Files
sfall/artifacts/scripting/headers/sfall.h
T
2026-07-22 10:31:14 +08:00

451 lines
29 KiB
C

#ifndef SFALL_H
#define SFALL_H
// 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
#define PAUSEWIN (0x200000) // Ctrl+P pause window
#define SPECIAL (0x80000000)
// Valid arguments to register_hook_proc
#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)
#define HOOK_STDPROCEDURE_END (41)
#define HOOK_TARGETOBJECT (42)
#define HOOK_ENCOUNTER (43)
#define HOOK_ADJUSTPOISON (44)
#define HOOK_ADJUSTRADS (45)
#define HOOK_ROLLCHECK (46)
#define HOOK_BESTWEAPON (47)
#define HOOK_CANUSEWEAPON (48)
// RESERVED 49..60
#define HOOK_BUILDSFXWEAPON (61)
// 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 window types for get_window_attribute
#define WINTYPE_INVENTORY (0) // any inventory window (player/loot/use/barter)
#define WINTYPE_DIALOG (1)
#define WINTYPE_PIPBOY (2)
#define WINTYPE_WORLDMAP (3)
#define WINTYPE_IFACEBAR (4) // the interface bar
#define WINTYPE_CHARACTER (5)
#define WINTYPE_SKILLDEX (6)
#define WINTYPE_ESCMENU (7) // escape menu
#define WINTYPE_AUTOMAP (8)
// Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (0x1)
#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
// Return values for "typeof"
#define VALTYPE_NONE (0) // not used yet
#define VALTYPE_INT (1)
#define VALTYPE_FLOAT (2)
#define VALTYPE_STR (3)
/* ARRAYS FUNCTION 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 value
#define sort_map_value(array) resize_array(array, -6)
// sort map in descending order by 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, key) set_array(array, key, 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_EDITOR (20)
#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 mstr_character(x) (message_str_game(GAME_MSG_EDITOR, 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 list
#define ADD_PERK_MODE_PERK (2) // add to the player's perks list
#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks (after added to the player)
/* MISC FUNCTION MACROS */
// instantly apply the item to dude_obj (w/o animation)
#define use_item_on_dude(item) set_self(dude_obj); \
set_self(dude_obj); \
use_obj_on_obj(item, dude_obj); \
set_self(0)
// returns the corrected tile distance between two objects to the distance variable (return value >= 9996 is an error when getting the distance)
#define distance_objs(distance, obj1, obj2) distance := tile_distance_objs(obj1, obj2) - 1; \
if (get_flags(obj1) bwand FLAG_MULTIHEX) then distance--; \
if (get_flags(obj2) bwand FLAG_MULTIHEX) then distance--
// checks if the specified PID number exists in the list of registered protos
#define check_pid(pid) (get_proto_data(pid, 0) != -1)
// sets the status of an unusable weapon that cannot be used in combat
// use the HOOK_CANUSEWEAPON hook with weapon_is_unusable macro to override the engine value
#define set_weapon_unusable(item) set_object_data(item, OBJ_DATA_MISC_FLAGS, get_object_data(item, OBJ_DATA_MISC_FLAGS) bwor 0x00000010)
#define set_weapon_usable(item) set_object_data(item, OBJ_DATA_MISC_FLAGS, get_object_data(item, OBJ_DATA_MISC_FLAGS) bwand 0xFFFFFFEF)
#define weapon_is_unusable(item) (get_object_data(item, OBJ_DATA_MISC_FLAGS) bwand 0x00000010)
#define weapon_attack_mode1(pid) (get_proto_data(pid, PROTO_FLAG_EXT) bwand 0x0000000F)
#define weapon_attack_mode2(pid) ((get_proto_data(pid, PROTO_FLAG_EXT) bwand 0x000000F0) / 0x10)
#define weapon_attack_mode(pid, attackType) (weapon_attack_mode1(pid) if (attackType == ATKTYPE_LWEP1 or attackType == ATKTYPE_RWEP1) else weapon_attack_mode2(pid))
#define get_tile_fid_ext(tile, elev, mode) get_tile_fid(((mode bwand 0xF) * 0x10000000) bwor ((elev bwand 0xF) * 0x1000000) bwor (tile bwand 0xFFFFFF))
#define get_tile_ground_fid(tile, elev) get_tile_fid_ext(tile, elev, 0)
#define get_tile_roof_fid(tile, elev) get_tile_fid_ext(tile, elev, 1)
/* SFALL_FUNCX MACROS */
#define FUNC_SELECTOR_4(_1,_2,_3,_4,FUNC,...) FUNC
#define FUNC_SELECTOR_7(_1,_2,_3,_4,_5,_6,_7,FUNC,...) FUNC
#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
#define add_iface_tag sfall_func0("add_iface_tag")
#define add_trait(traitID) sfall_func1("add_trait", traitID)
#define art_cache_clear sfall_func0("art_cache_clear")
