fallout2-ce/src/scripts.h

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#ifndef SCRIPTS_H
#define SCRIPTS_H
#include "combat_defs.h"
#include "db.h"
#include "interpreter.h"
#include "obj_types.h"
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namespace fallout {
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#define SCRIPT_FLAG_0x01 (0x01)
#define SCRIPT_FLAG_0x02 (0x02)
#define SCRIPT_FLAG_0x04 (0x04)
#define SCRIPT_FLAG_0x08 (0x08)
#define SCRIPT_FLAG_0x10 (0x10)
// 60 * 60 * 10
#define GAME_TIME_TICKS_PER_HOUR 36000
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// 24 * 60 * 60 * 10
#define GAME_TIME_TICKS_PER_DAY (864000)
// 365 * 24 * 60 * 60 * 10
#define GAME_TIME_TICKS_PER_YEAR (315360000)
typedef enum ScriptRequests {
SCRIPT_REQUEST_COMBAT = 0x01,
SCRIPT_REQUEST_0x02 = 0x02,
SCRIPT_REQUEST_WORLD_MAP = 0x04,
SCRIPT_REQUEST_ELEVATOR = 0x08,
SCRIPT_REQUEST_EXPLOSION = 0x10,
SCRIPT_REQUEST_DIALOG = 0x20,
SCRIPT_REQUEST_0x40 = 0x40,
SCRIPT_REQUEST_ENDGAME = 0x80,
SCRIPT_REQUEST_LOOTING = 0x100,
SCRIPT_REQUEST_STEALING = 0x200,
SCRIPT_REQUEST_0x0400 = 0x400,
} ScriptRequests;
typedef enum ScriptType {
SCRIPT_TYPE_SYSTEM, // s_system
SCRIPT_TYPE_SPATIAL, // s_spatial
SCRIPT_TYPE_TIMED, // s_time
SCRIPT_TYPE_ITEM, // s_item
SCRIPT_TYPE_CRITTER, // s_critter
SCRIPT_TYPE_COUNT,
} ScriptType;
typedef enum ScriptProc {
SCRIPT_PROC_NO_PROC = 0,
SCRIPT_PROC_START = 1,
SCRIPT_PROC_SPATIAL = 2,
SCRIPT_PROC_DESCRIPTION = 3,
SCRIPT_PROC_PICKUP = 4,
SCRIPT_PROC_DROP = 5,
SCRIPT_PROC_USE = 6,
SCRIPT_PROC_USE_OBJ_ON = 7,
SCRIPT_PROC_USE_SKILL_ON = 8,
SCRIPT_PROC_9 = 9, // use_ad_on_proc
SCRIPT_PROC_10 = 10, // use_disad_on_proc
SCRIPT_PROC_TALK = 11,
SCRIPT_PROC_CRITTER = 12,
SCRIPT_PROC_COMBAT = 13,
SCRIPT_PROC_DAMAGE = 14,
SCRIPT_PROC_MAP_ENTER = 15,
SCRIPT_PROC_MAP_EXIT = 16,
SCRIPT_PROC_CREATE = 17,
SCRIPT_PROC_DESTROY = 18,
SCRIPT_PROC_19 = 19, // barter_init_proc
SCRIPT_PROC_20 = 20, // barter_proc
SCRIPT_PROC_LOOK_AT = 21,
SCRIPT_PROC_TIMED = 22,
SCRIPT_PROC_MAP_UPDATE = 23,
SCRIPT_PROC_PUSH = 24,
SCRIPT_PROC_IS_DROPPING = 25,
SCRIPT_PROC_COMBAT_IS_STARTING = 26,
SCRIPT_PROC_COMBAT_IS_OVER = 27,
SCRIPT_PROC_COUNT,
} ScriptProc;
typedef struct Script {
// scr_id
int sid;
// scr_next
int field_4;
union {
struct {
// scr_udata.sp.built_tile
int built_tile;
// scr_udata.sp.radius
int radius;
} sp;
struct {
// scr_udata.tm.time
int time;
} tm;
};
// scr_flags
int flags;
// scr_script_idx
int field_14;
Program* program;
// scr_oid
int field_1C;
// scr_local_var_offset
int localVarsOffset;
// scr_num_local_vars
int localVarsCount;
// return value?
int field_28;
// Currently executed action.
