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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
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586679b07f |
@@ -7,6 +7,34 @@
|
||||
; have an additional NoHardcode option in this file which can
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
;Name=The name of the perk
|
||||
;Desc=The description of the perk
|
||||
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
|
||||
;Ranks=The number of perk levels
|
||||
;Level=The minimum required level
|
||||
;Type=If 0, the perk checks only Skill1 for skill requirements; if 1, it checks
|
||||
; Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
|
||||
;Stat=The modified stat or -1 if you don't want to change any stats
|
||||
;StatMag=The increased/decreased value to the modified stat
|
||||
;Skill1=The first skill (or -1 for none) to check, but if you set a specific bit
|
||||
; (67108864 or 0x4000000), it checks GVAR. For example, if Skill1=67108864, then
|
||||
; the perk will check GVAR_PLAYER_REPUTATION (67108864 + 0) on Skill1Mag value
|
||||
;Skill1Mag=Positive value is used as the minimum requirements of the first
|
||||
; skill/GVAR, and a negative value is interpreted as the maximum requirement.
|
||||
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill
|
||||
; >= 100 and meets all other requirements, the perk will be available in the
|
||||
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be
|
||||
; available if player has big guns skill >= 120
|
||||
;Skill2=The second skill/GVAR (or -1 for none) to check
|
||||
;Skill2Mag=Same as Skill1Mag, but for Skill2
|
||||
;STR-LCK=Positive values are used as minimum requirements of SPECIAL stats, and
|
||||
; negative values are interpreted as maximum requirements. For some special
|
||||
; perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat),
|
||||
; the values are not used as requirements but to add to corresponding SPECIAL
|
||||
; stats
|
||||
|
||||
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
|
||||
|
||||
;This is a modification to perk 119
|
||||
[119]
|
||||
Name=Example
|
||||
@@ -36,4 +64,4 @@ Name=Example
|
||||
Desc=This is an example trait
|
||||
Image=72
|
||||
StatMod=0|-1 ;Subtract 1 from strength
|
||||
SkillMod=0|20|1|-5 ;Add 20 to the players small guns skill and subtract 5 from big guns
|
||||
SkillMod=0|20|1|-5 ;Add 20 to the player's small guns skill and subtract 5 from big guns
|
||||
|
||||
+8
-5
@@ -1,5 +1,5 @@
|
||||
;sfall configuration settings
|
||||
;v3.8.4
|
||||
;v3.8.9
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
@@ -72,7 +72,7 @@ Use32BitHeadGraphics=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Input]
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
|
||||
;Set to 1 to enable the mouse scroll wheel to scroll through inventory, barter, and loot screens
|
||||
UseScrollWheel=1
|
||||
|
||||
;The mouse Z position is divided by this modifier to calculate the number of inventory
|
||||
@@ -200,7 +200,7 @@ WorldMapSlots=0
|
||||
;PatchFile=patch%03d.dat
|
||||
;MultiPatches=0
|
||||
|
||||
;Set to 1 to enable the modified data load order for the engine to find game data
|
||||
;Set to 1 to use the modified data load order for the engine to find game data
|
||||
;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
|
||||
DataLoadOrderPatch=0
|
||||
@@ -382,7 +382,7 @@ UseScrollingQuestsList=1
|
||||
;PremadeFIDs=201,203,202
|
||||
|
||||
;Use this line to modify the list of cities and their associated global variables used for city reputations
|
||||
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
|
||||
;Syntax is 'city id : global id', with each city/global pair separated by a comma.
