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sfall/artifacts/scripting/headers/lib.inven.h
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#ifndef LIB_INVEN_H
#define LIB_INVEN_H
#include "define_lite.h"
/**
Inventory contents as temp array to be used in foreach
*/
procedure inven_as_array(variable critter) begin
variable i:=0, list;
list := temp_array(100, 4);
while (inven_ptr(critter, i)) do begin
if (i>=len_array(list)) then
resize_array(list, len_array(list) + 100);
list[i] := inven_ptr(critter, i);
i++;
end
resize_array(list, i);
return list;
end
procedure add_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable item;
item := create_object(the_pid,0,0);
add_mult_objs_to_inven(who_obj, item, (pid_qty));
return item;
end
// aliases:
#define add_item_pid(obj, pid) add_items_pid(obj, pid, 1)
#ifndef critter_wearing_armor
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
#endif
procedure unwield_armor(variable who_obj) begin
variable armor;
if (not(who_obj)) then return;
if (critter_wearing_armor(who_obj)) then begin
armor := critter_inven_obj(who_obj,INVEN_TYPE_WORN);
rm_obj_from_inven(who_obj, armor);
add_obj_to_inven(who_obj, armor);
end
end
procedure remove_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable begin
item;
removed_qty;
tmp;
end
if (not(who_obj)) then return;
removed_qty := obj_is_carrying_obj_pid(who_obj,the_pid);
if (pid_qty < removed_qty and pid_qty != -1) then begin
removed_qty := pid_qty;
end
if (removed_qty > 0) then begin
item := obj_carrying_pid_obj(who_obj, the_pid);
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
tmp := rm_mult_objs_from_inven(who_obj, item, removed_qty);
destroy_object(item);
end
end
procedure remove_item_obj(variable who_obj, variable item) begin
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
rm_obj_from_inven(who_obj, item);
destroy_object(item);
end
// aliases:
#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
/**
Set item quantity in inventory, by item pid
*/
procedure set_items_qty_pid(variable invenobj, variable itempid, variable newcount)
begin
variable begin
count;
obj;
end
count := obj_is_carrying_obj_pid(invenobj, itempid);
if (newcount > count) then begin
obj := create_object_sid(itempid, 0, 0, -1);
add_mult_objs_to_inven(invenobj, obj, newcount - count);
end else if (newcount < count) then begin
call remove_items_pid(invenobj, itempid, count - newcount);
end
end
/*
procedure check_restock_item(the_item, min_amt, max_amt, res_perc)
restock_amt := random(min_amt, max_amt);
if (obj_is_carrying_obj_pid(self_obj, the_item) < restock_amt) then begin
if (res_perc >= random(1,100)) then begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
end else begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
procedure check_restock_item_min_limit(the_item, min_amt, max_amt, res_perc)
if (obj_is_carrying_obj_pid(self_obj, the_item) < min_amt) then begin
check_restock_item(the_item, min_amt, max_amt, res_perc)
end
*/
procedure reduce_merchant_loot(variable critter, variable moneyPercent, variable probArmor, variable probDrugs, variable probWeapons, variable probAmmo, variable probMisc) begin
variable inv, item, it, prob, tmp;
inv := inven_as_array(critter);
item_caps_adjust(critter, -(item_caps_total(critter) * moneyPercent / 100));
//display_msg("total items "+len_array(inv));
foreach item in inv begin
if (obj_pid(item) != PID_BOTTLE_CAPS) then begin
it := obj_item_subtype(item);
if (it == item_type_armor) then
prob := probArmor;
else if (it == item_type_drug) then
prob := probDrugs;
else if (it == item_type_weapon) then
prob := probWeapons;
else if (it == item_type_ammo) then
prob := probAmmo;
else
prob := probMisc;
if (random(0, 99) < prob) then begin
//display_msg("remove "+obj_name(item));
call remove_all_items_pid(critter, obj_pid(item));
end
end
end
end
procedure item_by_attack_type(variable critter, variable type) begin
variable slot;
if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
return 0;
if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
slot := INVEN_TYPE_LEFT_HAND;
else
slot := INVEN_TYPE_RIGHT_HAND;
return critter_inven_obj(critter, slot);
end
#endif