mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
316 lines
16 KiB
C
316 lines
16 KiB
C
//Recognised modes for set_shader_mode and get_game_mode
|
|
#define WORLDMAP (0x1)
|
|
#define LOCALMAP (0x2) //No point hooking this: would always be 1 at any point at which scripts are running
|
|
#define DIALOG (0x4)
|
|
#define ESCMENU (0x8)
|
|
#define SAVEGAME (0x10)
|
|
#define LOADGAME (0x20)
|
|
#define COMBAT (0x40)
|
|
#define OPTIONS (0x80)
|
|
#define HELP (0x100)
|
|
#define CHARSCREEN (0x200)
|
|
#define PIPBOY (0x400)
|
|
#define PCOMBAT (0x800)
|
|
#define INVENTORY (0x1000)
|
|
#define AUTOMAP (0x2000)
|
|
#define SKILLDEX (0x4000)
|
|
#define INTFACEUSE (0x8000)
|
|
#define INTFACELOOT (0x10000)
|
|
#define BARTER (0x20000)
|
|
#define HEROWIN (0x40000)
|
|
#define DIALOGVIEW (0x80000)
|
|
#define COUNTERWIN (0x100000) // counter window for moving multiple items or setting a timer
|
|
|
|
//Valid arguments to register_hook
|
|
#define HOOK_TOHIT (0)
|
|
#define HOOK_AFTERHITROLL (1)
|
|
#define HOOK_CALCAPCOST (2)
|
|
#define HOOK_DEATHANIM1 (3)
|
|
#define HOOK_DEATHANIM2 (4)
|
|
#define HOOK_COMBATDAMAGE (5)
|
|
#define HOOK_ONDEATH (6)
|
|
#define HOOK_FINDTARGET (7)
|
|
#define HOOK_USEOBJON (8)
|
|
#define HOOK_REMOVEINVENOBJ (9)
|
|
#define HOOK_BARTERPRICE (10)
|
|
#define HOOK_MOVECOST (11)
|
|
#define HOOK_HEXMOVEBLOCKING (12)
|
|
#define HOOK_HEXAIBLOCKING (13)
|
|
#define HOOK_HEXSHOOTBLOCKING (14)
|
|
#define HOOK_HEXSIGHTBLOCKING (15)
|
|
#define HOOK_ITEMDAMAGE (16)
|
|
#define HOOK_AMMOCOST (17)
|
|
#define HOOK_USEOBJ (18)
|
|
#define HOOK_KEYPRESS (19)
|
|
#define HOOK_MOUSECLICK (20)
|
|
#define HOOK_USESKILL (21)
|
|
#define HOOK_STEAL (22)
|
|
#define HOOK_WITHINPERCEPTION (23)
|
|
#define HOOK_INVENTORYMOVE (24)
|
|
#define HOOK_INVENWIELD (25)
|
|
#define HOOK_ADJUSTFID (26)
|
|
#define HOOK_COMBATTURN (27)
|
|
#define HOOK_CARTRAVEL (28)
|
|
#define HOOK_SETGLOBALVAR (29)
|
|
#define HOOK_RESTTIMER (30)
|
|
#define HOOK_GAMEMODECHANGE (31)
|
|
#define HOOK_USEANIMOBJ (32)
|
|
#define HOOK_EXPLOSIVETIMER (33)
|
|
#define HOOK_DESCRIPTIONOBJ (34)
|
|
#define HOOK_USESKILLON (35)
|
|
#define HOOK_ONEXPLOSION (36)
|
|
#define HOOK_SUBCOMBATDAMAGE (37)
|
|
#define HOOK_SETLIGHTING (38)
|
|
#define HOOK_SNEAK (39)
|
|
#define HOOK_STDPROCEDURE (40)
|
|
|
|
//Valid arguments to list_begin
|
|
#define LIST_CRITTERS (0)
|
|
#define LIST_GROUNDITEMS (1)
|
|
#define LIST_SCENERY (2)
|
|
#define LIST_WALLS (3)
|
|
//#define LIST_TILES (4) //Not listable via sfall list functions
|
|
#define LIST_MISC (5)
|
|
#define LIST_SPATIAL (6)
|
|
#define LIST_ALL (9)
|
|
|
|
//Valid flags for force_encounter_with_flags
|
|
#define ENCOUNTER_FLAG_NO_CAR (1)
|
|
#define ENCOUNTER_FLAG_LOCK (2) // block new forced encounter by the next function call until the current specified encounter occurs
|
|
|
|
//The attack types returned by get_attack_type
|
|
#define ATKTYPE_LWEP1 (0)
|
|
#define ATKTYPE_LWEP2 (1)
|
|
#define ATKTYPE_RWEP1 (2)
|
|
#define ATKTYPE_RWEP2 (3)
|
|
#define ATKTYPE_PUNCH (4)
|
|
#define ATKTYPE_KICK (5)
|
|
#define ATKTYPE_LWEP_RELOAD (6)
|
|
#define ATKTYPE_RWEP_RELOAD (7)
|
|
#define ATKTYPE_STRONGPUNCH (8)
|
|
#define ATKTYPE_HAMMERPUNCH (9)
|
|
#define ATKTYPE_HAYMAKER (10)
|
|
#define ATKTYPE_JAB (11)
|
|
#define ATKTYPE_PALMSTRIKE (12)
|
|
#define ATKTYPE_PIERCINGSTRIKE (13)
|
|
#define ATKTYPE_STRONGKICK (14)
|
|
#define ATKTYPE_SNAPKICK (15)
|
|
#define ATKTYPE_POWERKICK (16)
|
|
#define ATKTYPE_HIPKICK (17)
|
|
#define ATKTYPE_HOOKKICK (18)
|
|
#define ATKTYPE_PIERCINGKICK (19)
|
|
|
|
//Some possible values for the 4th argument to hs_removeinvobj
|
|
#define RMOBJ_DROP (0x49B875) //If the object is dropped manually by the player from the inventory screen
