#ifndef COMMAND_H #define COMMAND_H #define COMMAND_LITE_H #define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \ ((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon)) #define critter_weight(x) (100 + ((get_critter_stat(x,STAT_gender) == GENDER_MALE) * 50) + (get_critter_stat(x,STAT_st) * 5) - ((get_critter_stat(x,STAT_ag) + get_critter_stat(x,STAT_en))/3)) #define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor) #define dude_is_stupid (dude_iq <= 3) #define dude_name (obj_name(dude_obj)) #define dude_gender (get_critter_stat(dude_obj,STAT_gender)) #define dude_strength (get_critter_stat(dude_obj,STAT_st)) #define dude_perception (get_critter_stat(dude_obj,STAT_pe)) #define dude_endurance (get_critter_stat(dude_obj,STAT_en)) #define dude_charisma (get_critter_stat(dude_obj,STAT_ch)) #define dude_iq (get_critter_stat(dude_obj,STAT_iq)) #define dude_agility (get_critter_stat(dude_obj,STAT_ag)) #define dude_luck (get_critter_stat(dude_obj,STAT_lu)) #define dude_level (get_pc_stat(PCSTAT_level)) #define dude_age (get_critter_stat(dude_obj,STAT_age)) #define dude_weight critter_weight(dude_obj) #define dude_cur_carry who_carry_amount(dude_obj) #define dude_max_carry who_max_carry(dude_obj) #define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) andAlso ((get_critter_stat(dude_obj,STAT_iq)) < 3) ) #define dude_is_male (dude_gender == GENDER_MALE) #define dude_is_female (dude_gender == GENDER_FEMALE) #define dude_is_armed critter_is_armed(dude_obj) #define dude_wearing_armor critter_wearing_armor(dude_obj) #define dude_has_power_armor (((obj_is_carrying_obj_pid(dude_obj, PID_POWERED_ARMOR)) + \ (obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR)) + \ (obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR_MK2)) + \ (obj_is_carrying_obj_pid(dude_obj, PID_HARDENED_POWER_ARMOR))) > 0) #define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SWITCHBLADE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SHIV) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_WAKIZASHI_BLADE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SWITCHBLADE) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SHIV) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_WAKIZASHI_BLADE)) #define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_HARDENED_POWER_ARMOR)) #define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_CURED_LEATHER_ARMOR)) #define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR_MK_II)) #define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) orElse \ (obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR_MK_II)) #define dude_has_gambling_skills ((dude_iq > 3) andAlso (has_skill(dude_obj, SKILL_GAMBLING) >= 25)) #define dude_is_sneaking (using_skill(dude_obj,SKILL_SNEAK)) #define dude_is_walking (art_anim(obj_art_fid(dude_obj)) == ANIM_walk) #define dude_is_running (art_anim(obj_art_fid(dude_obj)) == ANIM_running) #define dude_is_poisoned (get_poison(dude_obj)) #define dude_is_irradiated (get_critter_stat(dude_obj, STAT_current_rad)) #define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) orElse \ (critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) orElse \ (critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) orElse \ (critter_state(dude_obj) bwand DAM_CRIP_ARM_RIGHT)) #define get_cur_rot(cr) has_trait(TRAIT_OBJECT,cr,OBJECT_CUR_ROT) #define dude_cur_rot (has_trait(TRAIT_OBJECT,dude_obj,OBJECT_CUR_ROT)) #define dude_inv_rot ((dude_cur_rot + 3)%6) #define dude_tile (tile_num(dude_obj)) #define dude_elevation (elevation(dude_obj)) #define tile_behind_obj(who) (tile_num_in_direction(tile_num(who),((has_trait(TRAIT_OBJECT,who,OBJECT_CUR_ROT) + 3) % 6), 1)) #define dude_cur_hits (get_critter_stat(dude_obj,STAT_current_hp)) #define dude_max_hits (get_critter_stat(dude_obj,STAT_max_hp)) #define dude_mental_block (has_trait(TRAIT_PERK,dude_obj,PERK_mental_block)) #define dude_presence (has_trait(TRAIT_PERK,dude_obj,PERK_presence)) #define dude_awareness (has_trait(TRAIT_PERK,dude_obj,PERK_bonus_awareness)) #define dude_fortune_finder (has_trait(TRAIT_PERK,dude_obj,PERK_fortune_finder)) #define dude_smooth_talker (has_trait(TRAIT_PERK,dude_obj,PERK_smooth_talker)) #define dude_caps (item_caps_total(dude_obj)) #define dude_has_car (global_var(GVAR_PLAYER_GOT_CAR)) #define dude_is_pornstar dude_has_porn_star_rep #define dude_is_high drug_influence(dude_obj) #define dude_stat_win(X,Y) ((do_check(dude_obj,X,Y)) > (do_check(self_obj,X,0))) #define dude_stat_lose(X,Y) ((do_check(dude_obj,X,Y)) < (do_check(self_obj,X,0))) #define dude_stat_tie(X,Y) ((do_check(dude_obj,X,Y)) == (do_check(self_obj,X,0))) #define dude_can_see_self obj_can_see_obj(dude_obj,self_obj) #define dude_item(x) obj_carrying_pid_obj(dude_obj, x) #define dude_item_count(x) obj_is_carrying_obj_pid(dude_obj, x) #define dude_is_addict (has_trait(TRAIT_TRAIT, dude_obj, TRAIT_drug_addict)) #define self_name (obj_name(self_obj)) #define self_gender (get_critter_stat(self_obj,STAT_gender)) #define self_strength (get_critter_stat(self_obj,STAT_st)) #define self_perception (get_critter_stat(self_obj,STAT_pe)) #define self_endurance (get_critter_stat(self_obj,STAT_en)) #define self_charisma (get_critter_stat(self_obj,STAT_ch)) #define self_iq (get_critter_stat(self_obj,STAT_iq)) #define self_agility (get_critter_stat(self_obj,STAT_ag)) #define self_luck (get_critter_stat(self_obj,STAT_lu)) #define self_is_male (self_gender == GENDER_MALE) #define self_is_female (self_gender == GENDER_FEMALE) #define self_is_armed critter_is_armed(self_obj) #define self_wearing_armor critter_wearing_armor(self_obj) // perks and traits #define get_perk(cr,perk) has_trait(TRAIT_PERK,cr,perk) #define dude_perk(perk) get_perk(dude_obj,perk) #define self_perk(perk) get_perk(self_obj,perk) #define get_trait(cr,trait) has_trait(TRAIT_TRAIT,cr,trait) #define dude_trait(trait) get_trait(dude_obj,trait) #define self_trait(trait) get_trait(self_obj,trait) #define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) orElse \ (obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LASER_PISTOL)) #define self_is_sneaking (using_skill(self_obj,SKILL_SNEAK)) #define self_is_walking (art_anim(obj_art_fid(self_obj)) == ANIM_walk) #define self_is_running (art_anim(obj_art_fid(self_obj)) == ANIM_running) #define self_is_poisoned (get_poison(self_obj)) #define self_cur_rot (has_trait(TRAIT_OBJECT,self_obj,OBJECT_CUR_ROT)) #define self_inv_rot ((self_cur_rot + 3)%6) #define self_tile (tile_num(self_obj)) #define self_elevation (elevation(self_obj)) #define self_pid (obj_pid(self_obj)) #define self_team has_trait(TRAIT_OBJECT,self_obj,OBJECT_TEAM_NUM) #define self_ai has_trait(TRAIT_OBJECT,self_obj,OBJECT_AI_PACKET) #define self_visible obj_is_visible_flag(self_obj) #define self_cur_hits (get_critter_stat(self_obj,STAT_current_hp)) #define self_max_hits (get_critter_stat(self_obj,STAT_max_hp)) #define self_mental_block (has_trait(TRAIT_PERK,self_obj,PERK_mental_block)) #define self_presence (has_trait(TRAIT_PERK,self_obj,PERK_presence)) #define self_awareness (has_trait(TRAIT_PERK,self_obj,PERK_bonus_awareness)) #define self_fortune_finder (has_trait(TRAIT_PERK,self_obj,PERK_fortune_finder)) #define self_caps (item_caps_total(self_obj)) #define self_fid (obj_art_fid(self_obj)) #define skill_success(x,y,z) (is_success(roll_vs_skill(x,y,z))) #define stat_success(x,y,z) (is_success(do_check(x,y,z))) #define self_can_see_dude obj_can_see_obj(self_obj,dude_obj) #define self_distance_from_dude tile_distance(self_tile, dude_tile) #define self_is_high drug_influence(self_obj) #define self_item(x) obj_carrying_pid_obj(self_obj, x) #define self_item_count(x) obj_is_carrying_obj_pid(self_obj, x) // some timer event