/** Item Highlight mod. Previously was part of sfall itself, now a separate mod. Features: - highlighting items, containers (optional) and lootable corpses (optional) on the ground - configurable hotkey is used to trigger highlight - only objects in direct line-of-sight of player are highlighted (optional) - motion scanner is required to enable highlight (optional) - motion scanner charges are decreased on each use (optional) NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation) version 1.1 **/ #include "main.h" //#include "..\..\..\!SRC\headers\define.h" #define CRITTER_IS_DEAD (1) #define PID_MOTION_SENSOR (59) #define NO_HIGHLIGHT(obj) (get_flags(obj) bwand FLAG_NOHIGHLIGHT) #define NO_STEAL(obj) (get_proto_data(obj_pid(obj), PROTO_CR_FLAGS) bwand CFLG_NOSTEAL) variable configSection := "Highlighting"; variable highlightKey; variable isHighlight; variable alsoContainer; variable alsoCorpse; variable checkLOS; variable outlineColor; variable motionScanner; variable highlightFailMsg1; variable highlightFailMsg2; procedure ToggleHighlightObject(variable obj, variable enable) begin if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin if (enable) then set_outline(obj, outlineColor); else set_outline(obj, 0); end end end procedure ToggleHighlight(variable enable) begin variable obj; foreach obj in list_as_array(LIST_GROUNDITEMS) begin if obj != outlined_object then begin call ToggleHighlightObject(obj, enable); end end if (alsoCorpse) then begin foreach obj in list_as_array(LIST_CRITTERS) begin if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin call ToggleHighlightObject(obj, enable); end end end tile_refresh_display; end procedure KeyPressHandler begin variable pressed := get_sfall_arg, scanCode := get_sfall_arg, scanner, charges; if scanCode == highlightKey and not(get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin if pressed then begin isHighlight := true; if motionScanner then begin scanner := obj_carrying_pid_obj(dude_obj, PID_MOTION_SENSOR); if scanner then begin if motionScanner >= 2 then begin charges := get_weapon_ammo_count(scanner); if charges > 0 then begin set_weapon_ammo_count(scanner, charges - 1); intface_redraw; call ToggleHighlight(true); end else begin display_msg(highlightFailMsg2); end end else begin call ToggleHighlight(true); end end else begin display_msg(highlightFailMsg1); end end else begin call ToggleHighlight(true); end end else begin isHighlight := false; call ToggleHighlight(false); end end end procedure CombatTurnHandler begin if isHighlight then begin isHighlight := false; call ToggleHighlight(false); end end procedure GameModeChangeHandler begin if isHighlight and (get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin isHighlight := false; call ToggleHighlight(false); end end procedure InventoryMoveHandler begin // remove item outline when player picks up the item if (isHighlight and get_sfall_arg == 7) then set_outline(get_sfall_arg, 0); end procedure start begin if game_loaded and (sfall_ver_major >= 4) then begin call InitConfigs; highlightKey := GetConfig(configSection, "Key", 0); alsoContainer := GetConfig(configSection, "Containers", 0); alsoCorpse := GetConfig(configSection, "Corpses", 0); checkLOS := GetConfig(configSection, "CheckLOS", 0); outlineColor := GetConfig(configSection, "OutlineColor", 16); if (outlineColor < 1) then outlineColor := 64; motionScanner := GetConfig(configSection, "MotionScanner", 0); highlightFailMsg1 := Translate("HighlightFail1", "You aren't carrying a motion sensor."); highlightFailMsg2 := Translate("HighlightFail2", "Your motion sensor is out of charge."); register_hook_proc(HOOK_KEYPRESS, KeyPressHandler); register_hook_proc(HOOK_COMBATTURN, CombatTurnHandler); register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChangeHandler); register_hook_proc(HOOK_INVENTORYMOVE, InventoryMoveHandler); end end