|
|
#define RMOBJ_TRADE (0x47761D) //If the object is offered up as a trade
|
|
#define RMOBJ_DROPMULTI (0x45C1CF) //When dropping a part of a stack (RMOBJ_DROP occures first)
|
|
|
|
//Return values for "typeof"
|
|
#define VALTYPE_NONE (0) // not used yet
|
|
#define VALTYPE_INT (1)
|
|
#define VALTYPE_FLOAT (2)
|
|
#define VALTYPE_STR (3)
|
|
|
|
//Arrays defines
|
|
|
|
// create persistent list
|
|
#define create_array_list(size) (create_array(size, 0))
|
|
// create temporary list
|
|
#define temp_array_list(size) (temp_array(size, 0))
|
|
// create persistent map
|
|
#define create_array_map (create_array(-1, 0))
|
|
// create temporary map
|
|
#define temp_array_map (temp_array(-1, 0))
|
|
// create persistent lookup map (see arrays.txt for details)
|
|
#define create_lookup_map (create_array(-1, 2))
|
|
// create temporary lookup map
|
|
#define temp_lookup_map (temp_array(-1, 2))
|
|
// true if array is map, false otherwise
|
|
#define array_is_map(x) (array_key(x, -1) == 1)
|
|
// returns temp list with names of all arrays saved with save_array() in alphabetical order
|
|
#define list_saved_arrays (load_array("...all_arrays..."))
|
|
// removes array from savegame
|
|
#define unsave_array(x) save_array(0, x)
|
|
// true if given item exists in given array, false otherwise
|
|
#define is_in_array(item, array) (scan_array(array, item) != -1)
|
|
// true if given array exists, false otherwise
|
|
#define array_exists(array) (len_array(array) != -1)
|
|
// remove all elements from array
|
|
#define clear_array(array) resize_array(array, 0)
|
|
// sort array or map by key in ascending order
|
|
#define sort_array(array) resize_array(array, -2)
|
|
// sort array or map by key in descending order
|
|
#define sort_array_reverse(array) resize_array(array, -3)
|
|
// reverse elements in list/map
|
|
#define reverse_array(array) resize_array(array, -4)
|
|
// randomly shuffle elements in list/map
|
|
#define shuffle_array(array) resize_array(array, -5)
|
|
// sort map in ascending order by key value
|
|
#define sort_map_value(array) resize_array(array, -6)
|
|
// sort map in descending order by key value
|
|
#define sort_map_reverse(array) resize_array(array, -7)
|
|
// remove element from map or just replace value with 0 for list
|
|
#define unset_array(array, item) set_array(array, item, 0)
|
|
|
|
// same as "key_pressed" but checks VK codes instead of DX codes
|
|
#define key_pressed_vk(key) (key_pressed(key bwor 0x80000000))
|
|
|
|
#define set_attack_explosion_pattern(x, y) metarule2_explosions(1, x, y)
|
|
#define set_attack_explosion_art(x, y) metarule2_explosions(2, x, y)
|
|
#define set_attack_explosion_radius(x) metarule2_explosions(3, x, 0)
|
|
#define set_attack_is_explosion(x) metarule2_explosions(4, x, 0)
|
|
#define set_attack_is_explosion_fire set_attack_is_explosion(DMG_fire)
|
|
#define set_explosion_radius(grenade, rocket) metarule2_explosions(5, grenade, rocket)
|
|
#define get_explosion_damage(itemPid) metarule2_explosions(6, itemPid, 0)
|
|
#define set_dynamite_damage(minDmg, maxDmg) metarule2_explosions(7, minDmg, maxDmg)
|
|
#define set_plastic_damage(minDmg, maxDmg) metarule2_explosions(8, minDmg, maxDmg)
|
|
#define set_explosion_max_targets(x) metarule2_explosions(9, x, 0)
|
|
|
|
|
|
#define GAME_MSG_COMBAT (0)
|
|
#define GAME_MSG_AI (1)
|
|
#define GAME_MSG_SCRNAME (2)
|
|
#define GAME_MSG_MISC (3)
|
|
#define GAME_MSG_CUSTOM (4)
|
|
#define GAME_MSG_INVENTRY (5)
|
|
#define GAME_MSG_ITEM (6)
|
|
#define GAME_MSG_LSGAME (7)
|
|
#define GAME_MSG_MAP (8)
|
|
#define GAME_MSG_OPTIONS (9)
|
|
#define GAME_MSG_PERK (10)
|
|
#define GAME_MSG_PIPBOY (11)
|
|
#define GAME_MSG_QUESTS (12)
|
|
#define GAME_MSG_PROTO (13)
|
|
#define GAME_MSG_SCRIPT (14)
|
|