#define art_frame_data(art, frame, rot) sfall_func3("art_frame_data", art, frame, rot)
#define attack_is_aimed sfall_func0("attack_is_aimed")
#define car_gas_amount sfall_func0("car_gas_amount")
#define clear_window sfall_func0("win_fill_color")
#define combat_data sfall_func0("combat_data")
#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(artFile, frame, x, y, noTrans) sfall_func5("draw_image", artFile, frame, x, y, noTrans)
#define draw_image_scaled(artFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", artFile, 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_combat_free_move sfall_func0("get_combat_free_move")
#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
#define get_current_terrain_name sfall_func0("get_terrain_name")
#define get_cursor_mode sfall_func0("get_cursor_mode")
#define get_flags(obj) sfall_func1("get_flags", obj)
#define get_ini_config(file) sfall_func2("get_ini_config", file, 0)
#define get_ini_config_db(file) sfall_func2("get_ini_config", file, 1)
#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_interface_rect(winType) sfall_func2("get_window_attribute", winType, -1)
#define get_interface_x(winType) sfall_func2("get_window_attribute", winType, 1)
#define get_interface_y(winType) sfall_func2("get_window_attribute", winType, 2)
#define get_interface_width(winType) sfall_func2("get_window_attribute", winType, 3)
#define get_interface_height(winType) sfall_func2("get_window_attribute", winType, 4)
#define get_interface_id(winType) sfall_func2("get_window_attribute", winType, 5)
#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
#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_pc_stat_max(stat) sfall_func1("get_stat_max", stat)
#define get_pc_stat_min(stat) sfall_func1("get_stat_min", stat)
#define get_npc_stat_max(stat) sfall_func2("get_stat_max", stat, 1)
#define get_npc_stat_min(stat) sfall_func2("get_stat_min", stat, 1)
#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
#define get_terrain_name(x, y) sfall_func2("get_terrain_name", x, y)
#define get_text_width(text) sfall_func1("get_text_width", 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 hide_win sfall_func0("hide_window")
#define hide_window(winName) sfall_func1("hide_window", winName)
#define interface_art_draw(winID, artFile, x, y) sfall_func4("interface_art_draw", winID, artFile, x, y)
#define interface_art_draw_frame(winID, artID, x, y, frame) sfall_func5("interface_art_draw", winID, artID, x, y, frame)
#define interface_art_draw_ex(winID, artID, x, y, frame, param) sfall_func6("interface_art_draw", winID, artID, x, y, frame, param)
#define interface_print(text, winType, x, y, color) sfall_func5("interface_print", text, winType, x, y, color)
#define interface_print_width(text, winType, x, y, color, w) sfall_func6("interface_print", text, winType, x, y, color, w)
#define interface_redraw_all sfall_func1("intface_redraw", -1)
#define interface_redraw_win(winType) sfall_func1("intface_redraw", winType)
#define intface_hide sfall_func0("intface_hide")
#define intface_is_hidden sfall_func0("intface_is_hidden")
#define intface_is_shown(winType) sfall_func1("get_window_attribute", winType)
#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, activePid, min, max) sfall_func4("item_make_explosive", pid, activePid, 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 message_box1(text) sfall_func1("message_box", text)
#define message_box2(text, flags) sfall_func2("message_box", text, flags)
#define message_box3(text, flags, color1) sfall_func3("message_box", text, flags, color1)
#define message_box4(text, flags, color1, color2) sfall_func4("message_box", text, flags, color1, color2)
#define message_box(...) FUNC_SELECTOR_4(__VA_ARGS__,message_box4,message_box3,message_box2,message_box1)(__VA_ARGS__)
#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
#define obj_is_openable(obj) sfall_func1("obj_is_openable", obj)
#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
#define opcode_exists(opcodeNum) sfall_func1("opcode_exists", opcodeNum)
#define outlined_object sfall_func0("outlined_object")
#define overlay_create(winType) sfall_func2("interface_overlay", winType, 1)
#define overlay_clear(winType) sfall_func2("interface_overlay", winType, 2)