macros #define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x) #define flush_add_timer_event(obj, time, param) rm_fixed_timer_event(obj, param); \ add_timer_event(obj, time, param) #define flush_add_timer_event_sec(obj, sec, param) flush_add_timer_event(obj, game_ticks(sec), param) /****************************************************************** General commands getting information about time ******************************************************************/ #define morning ((game_time_hour >= 600) andAlso (game_time_hour < 700)) #ifndef day #define day ((game_time_hour >= 700) andAlso (game_time_hour < 1800)) #endif #define evening ((game_time_hour >= 1800) andAlso (game_time_hour < 1900)) #ifndef night #define night ((game_time_hour >= 1900) orElse (game_time_hour < 600)) #endif #define GAME_TIME_SUBSECOND_RESOLUTION (10) #define SECONDS_PER_MINUTE (60) #define MINUTES_PER_HOUR (60) #define HOURS_PER_DAY (24) #define DAYS_PER_YEAR (365) // Seconds Minutes Hours Days Months ==> Year #define GAME_TIME_IN_YEARS (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE * MINUTES_PER_HOUR * HOURS_PER_DAY * DAYS_PER_YEAR)) #define GAME_TIME_IN_DAYS (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * 60 * 60 * 24)) #define GAME_TIME_IN_HOURS (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE * MINUTES_PER_HOUR)) #define GAME_TIME_IN_MINUTES (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE)) #define GAME_TIME_IN_SECONDS (game_time / GAME_TIME_SUBSECOND_RESOLUTION) #define ticks_til_hour(x) ((ONE_GAME_DAY * (game_time_hour > (x))) + ((((x)/100) - (game_time_hour/100)) * ONE_GAME_HOUR) + ((((x)%100) - (game_time_hour%100)) * ONE_GAME_MINUTE)) #define game_time_advance_hour(x) game_time_advance(ticks_til_hour(x)) // use times in define.h for passed_time(example: ONE_GAME_DAY) #define time_has_passed(old_time, passed_time) ((passed_time + old_time) <= game_time) // get the actual amout of time that has passed #define amt_time_has_passed(old_time, time_unit) ((game_time - old_time) / time_unit) #define one_second_passed(old_time) time_has_passed(old_time,ONE_GAME_SECOND) #define one_minute_passed(old_time) time_has_passed(old_time,ONE_GAME_MINUTE) #define one_hour_passed(old_time) time_has_passed(old_time,ONE_GAME_HOUR) #define one_day_passed(old_time) time_has_passed(old_time,ONE_GAME_DAY) #define one_week_passed(old_time) time_has_passed(old_time,ONE_GAME_WEEK) #define one_month_passed(old_time) time_has_passed(old_time,ONE_GAME_MONTH) /*************************************************************** **************** Dialogue Information *********************** ***************************************************************/ #define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL) #define floater_rand(x,y) floater(random(x,y)) #define dude_floater(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL) #define dude_floater_rand(x,y) dude_floater(random(x,y)) #define dude_floater_bad(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_BAD) #define dude_floater_sick(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_SICK) #define FLOAT_COLOR_NORMAL FLOAT_MSG_YELLOW #define FLOAT_COLOR_SICK FLOAT_MSG_GREEN #define FLOAT_COLOR_BAD FLOAT_MSG_RED #define FLOAT_COLOR_GOOD FLOAT_MSG_WHITE #define FLOAT_COLOR_SFX FLOAT_MSG_LIGHT_GREY #define FLOAT_COLOR_SAD FLOAT_MSG_GREY #define FLOAT_COLOR_AFRAID FLOAT_MSG_LIGHT_RED #define FLOAT_COLOR_PAIN FLOAT_MSG_LIGHT_GREY #define FLOAT_COLOR_HIGH FLOAT_MSG_PURPLE #define FLOAT_COLOR_WHISPER FLOAT_MSG_GREY #define obj_floater_type(z,x,type) float_msg(z, x, FLOAT_COLOR_NORMAL + ((type - FLOAT_COLOR_NORMAL) * has_trait(TRAIT_PERK, dude_obj, PERK_empathy))) #define floater_type_msg(x, type) obj_floater_type(self_obj, x, type) #define floater_type(x, type) floater_type_msg(mstr(x), type) #define floater_bad(x) floater_type(x, FLOAT_COLOR_BAD) #define