#define GAME_MSG_SKILL (15)
|
|
#define GAME_MSG_SKILLDEX (16)
|
|
#define GAME_MSG_STAT (17)
|
|
#define GAME_MSG_TRAIT (18)
|
|
#define GAME_MSG_WORLDMAP (19)
|
|
#define GAME_MSG_PRO_ITEM (0x1000)
|
|
#define GAME_MSG_PRO_CRIT (0x1001)
|
|
#define GAME_MSG_PRO_SCEN (0x1002)
|
|
#define GAME_MSG_PRO_WALL (0x1003)
|
|
#define GAME_MSG_PRO_TILE (0x1004)
|
|
#define GAME_MSG_PRO_MISC (0x1005)
|
|
|
|
#define OUTLINE_NONE (0)
|
|
#define OUTLINE_RED_GLOW (0x01)
|
|
#define OUTLINE_RED (0x02)
|
|
#define OUTLINE_GREY (0x04)
|
|
#define OUTLINE_GREEN_GLOW (0x08)
|
|
#define OUTLINE_YELLOW (0x10)
|
|
#define OUTLINE_DARK_YELLOW (0x20)
|
|
#define OUTLINE_PURPLE (0x40)
|
|
|
|
#define CURSOR_MOVEMENT (0)
|
|
#define CURSOR_COMMAND (1)
|
|
#define CURSOR_TARGETING (2)
|
|
|
|
//Valid flags for set_rest_mode
|
|
#define RESTMODE_DISABLED (1) // disable resting on all maps
|
|
#define RESTMODE_STRICT (2) // disable resting on maps with "can_rest_here=No" in Maps.txt, even if there are no other critters
|
|
#define RESTMODE_NO_HEALING (4) // disable healing during resting
|
|
|
|
#define mstr_combat(x) (message_str_game(GAME_MSG_COMBAT, x))
|
|
#define mstr_ai(x) (message_str_game(GAME_MSG_AI, x))
|
|
#define mstr_scrname(x) (message_str_game(GAME_MSG_SCRNAME, x))
|
|
#define mstr_misc(x) (message_str_game(GAME_MSG_MISC, x))
|
|
#define mstr_custom(x) (message_str_game(GAME_MSG_CUSTOM, x))
|
|
#define mstr_inventry(x) (message_str_game(GAME_MSG_INVENTRY, x))
|
|
#define mstr_item(x) (message_str_game(GAME_MSG_ITEM, x))
|
|
#define mstr_lsgame(x) (message_str_game(GAME_MSG_LSGAME, x))
|
|
#define mstr_map(x) (message_str_game(GAME_MSG_MAP, x))
|
|
#define mstr_options(x) (message_str_game(GAME_MSG_OPTIONS, x))
|
|
#define mstr_perk(x) (message_str_game(GAME_MSG_PERK, x))
|
|
#define mstr_pipboy(x) (message_str_game(GAME_MSG_PIPBOY, x))
|
|
#define mstr_quests(x) (message_str_game(GAME_MSG_QUESTS, x))
|
|
#define mstr_proto(x) (message_str_game(GAME_MSG_PROTO, x))
|
|
#define mstr_script(x) (message_str_game(GAME_MSG_SCRIPT, x))
|
|
#define mstr_skill(x) (message_str_game(GAME_MSG_SKILL, x))
|
|
#define mstr_skilldex(x) (message_str_game(GAME_MSG_SKILLDEX, x))
|
|
#define mstr_stat(x) (message_str_game(GAME_MSG_STAT, x))
|
|
#define mstr_trait(x) (message_str_game(GAME_MSG_TRAIT, x))
|
|
#define mstr_worldmap(x) (message_str_game(GAME_MSG_WORLDMAP, x))
|
|
|
|
|
|
#define BLOCKING_TYPE_BLOCK (0)
|
|
#define BLOCKING_TYPE_SHOOT (1) // use this for more realistic line-of-sight checks
|
|
#define BLOCKING_TYPE_AI (2)
|
|
#define BLOCKING_TYPE_SIGHT (3) // not really useful (works not as you would expect), game uses this only when checking if you can talk to a person
|
|
|
|
#define party_member_list_critters party_member_list(0)
|
|
#define party_member_list_all party_member_list(1)
|
|
|
|
// fake perks/traits add mode flags
|
|
#define ADD_PERK_MODE_TRAIT (1) // add to the player's traits
|
|
#define ADD_PERK_MODE_PERK (2) // add to the player's perks
|
|
#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks
|
|
|
|
// sfall_funcX macros
|
|
#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
|
|
#define add_iface_tag sfall_func0("add_iface_tag")
|
|
#define art_cache_clear sfall_func0("art_cache_clear")
|
|
#define attack_is_aimed sfall_func0("attack_is_aimed")
|
|
#define car_gas_amount sfall_func0("car_gas_amount")
|
|
#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
|
|
#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
|
|
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
|
|
#define dialog_message(text) sfall_func1("dialog_message", text)
|
|
#define dialog_obj sfall_func0("dialog_obj")
|
|
#define display_stats sfall_func0("display_stats")
|
|
