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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"
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#include "define_extra.h"
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#define PID_BOTTLE_CAPS (41)
/**
* Inventory contents as temp array to be used in foreach
* @arg {ObjectPtr} critter
* @ret {list}
*/
procedure inven_as_array(variable critter) begin
variable i := 0, list, item;
list := temp_array(0, 4);
item := inven_ptr(critter, i);
while (item) do begin
resize_array(list, i + 1);
list[i] := item;
i++;
item := inven_ptr(critter, i);
end
return list;
end
/**
* Adds quantity of itemPid to invenObj and returns the created item object.
* @arg {ObjectPtr} invenObj - Object to add new item to.
* @arg {int} itemPid - PID of item.
* @arg {int} quantity
* @ret {ObjectPtr} - created item
*/
procedure add_items_pid(variable invenObj, variable itemPid, variable quantity) begin
variable item;
item := create_object(itemPid, 0, 0);
add_mult_objs_to_inven(invenObj, item, quantity);
return item;
end
/**
* Adds 1 item of a given pid to obj.
* @arg {ObjectPtr} obj - Object to add new item to.
* @arg {int} pid
* @ret {ObjectPtr}
*/
#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
/**
* Makes critter remove his armor and put it back to his inventory.
* @arg {ObjectPtr} critter
*/
procedure unwield_armor(variable critter) begin
variable armor;
if (not(critter)) then return;
if (critter_wearing_armor(critter)) then begin
armor := critter_inven_obj(critter,INVEN_TYPE_WORN);
rm_obj_from_inven(critter, armor);
add_obj_to_inven(critter, armor);
end
end
/**
* Removes items of given pid from given object's inventory. Returns number of actually removed items.
* @arg {ObjectPtr} invenObj - obj to remove items from
* @arg {int} itemPid - PID of item to remove
* @arg {int} quantity - maximum quantity of items to remove (-1 to remove all available items)
* @ret {int}
*/
procedure remove_items_pid(variable invenObj, variable itemPid, variable quantity) begin
variable begin
item;
toRemoveQty;
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actualQty;
end
if (not(invenObj)) then return;
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actualQty := obj_is_carrying_obj_pid(invenObj, itemPid);
if (quantity > actualQty or quantity < 0) then begin
quantity := actualQty;
end
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toRemoveQty := quantity;
while (quantity > 0) do begin
item := obj_carrying_pid_obj(invenObj, itemPid);
if (obj_type(invenObj) == OBJ_TYPE_CRITTER) then begin
if (critter_inven_obj(invenObj, INVEN_TYPE_WORN) == item) then begin
call unwield_armor(invenObj);
end else if ((critter_inven_obj(invenObj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(invenObj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(invenObj);
end
end
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quantity -= rm_mult_objs_from_inven(invenObj, item, quantity);
destroy_object(item);
end
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return toRemoveQty;
end
/**
* Remove the whole stack of a given *item* object from *invenObj* inventory.
* For a critter, this will correctly remove item from armor/hand slot, if it is equipped.
* @arg {ObjectPtr} invenObj - obj to remove from
* @arg {ObjectPtr} item - item (stack) object to remove
*/
procedure remove_item_obj(variable invenObj, variable item) begin
if (obj_type(invenObj) == OBJ_TYPE_CRITTER) then begin
if (critter_inven_obj(invenObj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(invenObj);
end else if ((critter_inven_obj(invenObj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(invenObj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(invenObj);
end
end
rm_obj_from_inven(invenObj, item);
destroy_object(item);
end
/**
* Remove one item of a given *pid* from *obj* inventory.
* @arg {ObjectPtr} obj - obj to remove items from
* @arg {int} pid - PID of item to remove
* @ret {int}
*/
#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
/**
* Remove all items of a given *pid* from *obj* inventory. Returns number of removed items.
* @arg {ObjectPtr} obj - obj to remove items from
* @arg {int} pid - PID of item to remove
* @ret {int}
*/
#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
/**
* Ensures a given *quantity* of *itemPid* in *invenObj* inventory, adding or removing items as necessary.
* @arg {ObjectPtr} invenObj - obj to add/remove items to/from
* @arg {int} itemPid - PID of item to remove
* @arg {int} quantity
*/
procedure set_items_qty_pid(variable invenObj, variable itemPid, variable quantity)
begin
variable begin
count;
obj;
end
count := obj_is_carrying_obj_pid(invenObj, itemPid);
if (quantity > count) then begin
obj := create_object_sid(itemPid, 0, 0, -1);
add_mult_objs_to_inven(invenObj, obj, quantity - count);
end else if (quantity < count) then begin
call remove_items_pid(invenObj, itemPid, count - quantity);
end
end
/**
* Removes money and items from a *critter*'s inventory, using provided probabilities (applied to whole stacks, not individual items).
* Useful for reducing loot of merchants after death.
* @arg {ObjectPtr} critter
* @arg {int} moneyPercent - Percent of money to remove.
* @arg {int} probArmor - % probability to remove armor.
* @arg {int} probDrugs - % probability to remove drugs.
* @arg {int} probWeapons - % probability to remove weapons.
* @arg {int} probAmmo - % probability to remove ammo.
* @arg {int} probMisc - % probability to remove misc item.
*/
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
/**
* Returns item in one of *critter*'s hand slots using given attack type.
* @arg {ObjectPtr} critter
* @arg {int} type - Attack Type, see ATKTYPE_* in define_extra.h
* @ret {ObjectPtr}
*/
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