diff --git a/artifacts/scripting/hookscripts.txt b/artifacts/scripting/hookscripts.txt index 43b1230d..ffadfa6b 100644 --- a/artifacts/scripting/hookscripts.txt +++ b/artifacts/scripting/hookscripts.txt @@ -349,6 +349,7 @@ int arg2 - Ammo cost calculated by original function (this is basically 2 fo int arg3 - Type of hook (0 - when subtracting ammo after single shot attack, 1 - when checking for "out of ammo" before attack, 2 - when calculating number of burst rounds, 3 - when subtracting ammo after burst attack) int ret0 - new ammo cost value (set to 0 for unlimited ammo) + NOTE: for hook type 2, you should return the new cost value based on the original ammo cost instead of the number of bullets ------------------------------------------- diff --git a/sfall/AI.cpp b/sfall/AI.cpp index 3a941a91..728f6ffa 100644 --- a/sfall/AI.cpp +++ b/sfall/AI.cpp @@ -342,14 +342,14 @@ static long tempReloadCost; static long __fastcall item_weapon_reload_cost_fix(TGameObj* source, TGameObj* weapon, TGameObj** outAmmo) { long reloadCost = sfgame_item_weapon_mp_cost(source, weapon, ATKTYPE_RWEAPON_RELOAD, 0); - if (reloadCost > source->critter.movePoints) return -1; // no action points + if (reloadCost > source->critter.movePoints) return -1; // not enough action points tempReloadCost = reloadCost; return fo_ai_have_ammo(source, weapon, outAmmo); // 0 - no ammo } static void __declspec(naked) ai_try_attack_hook_cost_reload() { - static const DWORD ai_try_attack_hook_unwield_Ret = 0x42AACD; + static const DWORD ai_try_attack_hook_goNext_Ret = 0x42A9F2; __asm { push ebx; // ammoObj ref mov ecx, eax; // source @@ -357,9 +357,10 @@ static void __declspec(naked) ai_try_attack_hook_cost_reload() { cmp eax, -1; je noAPs; retn; -noAPs: +noAPs: // not enough action points add esp, 4; // destroy ret - jmp ai_try_attack_hook_unwield_Ret; // unwield weapon (default) + mov edi, 10; + jmp ai_try_attack_hook_goNext_Ret; // end ai_try_attack_ } } diff --git a/sfall/Combat.cpp b/sfall/Combat.cpp index 944ca374..0f1a986f 100644 --- a/sfall/Combat.cpp +++ b/sfall/Combat.cpp @@ -79,6 +79,8 @@ static bool hookedAimedShot; static std::vector disabledAS; static std::vector forcedAS; +static bool checkWeaponAmmoCost; + ///////////////////////////////// COMBAT BLOCK ///////////////////////////////// static bool combatDisabled; @@ -123,30 +125,33 @@ void __stdcall SetBlockCombat(long toggle) { //////////////////////////////////////////////////////////////////////////////// -DWORD __fastcall Combat_check_item_ammo_cost(TGameObj* weapon, DWORD hitMode) { - DWORD rounds = 1; +// Compares the cost (required count of rounds) for one shot with the current amount of ammo to make an attack or other checks +long __fastcall Combat_check_item_ammo_cost(TGameObj* weapon, AttackType hitMode) { + long currAmmo = fo_item_w_curr_ammo(weapon); + if (!checkWeaponAmmoCost || currAmmo <= 0) return currAmmo; - long anim = fo_item_w_anim_weap(weapon, (AttackType)hitMode); + long rounds = 1; // default ammo for single shot + + long anim = fo_item_w_anim_weap(weapon, hitMode); if (anim == ANIM_fire_burst || anim == ANIM_fire_continuous) { rounds = fo_item_w_rounds(weapon); // ammo in burst } - AmmoCostHook_Script(1, weapon, rounds); // get rounds cost from hook - long currAmmo = fo_item_w_curr_ammo(weapon); - long cost = 1; // default cost - if (currAmmo > 0) { - cost = rounds / currAmmo; - if (rounds % currAmmo) cost++; // round up - } - return (cost > currAmmo) ? 0 : 1; // 0 - this will force "Out of ammo", 1 - this will force success (enough ammo) + DWORD newRounds = rounds; + + AmmoCostHook_Script(1, weapon, newRounds); // newRounds returns the new "ammo" value multiplied by the cost + + // calculate the cost + long cost = (newRounds != rounds) ? newRounds / rounds : 1; // 1 - default cost + return (cost > currAmmo) ? 0 : currAmmo; // 0 - this will force "Not Enough Ammo" } // adds check for weapons which require more than 1 ammo for single shot (super cattle prod & mega power fist) and burst rounds static void __declspec(naked) combat_check_bad_shot_hook() { __asm { push edx; - push ecx; // weapon - mov edx, edi; // hitMode + push ecx; // weapon + mov edx, edi; // hitMode call Combat_check_item_ammo_cost; pop ecx; pop edx; @@ -158,9 +163,9 @@ static void __declspec(naked) combat_check_bad_shot_hook() { static void __declspec(naked) ai_search_inven_weap_hook() { __asm { push ecx; - mov ecx, eax; // weapon - mov edx, ATKTYPE_RWEAPON_PRIMARY; // hitMode - call Combat_check_item_ammo_cost; // enough ammo? + mov edx, ATKTYPE_RWEAPON_PRIMARY; // hitMode + mov ecx, eax; // weapon + call Combat_check_item_ammo_cost; // enough ammo? pop ecx; retn; } @@ -188,32 +193,34 @@ tryAttack: } } -static DWORD __fastcall divide_burst_rounds_by_ammo_cost(TGameObj* weapon, register DWORD currAmmo, DWORD burstRounds) { - DWORD rounds = 1; // default multiply +/*** The return value should set the correct count of rounds for the burst calculated based on the cost ***/ +static long __fastcall divide_burst_rounds_by_ammo_cost(long currAmmo, TGameObj* weapon, long burstRounds) { + DWORD roundsCost = 1; // default burst cost - rounds = burstRounds; // rounds in burst - AmmoCostHook_Script(2, weapon, rounds); + roundsCost = burstRounds; // rounds in burst attack + AmmoCostHook_Script(2, weapon, roundsCost); // roundsCost returns the new cost - DWORD cost = burstRounds * rounds; // so much ammo is required for this burst + long cost = burstRounds * roundsCost; // amount of ammo required for this burst (multiplied by 1 or by the value returned from HOOK_AMMOCOST) if (cost > currAmmo) cost = currAmmo; // if cost ammo more than current ammo, set it to current - return (cost / rounds); // divide back to get proper number of rounds for damage calculations + return (cost / roundsCost); // divide back to get proper number of rounds for damage calculations } static void __declspec(naked) compute_spray_hack() { - __asm { - push edx; // weapon - push ecx; // current ammo in weapon - xchg ecx, edx; - push eax; // eax - rounds in burst attack, need to set ebp + __asm { // ebp = current ammo +// push edx; // weapon +// push ecx; // current ammo in weapon + push eax; // rounds in burst attack, need to set ebp call divide_burst_rounds_by_ammo_cost; - mov ebp, eax; // overwriten code - pop ecx; - pop edx; + mov ebp, eax; // overwriten code +// pop ecx; +// pop edx; retn; } } +//////////////////////////////////////////////////////////////////////////////// + static double ApplyModifiers(std::vector* mods, TGameObj* object, double val) { for (size_t i = 0; i < mods->size(); i++) { KnockbackModifier* mod = &(*mods)[i]; @@ -297,10 +304,11 @@ bool __stdcall Combat_IsBurstDisabled(TGameObj* critter) { } static long __fastcall CheckDisableBurst(TGameObj* critter, TGameObj* weapon) { - if (fo_item_w_anim_weap(weapon, ATKTYPE_RWEAPON_SECONDARY) == ANIM_fire_burst && - Combat_IsBurstDisabled(critter)) - { - return 10; // Disable Burst (area_attack_mode - non-existent value) + if (Combat_IsBurstDisabled(critter)) { + long anim = fo_item_w_anim_weap(weapon, ATKTYPE_RWEAPON_SECONDARY); + if (anim == ANIM_fire_burst || anim == ANIM_fire_continuous) { + return 10; // Disable Burst (area_attack_mode - non-existent value) + } } return 0; } @@ -562,10 +570,11 @@ void Combat_Init() { // Disables secondary burst attacks for the critter MakeCall(0x429E44, ai_pick_hit_mode_hack_noBurst, 1); - if (GetConfigInt("Misc", "CheckWeaponAmmoCost", 0)) { + checkWeaponAmmoCost = (GetConfigInt("Misc", "CheckWeaponAmmoCost", 0) != 0); + if (checkWeaponAmmoCost) { MakeCall(0x4234B3, compute_spray_hack, 1); HookCall(0x4266E9, combat_check_bad_shot_hook); - HookCall(0x429A37, ai_search_inven_weap_hook); + HookCall(0x429A37, ai_search_inven_weap_hook); // check if there is enough ammo to shoot HookCall(0x42A95D, ai_try_attack_hook); // jz func } diff --git a/sfall/Combat.h b/sfall/Combat.h index bc5f8999..05fe1d73 100644 --- a/sfall/Combat.h +++ b/sfall/Combat.h @@ -43,7 +43,7 @@ void Combat_Init(); void Combat_OnGameLoad(); void BodypartHitChances(); -DWORD __fastcall Combat_check_item_ammo_cost(TGameObj* weapon, DWORD hitMode); +long __fastcall Combat_check_item_ammo_cost(TGameObj* weapon, AttackType hitMode); bool __stdcall Combat_IsBurstDisabled(TGameObj* critter); void __stdcall SetBlockCombat(long toggle); diff --git a/sfall/HookScripts.cpp b/sfall/HookScripts.cpp index f40a9bc5..50af8755 100644 --- a/sfall/HookScripts.cpp +++ b/sfall/HookScripts.cpp @@ -899,7 +899,7 @@ int __fastcall AmmoCostHook_Script(DWORD hookType, TGameObj* weapon, DWORD &roun rounds = 1; // set default multiply for check burst attack } else { result = fo_item_w_compute_ammo_cost(weapon, &rounds); - if (result == -1) goto failed; // failed computed + if (result == -1) goto failed; // computation failed } args[2] = rounds; // rounds as computed by game (cost) @@ -922,7 +922,7 @@ static void __declspec(naked) AmmoCostHook() { mov ecx, 3; // hook type burst skip: xchg eax, edx; - push eax; // rounds in attack + push eax; // rounds in attack ref call AmmoCostHook_Script; // edx - weapon retn; } @@ -1904,7 +1904,7 @@ void HookScripts_Init() { HookCall(0x478560, ItemDamageHook); // HOOK_AMMOCOST - HookCall(0x423A7C, AmmoCostHook); + HookCall(0x423A7C, AmmoCostHook); // compute_attack_ // HOOK_USEOBJ const DWORD useObjHkAddr[] = {0x42AEBF, 0x473607, 0x49C12E};