script.
|
||||
|
||||
---
|
||||
|
||||
### Changelog
|
||||
|
||||
**sfall 4.2.9:**
|
||||
- added support for additional universal opcodes `sfall_func7` and `sfall_func8`
|
||||
- fixed a compilation error when the script has a UTF-8 BOM
|
||||
|
||||
**sfall 4.2.7:**
|
||||
- added ability to declare local variables anywhere in the procedure body
|
||||
|
||||
**sfall 4.2.3:**
|
||||
- fixed compiler giving "assignment operator expected" error when a variable-like macro is not being defined properly
|
||||
- added new logical operators `AndAlso`, `OrElse` for short-circuit evaluation of logical expressions
|
||||
- added an alternative (C/Java-style) assignment operator `=`
|
||||
- added support for new `div` operator (unsigned integer division)
|
||||
|
||||
**sfall 4.2.2:**
|
||||
- added support for new opcode `reg_anim_callback`
|
||||
|
||||
**sfall 4.2.1:**
|
||||
- the basic optimization is now enabled by default when not specifying any optimization options
|
||||
- added `-m<macro[=val]>` option to define a macro named "macro" for conditional compilation
|
||||
- added `-I<path>` option to specify an additional directory to search for include files
|
||||
- unreferenced `critical` procedures and procedures with the names `Node998` and `Node999` are now removed by the optimizer
|
||||
|
||||
**sfall 4.2:**
|
||||
- now it is possible to run preprocess or optimization passes in backward compatibility mode
|
||||
- added support for new opcode `register_hook_proc_spec`
|
||||
|
||||
**sfall 4.0:**
|
||||
- enabled code for `ceil` math function
|
||||
- fixed missing argument for `how_much` function
|
||||
- added `desc_p_proc` (from Fallout 1) to protected procedures that should not be removed by the optimizer
|
||||
- fixed compiler giving "division by zero" error when using zero as the second factor in multiplication
|
||||
|
||||
**sfall 3.8:**
|
||||
- added support for new universal opcodes `sfall_funcX`
|
||||
|
||||
**sfall 3.6:**
|
||||
- added Python-style ternary operator (conditional expression)
|
||||
- added `-s` short-circuit evalution option for `AND`, `OR` expressions
|
||||
- **int2ssl** will detect and decompile conditional expressions and short-circuit logical operators
|
||||
- added `-F` option to include full file paths in `#line` directives after preprocessing
|
||||
- added `-D` option to write abstract syntax tree into `.txt` file
|
||||
- fixed compiler crash when number of arguments in procedure declaration does not match definition
|
||||
- fixed incorrect constant folding of `bwnot` operator
|
||||
- fixed more invalid results in constant folding
|
||||
- implemented optional arguments for user-defined procedures
|
||||
- implemented stringify procedure names using `@` operator, which is helpful to pass procedures around to call them from variables (it will properly handle references)
|
||||
- logic for procedures passed as arguments to script functions was moved from code generation to parsing stage
|
||||
- now it is possible to call user-defined procedures inside argument list of script functions, without compiler attempting to treat them as procedure references and probably fail (procedures will still be passed, but only to appropriate script functions at appropriate argument positions)
|
||||
- **int2ssl** will now place empty parantheses after a call to user-defined procedure - this will distinct calls from passing procedures to some script functions (like `giq_option`)
|
||||
- fixed `inline` procedure "calls" not working when optimization is enabled
|
||||
- added column numbers to error/warning output
|
||||
- added code to simplify adding sfall opcodes into compiler (need to add code in 3 places, instead of 7 places for each opcode)
|
||||
- fixed bug when initializing variable with expression starting from a symbol
|
||||
- added division by zero constant check
|
||||
|
||||
**sfall 3.5:**
|
||||
- completed namespace compression optimization with respect to imported/exported variables
|
||||
- changed `for` and `foreach` syntax to allow parentheses which are easier to read IMHO
|
||||
- heavy code refactoring - split "parse.c" into several files, replaced all dirty workaround code in "lex()" (some syntax features) with parser-level equivalents
|
||||
- added syntax to reference elements in multi-dimensional arrays (unlimited sequence of brackets `[]` and dots `.`)
|
||||
- added fully featured `break` and `continue` statements for loops
|
||||
- moved some optimizations (namely constant propagation and variable reuse) to "experimental" because they were breaking my scripts
|
||||
- added ability to initialize variables with expressions
|
||||
|
||||
**sfall 3.4:**
|
||||
- added `foreach .. while ..` syntax
|
||||
- added array expressions for lists and maps
|
||||
- added `foreach (key: value in ...)` syntax for convenience
|
||||
- fixed crash bug in `for` loop parsing function
|
||||
- added ability to access array elements with string keys using OOP-like dot `.` syntax
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user