|
||||
;CityRepsCount=19
|
||||
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
|
||||
|
||||
@@ -429,7 +429,7 @@ RemoveCriticalTimelimits=0
|
||||
NPCStage6Fix=0
|
||||
|
||||
;Change the colour of the font used on the main menu for the Fallout/sfall version number
|
||||
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
|
||||
;It's the last byte ('3c' by default) that picks the colour used. The first byte supplies additional flags
|
||||
;MainMenuFontColour=0x0600003c
|
||||
|
||||
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
|
||||
@@ -556,6 +556,9 @@ DialogOptions9Lines=1
|
||||
;Set to 1 to leave the music playing in dialogue with talking heads
|
||||
EnableMusicInDialogue=0
|
||||
|
||||
;Set to 1 to prevent the player from running while sneaking without Silent Running perk
|
||||
DontTurnOffSneakIfYouRun=0
|
||||
|
||||
;Set to 1 to fix the bug that unable to sell used geiger counters or stealth boys
|
||||
CanSellUsedGeiger=1
|
||||
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,77 @@
|
||||
/*
|
||||
|
||||
Auto Doors mod for Fallout 2 by Mr.Stalin
|
||||
-----------------------------------------
|
||||
|
||||
- allows the player to automatically open/walk through unlocked doors when not in combat
|
||||
|
||||
Requires sfall 3.7b or higher
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure start;
|
||||
procedure map_enter_p_proc;
|
||||
procedure set_door_flag(variable state);
|
||||
procedure combatturn_handler;
|
||||
|
||||
#define PORTAL (0)
|
||||
#define DOOR_FLAGS (0x24)
|
||||
|
||||
variable only_once := 0;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
if (sfall_ver_major >= 4) then
|
||||
register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
|
||||
else
|
||||
set_global_script_repeat(60);
|
||||
call map_enter_p_proc;
|
||||
end else begin
|
||||
if (only_once == 1 and combat_is_initialized) then begin
|
||||
only_once := 2;
|
||||
call set_door_flag(false);
|
||||
end else if (only_once == 2 and not(combat_is_initialized)) then begin
|
||||
only_once := 1;
|
||||
if (sfall_ver_major >= 4) then
|
||||
set_global_script_repeat(0);
|
||||
call set_door_flag(FLAG_WALKTHRU);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure map_enter_p_proc begin
|
||||
only_once := 1;
|
||||
call set_door_flag(FLAG_WALKTHRU);
|
||||
end
|
||||
|
||||
procedure set_door_flag(variable state) begin
|
||||
variable objectMap, obj, objPid, arrayPid, i;
|
||||
|
||||
objectMap := list_as_array(LIST_SCENERY);
|
||||
arrayPid := temp_array(1, 0);
|
||||
|
||||
foreach (obj in objectMap) begin
|
||||
objPid := obj_pid(obj);
|
||||
|
||||
if (proto_data(objPid, sc_type) != PORTAL) or is_in_array(objPid, arrayPid) then
|
||||
continue;
|
||||
|
||||
arrayPid[i] := objPid;
|
||||
i++;
|
||||
resize_array(arrayPid, i + 1);
|
||||
set_proto_data(objPid, DOOR_FLAGS, state);
|
||||
end
|
||||
end
|
||||
|
||||
procedure combatturn_handler begin
|
||||
if (only_once == 1) then
|
||||
set_global_script_repeat(60);
|
||||
end
|
||||
@@ -0,0 +1,9 @@
|
||||
Auto Doors mod for Fallout 2 by Mr.Stalin
|
||||
-----------------------------------------
|
||||
|
||||
- allows the player to automatically open/walk through unlocked doors when not in combat
|
||||
|
||||
|
||||
Requires sfall 3.7b or higher.
|
||||
|
||||
To use, copy gl_autodoors.int to your scripts folder.
|
||||
Binary file not shown.
