Files
sfall/artifacts/scripting/headers/sfall.h
T

199 lines
8.1 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)
//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)
//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)
//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))
// 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 in ascending order
#define sort_array(array) resize_array(array, -2)
// sort array in descending order
#define sort_array_reverse(array) resize_array(array, -3)
// reverse elements in list
#define reverse_array(array) resize_array(array, -4)
// randomly shuffle elements in list
#define shuffle_array(array) resize_array(array, -5)
// 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 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 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)
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#define critter_inven_obj2(obj, y) sfall_func2("critter_inven_obj2", obj, type)
#define intface_redraw sfall_func0("intface_redraw")
#define intface_hide sfall_func0("intface_hide")
#define intface_show sfall_func0("intface_show")
#define intface_is_hidden sfall_func0("intface_is_hidden")
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")