Added a new hook: HOOK_BESTWEAPON

This commit is contained in:
NovaRain
2021-04-05 12:43:11 +08:00
parent 990587b145
commit 0fbc29e8fd
6 changed files with 65 additions and 3 deletions
+1
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@@ -72,6 +72,7 @@
#define HOOK_ADJUSTPOISON (44) #define HOOK_ADJUSTPOISON (44)
#define HOOK_ADJUSTRADS (45) #define HOOK_ADJUSTRADS (45)
#define HOOK_ROLLCHECK (46) #define HOOK_ROLLCHECK (46)
#define HOOK_BESTWEAPON (47)
//Valid arguments to list_begin //Valid arguments to list_begin
#define LIST_CRITTERS (0) #define LIST_CRITTERS (0)
+16 -1
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@@ -317,7 +317,7 @@ int arg1 - the tile number being checked
int arg2 - the elevation being checked int arg2 - the elevation being checked
int arg3 - 1 if the hex would normally be blocking int arg3 - 1 if the hex would normally be blocking
object* ret0 - 0 if the hex doesn't block, or any sort of object pointer if it does Obj ret0 - 0 if the hex doesn't block, or any sort of object pointer if it does
------------------------------------------- -------------------------------------------
@@ -748,3 +748,18 @@ int arg3 - the bonus value, used when checking critical success
int arg4 - random chance (calculated as: chance - random(1, 100)), where a negative value is a failure check (ROLL_FAILURE) int arg4 - random chance (calculated as: chance - random(1, 100)), where a negative value is a failure check (ROLL_FAILURE)
int ret0 - overrides the roll result int ret0 - overrides the roll result
-------------------------------------------
HOOK_BESTWEAPON (hs_bestweapon.int)
Runs when the game (AI) decides which weapon is the best while searching the inventory for a weapon to equip in combat.
This is also runs when the player presses the "Use Best Weapon" button on the party member control panel.
Critter arg0 - the critter searching for a weapon
Item arg1 - the best weapon chosen from two items
Item arg2 - the first choice of weapon
Item arg3 - the second choice of weapon
Critter arg4 - the target of the critter (can be 0)
Item ret0 - overrides the chosen best weapon
+1
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@@ -108,6 +108,7 @@ static HooksInjectInfo injectHooks[] = {
{HOOK_ADJUSTPOISON, Inject_AdjustPoisonHook, 0}, {HOOK_ADJUSTPOISON, Inject_AdjustPoisonHook, 0},
{HOOK_ADJUSTRADS, Inject_AdjustRadsHook, 1}, // always embedded for party control fix {HOOK_ADJUSTRADS, Inject_AdjustRadsHook, 1}, // always embedded for party control fix
{HOOK_ROLLCHECK, Inject_RollCheckHook, 0}, {HOOK_ROLLCHECK, Inject_RollCheckHook, 0},
{HOOK_BESTWEAPON, Inject_BestWeaponHook, 0},
}; };
void HookScripts::InjectingHook(int hookId) { void HookScripts::InjectingHook(int hookId) {
+1
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@@ -73,6 +73,7 @@ enum HookType
HOOK_ADJUSTPOISON = 44, HOOK_ADJUSTPOISON = 44,
HOOK_ADJUSTRADS = 45, HOOK_ADJUSTRADS = 45,
HOOK_ROLLCHECK = 46, HOOK_ROLLCHECK = 46,
HOOK_BESTWEAPON = 47,
HOOK_COUNT HOOK_COUNT
}; };
+44 -2
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@@ -99,8 +99,8 @@ static long CalcApCostHook_Script(fo::GameObject* source, long hitMode, long isC
long CalcApCostHook_Invoke(fo::GameObject* source, long hitMode, long isCalled, long cost, fo::GameObject* weapon) { long CalcApCostHook_Invoke(fo::GameObject* source, long hitMode, long isCalled, long cost, fo::GameObject* weapon) {
return (HookScripts::HookHasScript(HOOK_CALCAPCOST)) return (HookScripts::HookHasScript(HOOK_CALCAPCOST))