+13
-11
@@ -1,22 +1,24 @@
|
||||
procedure start;
|
||||
procedure start;
|
||||
// adjust include paths if needed
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
|
||||
#define RESULT_SUCCESS (1)
|
||||
#define RESULT_FAIL (0)
|
||||
|
||||
procedure start begin
|
||||
if not init_hook then begin
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_STEAL);
|
||||
end else begin
|
||||
variable
|
||||
thief := get_sfall_arg,
|
||||
target := get_sfall_arg,
|
||||
item := get_sfall_arg,
|
||||
action := get_sfall_arg,
|
||||
result := RESULT_SUCCESS;
|
||||
|
||||
if (thief == dude_obj) then begin
|
||||
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
|
||||
set_sfall_return(result);
|
||||
end
|
||||
end
|
||||
|
||||
if (thief == dude_obj) then begin
|
||||
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
|
||||
set_sfall_return(result);
|
||||
end
|
||||
end
|
||||
end
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,20 @@
|
||||
procedure start;
|
||||
// adjust include paths if needed
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
#include "..\..\scripting_docs\headers\dik.h"
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_KEYPRESS);
|
||||
end else begin
|
||||
variable
|
||||
event := get_sfall_arg,
|
||||
keyDX := get_sfall_arg;
|
||||
|
||||
if (event == 1) and (keyDX == DIK_SEMICOLON) then begin
|
||||
tap_key(DIK_CAPITAL);
|
||||
tap_key(DIK_A);
|
||||
tap_key(DIK_CAPITAL);
|
||||
end
|
||||
end
|
||||
end
|
||||
Binary file not shown.
@@ -1,16 +0,0 @@
|
||||
procedure start;
|
||||
#include ".\HEADERS\dik.h"
|
||||
|
||||
procedure start begin
|
||||
variable event, keyDX;
|
||||
if not init_hook then begin
|
||||
event := get_sfall_arg;
|
||||
keyDX := get_sfall_arg;
|
||||
|
||||
if ((event == 1) and (keyDX == DIK_SEMICOLON)) then begin
|
||||
tap_key(DIK_CAPITAL);
|
||||
tap_key(DIK_A);
|
||||
tap_key(DIK_CAPITAL);
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -2,8 +2,8 @@
|
||||
----------------------------------------
|
||||
|
||||
- makes pressing the semicolon key send an uppercase A after a semicolon.
|
||||
- the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
|
||||
- Note: the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
|
||||
|
||||
To use, copy hs_keypress.int file to your scripts folder.
|
||||
To use, copy *.int file to your scripts folder.
|
||||
|
||||
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
|
||||
|
||||
@@ -3,13 +3,23 @@ This folder contains documentation about sfall scripting extensions.
|
||||
headers\ - folder contains sfall headers that you should #include in your scripts
|
||||
sfall.h - main sfall header, always include it
|
||||
define_extra.h - some additional preprocessor constants for vanilla engine stuff (proto offsets, etc.)
|
||||
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
|
||||
|
||||
define_lite.h - a lite version of official define.h
|
||||
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
|
||||
lib.arrays.h - procedures that will help you use arrays in their full:
|
||||
- use them as stacks, sets
|
||||
- easily compare, copy, slice, cut, add arrays
|
||||
- display array contents (for debugging)
|
||||
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
|
||||
lib.inven.h - fallout items manipulation functions
|
||||
lib.math.h - a few simple functions for calculations
|
||||
lib.strings.h - search in strings, join, repeat, etc.