floater_bad_rand(x,y) floater_bad(random(x,y)) #define floater_sick(x) floater_type(x, FLOAT_COLOR_SICK) #define floater_sick_rand(x,y) floater_sick(random(x,y)) #define floater_afraid(x) floater_type(x, FLOAT_COLOR_AFRAID) #define floater_afraid_rand(x,y) floater_afraid(random(x,y)) #define floater_high(x) floater_type(x, FLOAT_COLOR_HIGH) #define floater_high_rand(x,y) floater_high(random(x,y)) #define floater_good(x) floater_type(x, FLOAT_COLOR_GOOD) #define floater_good_rand(x,y) floater_good(random(x,y)) #define mstr(x) message_str(NAME,x) #define display_mstr(x) display_msg(mstr(x)) #define g_mstr(x) message_str(SCRIPT_GENERIC,x) #define g_grunt g_mstr(random(300,303)) #define g_bye g_mstr(random(375,376)) #define LOW_IQ (-3) #define Reply(x) gSay_Reply(NAME,x) #define Reply_Rand(x,y) Reply(random(x,y)) #define GMessage(x) gSay_Message(NAME,x,GOOD_REACTION) #define NMessage(x) gSay_Message(NAME,x,NEUTRAL_REACTION) #define BMessage(x) gSay_Message(NAME,x,BAD_REACTION) // this converts a number from 0-100 to the text representing the number, ie: 1 -> "one", 40 -> "forty-one" #define num_to_num_text(x) g_mstr(2000+x) // Option(Message Number, Node Number, IQ) ==> giQ_Option(IQ, Message Number, Node Number) -rwh2 (11/12/97) #define GOption(x,y,z) giQ_Option(z,NAME,x,y,GOOD_REACTION) #define NOption(x,y,z) giQ_Option(z,NAME,x,y,NEUTRAL_REACTION) #define BOption(x,y,z) giQ_Option(z,NAME,x,y,BAD_REACTION) #define GLowOption(x,y) giQ_Option(LOW_IQ,NAME,x,y,GOOD_REACTION) #define NLowOption(x,y) giQ_Option(LOW_IQ,NAME,x,y,NEUTRAL_REACTION) #define BLowOption(x,y) giQ_Option(LOW_IQ,NAME,x,y,BAD_REACTION) #define display_mstr_rand(x,y) display_msg(mstr(random(x,y))) /*************************************************************** **************** Global Variable commands ********************* ***************************************************************/ #define inc_global_var_amt(x,y) set_global_var(x,global_var(x)+y) #define inc_global_var(x) inc_global_var_amt(x,1) #define dec_global_var_amt(x,y) set_global_var(x,global_var(x)-y) #define dec_global_var(x) dec_global_var_amt(x,1) /*************************************************************** **************** map Variable commands ************************ ***************************************************************/ #define inc_map_var_amt(x,y) set_map_var(x,map_var(x)+y) #define inc_map_var(x) inc_map_var_amt(x,1) #define dec_map_var_amt(x,y) set_map_var(x,map_var(x)-y) #define dec_map_var(x) dec_map_var_amt(x,1) /*************************************************************** **************** Local Variable commands ********************** ***************************************************************/ #define inc_local_var_amt(x,y) set_local_var(x,local_var(x)+y) #define inc_local_var(x) inc_local_var_amt(x,1) #define dec_local_var_amt(x,y) set_local_var(x,local_var(x)-y) #define dec_local_var(x) dec_local_var_amt(x,1) /*************************************************************** **************** Bit Manipulation Macros *********************** ***************************************************************/ #define MAXINT 4294967295 //Max int #define INV(x) (MAXINT - x) //An inverse function // get bit state #define gvar_bit(x, the_bit) ((global_var(x) bwand the_bit) != 0) #define mvar_bit(x, the_bit) ((map_var(x) bwand the_bit) != 0) #define lvar_bit(x, the_bit) ((local_var(x) bwand the_bit) != 0) // switch bit on #define set_gvar_bit_on(x, the_bit) set_global_var(x, global_var(x) bwor the_bit) #define set_mvar_bit_on(x, the_bit) set_map_var(x, map_var(x) bwor the_bit) #define set_lvar_bit_on(x, the_bit) set_local_var(x, local_var(x) bwor the_bit) // switch bit off #define set_gvar_bit_off(x, the_bit) set_global_var(x, global_var(x) bwand INV(the_bit)) #define set_mvar_bit_off(x, the_bit) set_map_var(x, map_var(x) bwand