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sfall/artifacts/example_mods/ItemHighlight_Lite/gl_highlighting_lite.ssl
T
NovaRain 2941157174 Added NPC combat control mod to example mods
Updated item highlighting mod and NPC armor mod.
2023-07-03 15:35:03 +08:00

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6.4 KiB
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/**
Item Highlighting mod (Lite version)
A cut-down version of the mod included in sfall 4.x, offering more features than the built-in function.
Features:
- highlights items, containers (optional) and lootable corpses (optional) on the ground
- highlights critters using the same rules as combat mode highlighting (optional)
- configurable hotkey is used to trigger highlight
- hotkey can be pressed and held to continuously update highlighted objects based on current position
- 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)
Requires sfall 3.8.12 or higher
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
version 1.2
**/
#include "main.h"
//#include "..\..\..\!SRC\headers\define.h"
#define CRITTER_IS_DEAD (1)
#define PID_MOTION_SENSOR (59)
#define REPEAT_FRAMES (10)
#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 alsoCritter;
variable checkLOS;
variable outlineColor;
variable motionScanner;
variable highlightFailMsg1;
variable highlightFailMsg2;
procedure DudeCanSee(variable obj) begin
variable block := obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT);
return not block or block == obj;
end
procedure DudeCanHear(variable obj) begin
variable hearDist := dude_perception * 5;
if (get_flags(obj) bwand FLAG_TRANSGLASS) then
hearDist /= 2;
return tile_distance_objs(dude_obj, obj) <= hearDist;
end
procedure GetOutlineColor(variable obj, variable isCritter) begin
if isCritter then begin
if get_team(obj) == get_team(dude_obj) then return OUTLINE_GREEN_GLOW;
if not DudeCanSee(obj) then begin
if (DudeCanHear(obj)) then return OUTLINE_DARK_YELLOW;
return 0;
end
return OUTLINE_RED_GLOW;
end
if checkLOS and not DudeCanSee(obj) then
return 0;
return outlineColor;
end
procedure ToggleHighlightObject(variable obj, variable enable, variable isCritter) begin
if (not alsoContainer or obj_item_subtype(obj) != item_type_container) and NO_HIGHLIGHT(obj) then return;
set_outline(obj, GetOutlineColor(obj, isCritter) if enable else 0);
end
procedure ToggleHighlight(variable enable) begin
variable obj, isCorpse;
foreach obj in list_as_array(LIST_GROUNDITEMS) begin
if obj and obj != outlined_object then begin
call ToggleHighlightObject(obj, enable, false);
end
end
if (alsoCorpse or alsoCritter) then begin
foreach obj in list_as_array(LIST_CRITTERS) begin
if obj and obj != dude_obj then begin
isCorpse := critter_state(obj) == CRITTER_IS_DEAD;
if (alsoCritter and not isCorpse) or (isCorpse and not NO_STEAL(obj)) then begin
call ToggleHighlightObject(obj, enable, not isCorpse);
end
end
end
end
tile_refresh_display;
if (checkLOS or alsoCritter) and enable != isHighlight then begin
set_global_script_repeat(REPEAT_FRAMES if enable else 0);
end
isHighlight := enable;
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
set_global_script_repeat(REPEAT_FRAMES);
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
call ToggleHighlight(false);
end
end
end
// visual glitch fix, turn off highlight when entering combat - for 3.8.40+
procedure CombatTurnHandler begin
if isHighlight then begin
call ToggleHighlight(false);
end
end
// visual glitch fix, turn off highlight when opening loot/barter screens - for 3.8.29+
procedure GameModeChangeHandler begin
if isHighlight and (get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
call ToggleHighlight(false);
end
end
procedure InventoryMoveHandler begin
// remove item outline when player picks up the item - for 3.8.18+
if (isHighlight and get_sfall_arg == 7) then set_outline(get_sfall_arg, 0);
end
procedure start begin
if game_loaded then begin
if (sfall_ver_major >= 4 or sfall_ver_build < 12) then return;
call InitConfigs;
highlightKey := GetConfig(configSection, "Key", 0);
alsoContainer := GetConfig(configSection, "Containers", 0);
alsoCorpse := GetConfig(configSection, "Corpses", 0);
alsoCritter := GetConfig(configSection, "Critters", 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);
set_global_script_type(1);
end else begin
if isHighlight and not(get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
call ToggleHighlight(true);
end
end
end