|
||||
lib.misc.h - misc stuff
|
||||
|
||||
sfall function notes.txt - incomplete reference for new opcodes
|
||||
sfall opcode list.txt - list of all sfall opcodes (w/o descriptions)
|
||||
hookscripts.txt - detailed manual for using hook scripts to modify engine behavior
|
||||
arrays.txt - manual for sfall arrays
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
|
||||
there are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
|
||||
|
||||
|
||||
|
||||
@@ -83,11 +83,13 @@
|
||||
#define PROTO_IT_SIZE (112)
|
||||
#define PROTO_IT_WEIGHT (116)
|
||||
#define PROTO_IT_COST (120)
|
||||
#define PROTO_IT_INV_FID (124)
|
||||
|
||||
// weapons
|
||||
#define PROTO_WP_ANIM (36)
|
||||
#define PROTO_WP_DMG_MIN (40)
|
||||
#define PROTO_WP_DMG_MAX (44)
|
||||
#define PROTO_WP_DMG_TYPE (48)
|
||||
#define PROTO_WP_RANGE_1 (52)
|
||||
#define PROTO_WP_RANGE_2 (56)
|
||||
#define PROTO_WP_PROJ_PID (60)
|
||||
@@ -159,11 +161,10 @@
|
||||
#define PROTO_DR_ADDICT_DELAY (100)
|
||||
|
||||
// critters
|
||||
#define PROTO_CR_ACTION_FLAGS (32)
|
||||
#define PROTO_CR_FLAGS (32)
|
||||
#define PROTO_CR_HEAD_FID (40)
|
||||
#define PROTO_CR_AI_PACKET (44)
|
||||
#define PROTO_CR_TEAM_NUM (48)
|
||||
#define PROTO_CR_FLAGS (52)
|
||||
#define PROTO_CR_BODY_TYPE (388)
|
||||
#define PROTO_CR_KILL_EXP (392)
|
||||
#define PROTO_CR_KILL_TYPE (396)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,162 @@
|
||||
|
||||
#ifndef LIB_INVEN_H
|
||||
#define LIB_INVEN_H
|
||||
|
||||
#include "define_lite.h"
|
||||
|
||||
/**
|
||||
Inventory contents as temp array to be used in foreach
|
||||
*/
|
||||
procedure inven_as_array(variable critter) begin
|
||||
variable i:=0, list;
|
||||
list := temp_array(100, 4);
|
||||
while (inven_ptr(critter, i)) do begin
|
||||
if (i>=len_array(list)) then
|
||||
resize_array(list, len_array(list) + 100);
|
||||
list[i] := inven_ptr(critter, i);
|
||||
i++;
|
||||
end
|
||||
resize_array(list, i);
|
||||
return list;
|
||||
end
|
||||
|
||||
|
||||
procedure add_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
|
||||
variable item;
|
||||
item := create_object(the_pid,0,0);
|
||||
add_mult_objs_to_inven(who_obj, item, (pid_qty));
|
||||
return item;
|
||||
end
|
||||
|
||||
// aliases:
|
||||
#define add_item_pid(obj, pid) add_items_pid(obj, pid, 1)
|
||||
|
||||
#ifndef critter_wearing_armor
|
||||
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
|
||||
#endif
|
||||
|
||||
procedure unwield_armor(variable who_obj) begin
|
||||
variable armor;
|
||||
if (not(who_obj)) then return;
|
||||
if (critter_wearing_armor(who_obj)) then begin
|
||||
armor := critter_inven_obj(who_obj,INVEN_TYPE_WORN);
|
||||
rm_obj_from_inven(who_obj, armor);
|
||||
add_obj_to_inven(who_obj, armor);
|
||||
end
|
||||
end
|
||||
|
||||
procedure remove_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
|
||||
variable begin
|
||||
item;
|
||||
removed_qty;
|
||||
tmp;
|
||||
end
|
||||
if (not(who_obj)) then return;
|
||||
removed_qty := obj_is_carrying_obj_pid(who_obj,the_pid);
|
||||
if (pid_qty < removed_qty and pid_qty != -1) then begin
|
||||
removed_qty := pid_qty;
|
||||
end
|
||||
if (removed_qty > 0) then begin
|
||||
item := obj_carrying_pid_obj(who_obj, the_pid);
|
||||
if (obj_type(who_obj) == 1) then begin
|
||||
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
|
||||
call unwield_armor(who_obj);
|
||||
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
|
||||
inven_unwield(who_obj);
|
||||
end
|
||||
end
|
||||