? CalcApCostHook_Script(source, hitMode, isCalled, cost, weapon) ? CalcApCostHook_Script(source, hitMode, isCalled, cost, weapon)
: cost; : cost;
} }
static void __declspec(naked) CalcApCostHook() { static void __declspec(naked) CalcApCostHook() {
@@ -578,6 +578,43 @@ default:
} }
} }
static fo::GameObject* __stdcall BestWeaponHook_Script(fo::GameObject* bestWeapon, fo::GameObject* source, fo::GameObject* weapon1, fo::GameObject* weapon2, fo::GameObject* target) {
BeginHook();
argCount = 5;
args[0] = (DWORD)source;
args[1] = (DWORD)bestWeapon;
args[2] = (DWORD)weapon1;
args[3] = (DWORD)weapon2;
args[4] = (DWORD)target;
RunHookScript(HOOK_BESTWEAPON);
if (cRet > 0) bestWeapon = (fo::GameObject*)rets[0];
EndHook();
return bestWeapon;
}
static void __declspec(naked) ai_search_inven_weap_hook() {
__asm {
push ecx;
push ebx;
push edx;
push eax;
call fo::funcoffs::ai_best_weapon_;
push eax;
call BestWeaponHook_Script;
retn;
}
}
fo::GameObject* BestWeaponHook_Invoke(fo::GameObject* bestWeapon, fo::GameObject* source, fo::GameObject* weapon1, fo::GameObject* weapon2, fo::GameObject* target) {
return (HookScripts::HookHasScript(HOOK_BESTWEAPON))
? BestWeaponHook_Script(bestWeapon, source, weapon1, weapon2, target)
: bestWeapon;
}
void Inject_ToHitHook() { void Inject_ToHitHook() {
HookCalls(ToHitHook, { HookCalls(ToHitHook, {
0x421686, // combat_safety_invalidate_weapon_func_ 0x421686, // combat_safety_invalidate_weapon_func_
@@ -664,6 +701,10 @@ void Inject_TargetObjectHook() {
SafeWrite8(0x44C26E, 0x17); SafeWrite8(0x44C26E, 0x17);
} }
void Inject_BestWeaponHook() {
HookCall(0x429A59, ai_search_inven_weap_hook);
}
void InitCombatHookScripts() { void InitCombatHookScripts() {
HookScripts::LoadHookScript("hs_tohit", HOOK_TOHIT); HookScripts::LoadHookScript("hs_tohit", HOOK_TOHIT);
HookScripts::LoadHookScript("hs_afterhitroll", HOOK_AFTERHITROLL); HookScripts::LoadHookScript("hs_afterhitroll", HOOK_AFTERHITROLL);
@@ -676,6 +717,7 @@ void InitCombatHookScripts() {
HookScripts::LoadHookScript("hs_onexplosion", HOOK_ONEXPLOSION); HookScripts::LoadHookScript("hs_onexplosion", HOOK_ONEXPLOSION);
HookScripts::LoadHookScript("hs_subcombatdmg", HOOK_SUBCOMBATDAMAGE); HookScripts::LoadHookScript("hs_subcombatdmg", HOOK_SUBCOMBATDAMAGE);
HookScripts::LoadHookScript("hs_targetobject", HOOK_TARGETOBJECT); HookScripts::LoadHookScript("hs_targetobject", HOOK_TARGETOBJECT);
HookScripts::LoadHookScript("hs_bestweapon", HOOK_BESTWEAPON);
} }
} }
+2
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@@ -18,10 +18,12 @@ void Inject_CombatTurnHook();
void Inject_OnExplosionHook(); void Inject_OnExplosionHook();
void Inject_SubCombatDamageHook(); void Inject_SubCombatDamageHook();
void Inject_TargetObjectHook(); void Inject_TargetObjectHook();
void Inject_BestWeaponHook();
int __fastcall AmmoCostHook_Script(DWORD hookType, fo::GameObject* weapon, DWORD &rounds); int __fastcall AmmoCostHook_Script(DWORD hookType, fo::GameObject* weapon, DWORD &rounds);
long CalcApCostHook_Invoke(fo::GameObject* source, long hitMode, long isCalled, long cost, fo::GameObject* weapon); long CalcApCostHook_Invoke(fo::GameObject* source, long hitMode, long isCalled, long cost, fo::GameObject* weapon);
//void FindTargetHook_Invoke(fo::GameObject* targets[], fo::GameObject* attacker); //void FindTargetHook_Invoke(fo::GameObject* targets[], fo::GameObject* attacker);
fo::GameObject* BestWeaponHook_Invoke(fo::GameObject* bestWeapon, fo::GameObject* source, fo::GameObject* weapon1, fo::GameObject* weapon2, fo::GameObject* target);
} }