//
// See [opGetScriptAction].
int action;
int fixedParam;
Object* owner;
// source_obj
Object* source;
// target_obj
Object* target;
int actionBeingUsed;
int scriptOverrides;
int field_48;
int howMuch;
int field_50;
int procs[SCRIPT_PROC_COUNT];
int field_C4;
int field_C8;
int field_CC;
int field_D0;
int field_D4;
int field_D8;
int field_DC;
} Script;
int gameTimeGetTime();
void gameTimeGetDate(int* monthPtr, int* dayPtr, int* yearPtr);
int gameTimeGetHour();
char* gameTimeGetTimeString();
void gameTimeAddTicks(int a1);
void gameTimeAddSeconds(int a1);
void gameTimeSetTime(int time);
int gameTimeScheduleUpdateEvent();
int gameTimeEventProcess(Object* obj, void* data);
int _scriptsCheckGameEvents(int* moviePtr, int window);
int mapUpdateEventProcess(Object* obj, void* data);
int scriptsNewObjectId();
int scriptGetSid(Program* a1);
Object* scriptGetSelf(Program* s);
int scriptSetObjects(int sid, Object* source, Object* target);
void scriptSetFixedParam(int a1, int a2);
int scriptSetActionBeingUsed(int sid, int a2);
void _scrSetQueueTestVals(Object* a1, int a2);
int _scrQueueRemoveFixed(Object* obj, void* data);
int scriptAddTimerEvent(int sid, int delay, int param);
int scriptEventWrite(File* stream, void* data);
int scriptEventRead(File* stream, void** dataPtr);
int scriptEventProcess(Object* obj, void* data);
int _scripts_clear_combat_requests(Script* script);
int scriptsHandleRequests();
int _scripts_check_state_in_combat();
int scriptsRequestCombat(STRUCT_664980* a1);
void _scripts_request_combat_locked(STRUCT_664980* ptr);
void scriptsRequestWorldMap();
int scriptsRequestElevator(Object* a1, int a2);
int scriptsRequestExplosion(int tile, int elevation, int minDamage, int maxDamage);
void scriptsRequestDialog(Object* a1);
void scriptsRequestEndgame();
int scriptsRequestLooting(Object* a1, Object* a2);
int scriptsRequestStealing(Object* a1, Object* a2);
void _script_make_path(char* path);
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int scriptExecProc(int sid, int proc);
bool scriptHasProc(int sid, int proc);
int _scr_find_str_run_info(int a1, int* a2, int sid);
int scriptsSetDudeScript();
int scriptsClearDudeScript();
int scriptsInit();
int _scr_reset();
int _scr_game_init();
int scriptsReset();
int scriptsExit();
int _scr_message_free();
int _scr_game_exit();
int scriptsEnable();
int scriptsDisable();
void _scr_enable_critters();
void _scr_disable_critters();
int scriptsSaveGameGlobalVars(File* stream);
int scriptsLoadGameGlobalVars(File* stream);
int scriptsSkipGameGlobalVars(File* stream);
int scriptSaveAll(File* stream);
int scriptLoadAll(File* stream);
int scriptGetScript(int sid, Script** script);
int scriptAdd(int* sidPtr, int scriptType);
int scriptRemove(int index);
int _scr_remove_all();
int _scr_remove_all_force();
void _scr_spatials_enable();
void _scr_spatials_disable();
bool scriptsExecSpatialProc(Object* obj, int tile, int elevation);
int scriptsExecStartProc();
void scriptsExecMapEnterProc();
void scriptsExecMapUpdateProc();
void scriptsExecMapUpdateScripts(int a1);
void scriptsExecMapExitProc();
char* _scr_get_msg_str(int messageListId, int messageId);
char* _scr_get_msg_str_speech(int messageListId, int messageId, int a3);
int scriptGetLocalVar(int sid, int var, ProgramValue& value);
int scriptSetLocalVar(int sid, int var, ProgramValue& value);
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bool _scr_end_combat();
int _scr_explode_scenery(Object* a1, int tile, int radius, int elevation);
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} // namespace fallout
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#endif /* SCRIPTS_H */