#define overlay_clear_rectangle(winType, x, y, w, h) sfall_func6("interface_overlay", winType, 2, x, y, w, h)
#define overlay_destroy(winType) sfall_func2("interface_overlay", winType, 0)
#define real_dude_obj sfall_func0("real_dude_obj")
#define reg_anim_animate_and_move(obj, tile, animID, delay) sfall_func4("reg_anim_animate_and_move", obj, tile, animID, delay)
#define remove_all_timer_events sfall_func0("remove_timer_event")
#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
#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_combat_free_move(value) sfall_func1("set_combat_free_move", value)
#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_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_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold)
#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_scr_name(name) sfall_func1("set_scr_name", name)
#define set_spray_settings(ctrMult, ctrDiv, tgtMult, tgtDiv) sfall_func4("set_spray_settings", ctrMult, ctrDiv, tgtMult, tgtDiv)
#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
#define set_worldmap_heal_time(time) sfall_func1("set_worldmap_heal_time", time)
#define show_win sfall_func0("show_window")
#define show_window(winName) sfall_func1("show_window", winName)
#define signal_close_game sfall_func0("signal_close_game")
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
#define string_find(haystack, needle) sfall_func2("string_find", haystack, needle)
#define string_find_from(haystack, needle, pos) sfall_func3("string_find", haystack, needle, pos)
#define string_format1(format, a1) sfall_func2("string_format", format, a1)
#define string_format2(format, a1, a2) sfall_func3("string_format", format, a1, a2)
#define string_format3(format, a1, a2, a3) sfall_func4("string_format", format, a1, a2, a3)
#define string_format4(format, a1, a2, a3, a4) sfall_func5("string_format", format, a1, a2, a3, a4)
#define string_format5(format, a1, a2, a3, a4, a5) sfall_func6("string_format", format, a1, a2, a3, a4, a5)
#define string_format6(format, a1, a2, a3, a4, a5, a6) sfall_func7("string_format", format, a1, a2, a3, a4, a5, a6)
#define string_format7(format, a1, a2, a3, a4, a5, a6, a7) sfall_func8("string_format", format, a1, a2, a3, a4, a5, a6, a7)
#define string_format(format, ...) FUNC_SELECTOR_7(__VA_ARGS__,string_format7,string_format6,string_format5,string_format4,string_format3,string_format2,string_format1)(format, __VA_ARGS__)
#define string_tolower(text) sfall_func2("string_to_case", text, 0)
#define string_toupper(text) sfall_func2("string_to_case", text, 1)
#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
#define tile_refresh_display sfall_func0("tile_refresh_display")
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
#define unset_scr_name sfall_func0("set_scr_name") /* sets the name of the script object from pro_*.msg instead of scrname.msg */
#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
#define win_fill_color(x, y, width, height, color) sfall_func5("win_fill_color", x, y, width, height, color)
#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_selectable_perk_npc(npc, perk, active, image, desc) sfall_func5("set_selectable_perk_npc", npc, perk, active, image, desc)
/* SFALL METARULE3 FUNCTION MACROS */
// sets the number of days (range 1...127) for the Frank Horrigan encounter, or disable the encounter if days is set to 0
#define set_horrigan_days(day) metarule3(200, day, 0, 0)
// clears the keyboard input buffer, use it in the HOOK_KEYPRESS hook to clear keyboard events before calling functions that are waiting for keyboard input
#define clear_keyboard_buffer metarule3(201, 0, 0, 0)
// functions to control the save slot
// Note: slot value here is 0-indexed instead of 1-indexed displayed in game and used for folder names
#define get_current_save_slot metarule3(210, 0, 0, 0) // returns the amount: page + slot
#define set_current_save_slot(page, slot) metarule3(211, page, slot, 0)
#define get_current_quick_save_page metarule3(212, 0, 0, 0)
#define get_current_quick_save_slot metarule3(213, 0, 0, 0)
#define set_current_quick_save_slot(page, slot, check) metarule3(214, page, slot, check) // check: 1 - don't check slot when saving
#endif