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* FINDTARGET, BARTERPRICE, WITHINPERCEPTION, and INVENTORYMOVE. For unifying the behavior of common hooks between 3.8 and 4.x. Added the example script of WITHINPERCEPTION from 4.x. Updated gl_highlighting_lite.
61 lines
2.0 KiB
Plaintext
61 lines
2.0 KiB
Plaintext
/*
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Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
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NOTE: the AllowUnsafeScripting option must be enabled.
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*/
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#include "..\headers\define.h"
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#include "..\headers\command.h"
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
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#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
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procedure start;
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procedure start begin
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if game_loaded then begin
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register_hook(HOOK_WITHINPERCEPTION);
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end else begin
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variable
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source := get_sfall_arg,
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target := get_sfall_arg,
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original := get_sfall_arg,
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hookType := get_sfall_arg, /* new arg */
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result := 0,
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distance;
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if target then begin
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distance := get_critter_stat(source, STAT_pe);
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if can_see_(source, target) then begin
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distance *= 5;
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if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
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end else if combat_is_initialized then begin
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distance *= 2;
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end
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if (target == dude_obj) then begin
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if sneak_success then begin
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distance /= 4;
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if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
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end else if dude_is_sneaking then begin
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distance := distance * 2 / 3;
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end
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end
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if obj_dist_(target, source) <= distance then result := 1;
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// example
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if (result) then begin
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display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
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end else begin
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display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
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end
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end
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//set_sfall_return(result);
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end
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end
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