#define draw_image(frmFile, frame, x, y, noTransparent) sfall_func5("draw_image", frmFile, frame, x, y, noTransparent)
|
|
#define draw_image_scaled(frmFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", frmFile, frame, x, y, w, h)
|
|
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
|
|
#define floor2(value) sfall_func1("floor2", value)
|
|
#define get_can_rest_on_map(map, elev) sfall_func2("get_can_rest_on_map", map, elev)
|
|
#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
|
|
#define get_cursor_mode sfall_func0("get_cursor_mode")
|
|
#define get_flags(obj) sfall_func1("get_flags", obj)
|
|
#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
|
|
#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
|
|
#define get_map_enter_position sfall_func0("get_map_enter_position")
|
|
#define get_metarule_table sfall_func0("get_metarule_table")
|
|
#define get_object_ai_data(obj, aiParam) sfall_func2("get_object_ai_data", obj, aiParam)
|
|
#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
|
|
#define get_outline(obj) sfall_func1("get_outline", obj)
|
|
#define get_string_pointer(text) sfall_func1("get_string_pointer", text)
|
|
#define has_fake_perk_npc(npc, perk) sfall_func2("has_fake_perk_npc", npc, perk)
|
|
#define has_fake_trait_npc(npc, trait) sfall_func2("has_fake_trait_npc", npc, trait)
|
|
#define intface_hide sfall_func0("intface_hide")
|
|
#define intface_is_hidden sfall_func0("intface_is_hidden")
|
|
#define intface_redraw sfall_func0("intface_redraw")
|
|
#define intface_show sfall_func0("intface_show")
|
|
#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
|
|
#define item_make_explosive(pid, aPid, min, max) sfall_func4("item_make_explosive", pid, aPid, min, max)
|
|
#define item_weight(obj) sfall_func1("item_weight", obj)
|
|
#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
|
|
#define loot_obj sfall_func0("loot_obj")
|
|
#define metarule_exist(metarule) sfall_func1("metarule_exist", metarule)
|
|
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
|
|
#define obj_under_cursor(crSwitch, inclDude) sfall_func2("obj_under_cursor", crSwitch, inclDude)
|
|
#define outlined_object sfall_func0("outlined_object")
|
|
#define real_dude_obj sfall_func0("real_dude_obj")
|
|
#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
|
|
#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
|
|
#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
|
|
#define set_drugs_data(type, pid, value) sfall_func3("set_drugs_data", type, pid, value)
|
|
#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
|
|
#define set_fake_perk_npc(npc, perk, level, image, desc) sfall_func5("set_fake_perk_npc", npc, perk, level, image, desc)
|
|
#define set_fake_trait_npc(npc, trait, active, image, desc) sfall_func5("set_fake_trait_npc", npc, trait, active, image, desc)
|
|
#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
|
|
#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
|
|
#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
|
|
#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
|
|
#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
|
|
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
|
|
#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
|
|
#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
|
|
#define set_selectable_perk_npc(npc, perk, active, image, desc) sfall_func5("set_selectable_perk_npc", npc, perk, active, image, desc)
|
|
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
|
|
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
|
|
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
|
|
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
|
|
#define tile_refresh_display sfall_func0("tile_refresh_display")
|
|
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
|