INV(the_bit)) #define set_lvar_bit_off(x, the_bit) set_local_var(x, local_var(x) bwand INV(the_bit)) // truncates a number #define trunc(x) (x * -(x<1)) /****************************************************************** General commands getting information about a critter ******************************************************************/ #define critter_is_male (get_critter_stat(self_obj,STAT_gender) == GENDER_MALE) #define critter_is_female (get_critter_stat(self_obj,STAT_gender) == GENDER_FEMALE) /****************************************************************** General commands setting and getting the map exit ******************************************************************/ // note set either exit or next to 0 for invalid #define set_map_exit_tiles(the_exit,the_next) set_global_var(GVAR_MAP_EXIT_TILE,the_exit); set_global_var(GVAR_MAP_NEXT_TILE,the_next) #define map_exit_tile (global_var(GVAR_MAP_EXIT_TILE)) #define map_next_tile (global_var(GVAR_MAP_NEXT_TILE)) /****************************************************************** General commands for checking and changing status variables note: variable needs to be global for the functions to work note: the defines for the status's are in GLOBAL.H ******************************************************************/ #define change_status_on(status_var, which_status) set_gvar_bit_on(status_var, which_status); #define change_status_off(status_var, which_status) set_gvar_bit_off(status_var, which_status); #define set_status_known(status_var) change_status_on(status_var, PERSON_KNOWN) #define set_status_attacked(status_var) change_status_on(status_var, PERSON_ATTACKED) #define set_status_killed(status_var) change_status_on(status_var, PERSON_KILLED) #define set_status_assassinated(status_var) change_status_on(status_var, PERSON_ASSASSINATED) #define set_status_dead(status_var) change_status_on(status_var, PERSON_DEAD) #define set_status_spoken_to(status_var) change_status_on(status_var, PERSON_SPOKEN_TO) #define set_status_spoken_to_special(status_var) change_status_on(status_var, PERSON_SPOKEN_TO_SPECIAL) #define set_status_special(status_var) change_status_on(status_var, PERSON_SPECIAL) #define set_status_special_2(status_var) change_status_on(status_var, PERSON_SPECIAL_2) #define set_status_in_party(status_var) change_status_on(status_var, PERSON_IN_PARTY) #define set_status_not_in_party(status_var) change_status_off(status_var, PERSON_IN_PARTY) #define set_status_warned(status_var) change_status_on(status_var, PERSON_WARNED) #define set_status_sex(status_var) change_status_on(status_var, PERSON_SEX) #define status_is(status_var, check_status) (gvar_bit(status_var, check_status)) #define status_is_known(status_var) (status_is(status_var, PERSON_KNOWN)) #define status_is_unknown(status_var) (status_is_known(status_var) == false) #define status_is_attacked(status_var) (status_is(status_var, PERSON_ATTACKED)) #define status_is_killed(status_var) (status_is(status_var, PERSON_KILLED)) #define status_is_assassinated(status_var) (status_is(status_var, PERSON_ASSASSINATED)) #define status_is_dead(status_var) (status_is(status_var, PERSON_DEAD)) #define status_is_spoken_to(status_var) (status_is(status_var, PERSON_SPOKEN_TO)) #define status_is_spoken_to_special(status_var) (status_is(status_var, PERSON_SPOKEN_TO_SPECIAL)) #define status_is_special(status_var) (status_is(status_var, PERSON_SPECIAL)) #define status_is_special_2(status_var) (status_is(status_var, PERSON_SPECIAL_2)) #define status_is_in_party(status_var) (status_is(status_var, PERSON_IN_PARTY)) #define status_is_not_in_party(status_var) (status_is(status_var, PERSON_IN_PARTY) == false) #define status_is_warned(status_var) (status_is(status_var, PERSON_WARNED)) #define status_is_sex(status_var) (status_is(status_var, PERSON_SEX)) #define status_is_alive(status_var) (not (status_is_killed(status_var) orElse status_is_assassinated(status_var) orElse status_is_dead(status_var))) /****************************************************************** General commands getting information about cities ******************************************************************/ #define mark_on_map(x) if (town_known(x) == MARK_STATE_UNKNOWN) then begin \ debug_msg(" mark_on_map("+x+")"); \ mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_KNOWN); \ end #define unmark_on_map(x) if (town_known(x) != MARK_STATE_UNKNOWN) then begin \ debug_msg(" unmark_on_map("+x+")"); \ mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_UNKNOWN); \ end /******************************************************************************************************************* ********** These represent the players acomplishments through the game ********************************************* ********** Note: these reflect the Fallout2 variable designers put in the scripts assuming we were ***************** ********** going to have a magic variable to keep track of the player stats throught the game ********************** *******************************************************************************************************************/ // Info relating to carry weight, how much something costs, and weights #define pid_weight(x) proto_data(x,it_weight) #define obj_weight(x) pid_weight(obj_pid(x)) #define pid_cost(x) proto_data(x, it_cost) #define obj_cost(x) pid_cost(obj_pid(x)) #define amt_cost_barter(who1, who2, x) floor(2 * x * ((160.0 + has_skill(who2,SKILL_BARTER)) / (160.0 + has_skill(who1,SKILL_BARTER)))) #define pid_cost_barter(who1, who2, x) amt_cost_barter(who1, who2, pid_cost(x)) #define obj_cost_barter(who1, who2, x) pid_cost_barter(who1, who2, obj_pid(x)) #define who_max_carry(x) get_critter_stat(x,STAT_carry_amt) #define who_carry_amount(x) has_trait(TRAIT_OBJECT, x, OBJECT_CUR_WEIGHT) #define who_inven_free_amt(x) (who_max_carry(x) - who_carry_amount(x)) /******************************************************************** ************ These are for cutting down on the lvars ************ ********************************************************************/ // for examples of use, see new reno and raiders // default bits for character flag #define herebefore_bit bit_1 #define hostile_bit bit_2 #define examined_bit bit_3 #define personal_enemy_bit bit_4 #define initialized_bit bit_5 #define is_float_bit bit_7 #define destroy_me_bit bit_8 #define heard_call_bit bit_9 // here before #define herebefore lvar_bit(LVAR_Flags, herebefore_bit) #define set_herebefore set_lvar_bit_on(LVAR_Flags, herebefore_bit) #define off_herebefore set_lvar_bit_off(LVAR_Flags, herebefore_bit) // hostile #define hostile lvar_bit(LVAR_Flags, hostile_bit) #define set_hostile set_lvar_bit_on(LVAR_Flags, hostile_bit) #define off_hostile set_lvar_bit_off(LVAR_Flags, hostile_bit) // examined #define examined lvar_bit(LVAR_Flags, examined_bit) #define set_examined set_lvar_bit_on(LVAR_Flags, examined_bit) // personal enemy #define personal_enemy lvar_bit(LVAR_Flags, personal_enemy_bit) #define set_personal_enemy set_lvar_bit_on(LVAR_Flags, personal_enemy_bit); set_hostile // initialized #define destroy_me lvar_bit(LVAR_Flags, destroy_me_bit) #define set_destroy_me set_lvar_bit_on(LVAR_Flags, destroy_me_bit) // initialized #define initialized lvar_bit(LVAR_Flags, initialized_bit) #define set_initialized set_lvar_bit_on(LVAR_Flags, initialized_bit) // heard_call #define heard_call lvar_bit(LVAR_Flags, heard_call_bit) #define set_heard_call set_lvar_bit_on(LVAR_Flags, heard_call_bit) // set message type #define is_float lvar_bit(LVAR_Flags, is_float_bit) #define is_click (is_float == false) #define set_is_float set_lvar_bit_on(LVAR_Flags, is_float_bit) #define set_is_click set_lvar_bit_off(LVAR_Flags, is_float_bit) #endif // COMMAND_H