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fallout2-ce/sfall_testing/gl_test_unwield_slot.ssl
Mike Klaas 261b54c603 Implement unwield_slot (#488)
* Implement `unwield_slot`

This one was surprisingly subtle.  Supports many game modes and handles things differently depending on game mode.
2026-06-08 22:25:46 -07:00

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#include "sfall.h"
#include "dik.h"
#include "define_lite.h"
#include "define_extra.h"
#include "test_utils.h"
procedure run_unwield_slot_test(variable slot, variable slotName) begin
variable equippedItem := critter_inven_obj2(dude_obj, slot);
if (equippedItem == 0) then begin
display_msg("unwield_slot " + slotName + ": slot is empty");
return;
end
unwield_slot(dude_obj, slot);
call assertTrue("unwield_slot clears " + slotName + " slot", critter_inven_obj2(dude_obj, slot) == 0);
call report_test_results("unwield_slot");
end
procedure keypress_handler begin
variable pressed := get_sfall_arg_at(0);
variable key := get_sfall_arg_at(1);
if (not pressed) then return;
if (key == DIK_J) then begin
call run_unwield_slot_test(INVEN_TYPE_WORN, "armor");
end else if (key == DIK_K) then begin
call run_unwield_slot_test(INVEN_TYPE_RIGHT_HAND, "right");
end else if (key == DIK_L) then begin
call run_unwield_slot_test(INVEN_TYPE_LEFT_HAND, "left");
end
end
procedure start begin
if (not game_loaded) then return;
call assertEquals("unwield_slot metarule exists", metarule_exist("unwield_slot"), 1);
call assertEquals("critter_inven_obj2 metarule exists", metarule_exist("critter_inven_obj2"), 1);
display_msg("unwield_slot manual test ready: open inventory or barter, then press J armor, K right, L left");
register_hook_proc(HOOK_KEYPRESS, keypress_handler);
end