tmp := rm_mult_objs_from_inven(who_obj, item, removed_qty);
|
||||
destroy_object(item);
|
||||
end
|
||||
end
|
||||
|
||||
procedure remove_item_obj(variable who_obj, variable item) begin
|
||||
if (obj_type(who_obj) == 1) then begin
|
||||
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
|
||||
call unwield_armor(who_obj);
|
||||
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
|
||||
inven_unwield(who_obj);
|
||||
end
|
||||
end
|
||||
rm_obj_from_inven(who_obj, item);
|
||||
destroy_object(item);
|
||||
end
|
||||
|
||||
// aliases:
|
||||
#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
|
||||
#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
|
||||
|
||||
/**
|
||||
Set item quantity in inventory, by item pid
|
||||
*/
|
||||
procedure set_items_qty_pid(variable invenobj, variable itempid, variable newcount)
|
||||
begin
|
||||
variable begin
|
||||
count;
|
||||
obj;
|
||||
end
|
||||
count := obj_is_carrying_obj_pid(invenobj, itempid);
|
||||
if (newcount > count) then begin
|
||||
obj := create_object_sid(itempid, 0, 0, -1);
|
||||
add_mult_objs_to_inven(invenobj, obj, newcount - count);
|
||||
end else if (newcount < count) then begin
|
||||
call remove_items_pid(invenobj, itempid, count - newcount);
|
||||
end
|
||||
end
|
||||
|
||||
/*
|
||||
|
||||
procedure check_restock_item(the_item, min_amt, max_amt, res_perc)
|
||||
restock_amt := random(min_amt, max_amt);
|
||||
if (obj_is_carrying_obj_pid(self_obj, the_item) < restock_amt) then begin
|
||||
if (res_perc >= random(1,100)) then begin
|
||||
stock_pid_qty(self_obj, the_item, restock_amt)
|
||||
end
|
||||
end else begin
|
||||
stock_pid_qty(self_obj, the_item, restock_amt)
|
||||
end
|
||||
procedure check_restock_item_min_limit(the_item, min_amt, max_amt, res_perc)
|
||||
if (obj_is_carrying_obj_pid(self_obj, the_item) < min_amt) then begin
|
||||
check_restock_item(the_item, min_amt, max_amt, res_perc)
|
||||
end
|
||||
*/
|
||||
|
||||
|
||||
procedure reduce_merchant_loot(variable critter, variable moneyPercent, variable probArmor, variable probDrugs, variable probWeapons, variable probAmmo, variable probMisc) begin
|
||||
variable inv, item, it, prob, tmp;
|
||||
inv := inven_as_array(critter);
|
||||
item_caps_adjust(critter, -(item_caps_total(critter) * moneyPercent / 100));
|
||||
//display_msg("total items "+len_array(inv));
|
||||
foreach item in inv begin
|
||||
if (obj_pid(item) != PID_BOTTLE_CAPS) then begin
|
||||
it := obj_item_subtype(item);
|
||||
if (it == item_type_armor) then
|
||||
prob := probArmor;
|
||||
else if (it == item_type_drug) then
|
||||
prob := probDrugs;
|
||||
else if (it == item_type_weapon) then
|
||||
prob := probWeapons;
|
||||
else if (it == item_type_ammo) then
|
||||
prob := probAmmo;
|
||||
else
|
||||
prob := probMisc;
|
||||
if (random(0, 99) < prob) then begin
|
||||
//display_msg("remove "+obj_name(item));
|
||||
call remove_all_items_pid(critter, obj_pid(item));
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure item_by_attack_type(variable critter, variable type) begin
|
||||
variable slot;
|
||||
if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
|
||||
return 0;
|
||||
if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
|
||||
slot := INVEN_TYPE_LEFT_HAND;
|
||||
else
|
||||
slot := INVEN_TYPE_RIGHT_HAND;
|
||||
return critter_inven_obj(critter, slot);
|
||||
end
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,46 @@
|
||||
#ifndef LIB_MATH_H
|
||||
#define LIB_MATH_H
|
||||
|
||||
/**
|
||||
Numbers...
