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_ADJUSTRADS (45)
#define HOOK_ROLLCHECK (46)
#define HOOK_BESTWEAPON (47)
//Valid arguments to list_begin
#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 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 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_ADJUSTRADS, Inject_AdjustRadsHook, 1}, // always embedded for party control fix
{HOOK_ROLLCHECK, Inject_RollCheckHook, 0},
{HOOK_BESTWEAPON, Inject_BestWeaponHook, 0},
};
void HookScripts::InjectingHook(int hookId) {
+1
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@@ -73,6 +73,7 @@ enum HookType
HOOK_ADJUSTPOISON = 44,
HOOK_ADJUSTRADS = 45,
HOOK_ROLLCHECK = 46,
HOOK_BESTWEAPON = 47,
HOOK_COUNT
};
+42
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@@ -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() {
HookCalls(ToHitHook, {
0x421686, // combat_safety_invalidate_weapon_func_
@@ -664,6 +701,10 @@ void Inject_TargetObjectHook() {
SafeWrite8(0x44C26E, 0x17);
}
void Inject_BestWeaponHook() {
HookCall(0x429A59, ai_search_inven_weap_hook);
}
void InitCombatHookScripts() {
HookScripts::LoadHookScript("hs_tohit", HOOK_TOHIT);
HookScripts::LoadHookScript("hs_afterhitroll", HOOK_AFTERHITROLL);
@@ -676,6 +717,7 @@ void InitCombatHookScripts() {
HookScripts::LoadHookScript("hs_onexplosion", HOOK_ONEXPLOSION);
HookScripts::LoadHookScript("hs_subcombatdmg", HOOK_SUBCOMBATDAMAGE);
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_SubCombatDamageHook();
void Inject_TargetObjectHook();
void Inject_BestWeaponHook();
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);
//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);
}