|
||||
*/
|
||||
|
||||
#define MAX(x, y) ((x > y) * x + (x <= y) * y)
|
||||
#define MIN(x, y) ((x < y) * x + (x >= y) * y)
|
||||
#define in_range(x, from, to) (x >= from and x <= to)
|
||||
|
||||
procedure max(variable x, variable y) begin
|
||||
if (x > y) then return x;
|
||||
return y;
|
||||
end
|
||||
|
||||
procedure min(variable x, variable y) begin
|
||||
if (x < y) then return x;
|
||||
return y;
|
||||
end
|
||||
|
||||
/*procedure round(variable val) begin
|
||||
variable intp;
|
||||
intp := floor(val);
|
||||
if ((val-intp) >= 0.5) then intp++;
|
||||
return intp;
|
||||
end*/
|
||||
|
||||
/*procedure ceil(variable val) begin
|
||||
variable intp;
|
||||
intp := floor(val);
|
||||
if (abs(val-intp) > 0.0) then begin
|
||||
intp++;
|
||||
end
|
||||
return intp;
|
||||
end*/
|
||||
|
||||
procedure cap_number(variable num, variable min, variable max) begin
|
||||
if (num > max) then num := max;
|
||||
else if (num < min) then num := min;
|
||||
return num;
|
||||
end
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,85 @@
|
||||
#ifndef LIB_MISC_H
|
||||
#define LIB_MISC_H
|
||||
|
||||
/**
|
||||
Some generic procedures
|
||||
*/
|
||||
/*
|
||||
procedure round(variable val) begin
|
||||
variable intp;
|
||||
intp := floor(val);
|
||||
if ((val-intp) >= 0.5) then intp++;
|
||||
return intp;
|
||||
end*/
|
||||
|
||||
// this fixes strange behavior when using negative float values
|
||||
// looks like the only way to create correct negative float is to use atof()
|
||||
// DEPRECATED as of sfall 3.4 (engine bug fixed)
|
||||
/*procedure itof_safe(variable var) begin
|
||||
if (var < 0) then begin
|
||||
var := atof("-"+(-var));
|
||||
end
|
||||
return var;
|
||||
end*/
|
||||
|
||||
// Parse keyboard shortcut definition
|
||||
procedure parse_hotkey(variable string) begin
|
||||
variable lst;
|
||||
variable n;
|
||||
lst := string_split(string, "+");
|
||||
if (len_array(lst) == 0) then
|
||||
return 0;
|
||||
n := atoi(lst[0]);
|
||||
if (len_array(lst) > 1) then
|
||||
n += atoi(lst[1])*0x10000;
|
||||
return n;
|
||||
end
|
||||
|
||||
// Check if shortcut is pressed
|
||||
procedure hotkey_pressed(variable n) begin
|
||||
if (n < 0x10000) then
|
||||
return key_pressed(n);
|
||||
else
|
||||
return key_pressed(n bwand 0xFFFF) and key_pressed((n bwand 0xFFFF0000) / 0x10000);
|
||||
end
|
||||
|
||||
// same as above, but suited for hs_keypress hook when keycode is already known
|
||||
procedure hotkey_pressed_now(variable n, variable key) begin
|
||||
if (n < 0x10000) then
|
||||
return key == n;
|
||||
else begin
|
||||
variable k1 := (n bwand 0xFFFF),
|
||||
k2 := ((n bwand 0xFFFF0000) / 0x10000);
|
||||
if (k1 == key) then begin
|
||||
if (key_pressed(k2)) then return true;
|
||||
end else if (k2 == key) then begin
|
||||
if (key_pressed(k1)) then return true;
|
||||
end
|
||||
return false;
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
/**
|
||||
Attempt to make list_as_array safe
|
||||
*/
|
||||
/*procedure list_as_array_safe(variable type) begin
|
||||
variable list, item, arr, i;
|
||||
list := list_begin(type);
|
||||
arr := temp_array(100, 4);
|
||||
i := 0;
|
||||
item := list_next(list);
|
||||
while (item) do begin
|
||||
if (len_array(arr) == i) then resize_array(arr, len_array(arr) + 100);
|
||||
arr[i] := item;
|
||||
item := list_next(list);
|
||||
i++;
|
||||
end
|
||||
resize_array(arr, i);
|
||||
list_end(list);
|
||||
return arr;
|
||||
end*/
|
||||
|
||||
|
||||
#endif
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user