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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Fixed the check of the ammo cost for a shot in CheckWeaponAmmoCost (#360)
This commit is contained in:
@@ -349,6 +349,7 @@ int arg2 - Ammo cost calculated by original function (this is basically 2 fo
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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)
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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)
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int ret0 - new ammo cost value (set to 0 for unlimited ammo)
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int ret0 - new ammo cost value (set to 0 for unlimited ammo)
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NOTE: for hook type 2, you should return the new cost value based on the original ammo cost instead of the number of bullets
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-------------------------------------------
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-------------------------------------------
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@@ -346,14 +346,14 @@ static long tempReloadCost;
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static long __fastcall item_weapon_reload_cost_fix(fo::GameObject* source, fo::GameObject* weapon, fo::GameObject** outAmmo) {
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static long __fastcall item_weapon_reload_cost_fix(fo::GameObject* source, fo::GameObject* weapon, fo::GameObject** outAmmo) {
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long reloadCost = game::Items::item_weapon_mp_cost(source, weapon, fo::AttackType::ATKTYPE_RWEAPON_RELOAD, 0);
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long reloadCost = game::Items::item_weapon_mp_cost(source, weapon, fo::AttackType::ATKTYPE_RWEAPON_RELOAD, 0);
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if (reloadCost > source->critter.movePoints) return -1; // no action points
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if (reloadCost > source->critter.movePoints) return -1; // not enough action points
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tempReloadCost = reloadCost;
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tempReloadCost = reloadCost;
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return fo::func::ai_have_ammo(source, weapon, outAmmo); // 0 - no ammo
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return fo::func::ai_have_ammo(source, weapon, outAmmo); // 0 - no ammo
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}
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}
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static void __declspec(naked) ai_try_attack_hook_cost_reload() {
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static void __declspec(naked) ai_try_attack_hook_cost_reload() {
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static const DWORD ai_try_attack_hook_unwield_Ret = 0x42AACD;
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static const DWORD ai_try_attack_hook_goNext_Ret = 0x42A9F2;
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__asm {
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__asm {
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push ebx; // ammoObj ref
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push ebx; // ammoObj ref
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mov ecx, eax; // source
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mov ecx, eax; // source
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@@ -361,9 +361,10 @@ static void __declspec(naked) ai_try_attack_hook_cost_reload() {
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cmp eax, -1;
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cmp eax, -1;
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je noAPs;
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je noAPs;
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retn;
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retn;
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noAPs:
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noAPs: // not enough action points
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add esp, 4; // destroy ret
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add esp, 4; // destroy ret
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jmp ai_try_attack_hook_unwield_Ret; // unwield weapon (default)
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mov edi, 10;
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jmp ai_try_attack_hook_goNext_Ret; // end ai_try_attack_
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}
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}
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}
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}
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+42
-33
@@ -89,26 +89,31 @@ static bool hookedAimedShot;
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static std::vector<DWORD> disabledAS;
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static std::vector<DWORD> disabledAS;
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static std::vector<DWORD> forcedAS;
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static std::vector<DWORD> forcedAS;
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DWORD __fastcall Combat::check_item_ammo_cost(fo::GameObject* weapon, DWORD hitMode) {
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static bool checkWeaponAmmoCost;
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DWORD rounds = 1;
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long anim = fo::func::item_w_anim_weap(weapon, (fo::AttackType)hitMode);
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// Compares the cost (required count of rounds) for one shot with the current amount of ammo to make an attack or other checks
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long __fastcall Combat::check_item_ammo_cost(fo::GameObject* weapon, fo::AttackType hitMode) {
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long currAmmo = fo::func::item_w_curr_ammo(weapon);
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if (!checkWeaponAmmoCost || currAmmo <= 0) return currAmmo;
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long rounds = 1; // default ammo for single shot
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long anim = fo::func::item_w_anim_weap(weapon, hitMode);
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if (anim == fo::Animation::ANIM_fire_burst || anim == fo::Animation::ANIM_fire_continuous) {
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if (anim == fo::Animation::ANIM_fire_burst || anim == fo::Animation::ANIM_fire_continuous) {
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rounds = fo::func::item_w_rounds(weapon); // ammo in burst
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rounds = fo::func::item_w_rounds(weapon); // ammo in burst
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}
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}
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if (HookScripts::IsInjectHook(HOOK_AMMOCOST)) {
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AmmoCostHook_Script(1, weapon, rounds); // get rounds cost from hook
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} else if (rounds == 1) {
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fo::func::item_w_compute_ammo_cost(weapon, &rounds);
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}
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long currAmmo = fo::func::item_w_curr_ammo(weapon);
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long cost = 1; // default cost
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DWORD newRounds = rounds;
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if (currAmmo > 0) {
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cost = rounds / currAmmo;
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if (HookScripts::IsInjectHook(HOOK_AMMOCOST)) {
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if (rounds % currAmmo) cost++; // round up
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AmmoCostHook_Script(1, weapon, newRounds); // newRounds returns the new "ammo" value multiplied by the cost
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} else if (rounds == 1) { // NOTE: it doesn't make sense to call item_w_compute_ammo_cost for rounds greater than one
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fo::func::item_w_compute_ammo_cost(weapon, &newRounds);
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}
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}
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return (cost > currAmmo) ? 0 : 1; // 0 - this will force "Out of ammo", 1 - this will force success (enough ammo)
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// calculate the cost
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long cost = (newRounds != rounds) ? newRounds / rounds : 1; // 1 - default cost
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return (cost > currAmmo) ? 0 : currAmmo; // 0 - this will force "Not Enough Ammo"
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}
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}
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// adds check for weapons which require more than 1 ammo for single shot (super cattle prod & mega power fist) and burst rounds
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// adds check for weapons which require more than 1 ammo for single shot (super cattle prod & mega power fist) and burst rounds
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@@ -129,8 +134,8 @@ static void __declspec(naked) ai_search_inven_weap_hook() {
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using namespace fo;
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using namespace fo;
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__asm {
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__asm {
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push ecx;
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push ecx;
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mov ecx, eax; // weapon
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mov edx, ATKTYPE_RWEAPON_PRIMARY; // hitMode
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mov edx, ATKTYPE_RWEAPON_PRIMARY; // hitMode
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mov ecx, eax; // weapon
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call Combat::check_item_ammo_cost; // enough ammo?
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call Combat::check_item_ammo_cost; // enough ammo?
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pop ecx;
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pop ecx;
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retn;
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retn;
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@@ -160,34 +165,36 @@ tryAttack:
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}
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}
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}
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}
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static DWORD __fastcall divide_burst_rounds_by_ammo_cost(fo::GameObject* weapon, register DWORD currAmmo, DWORD burstRounds) {
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/*** The return value should set the correct count of rounds for the burst calculated based on the cost ***/
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DWORD rounds = 1; // default multiply
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static long __fastcall divide_burst_rounds_by_ammo_cost(long currAmmo, fo::GameObject* weapon, long burstRounds) {
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DWORD roundsCost = 1; // default burst cost
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if (HookScripts::IsInjectHook(HOOK_AMMOCOST)) {
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if (HookScripts::IsInjectHook(HOOK_AMMOCOST)) {
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rounds = burstRounds; // rounds in burst
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roundsCost = burstRounds; // rounds in burst (the number of rounds fired in the burst)
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AmmoCostHook_Script(2, weapon, rounds);
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AmmoCostHook_Script(2, weapon, roundsCost); // roundsCost returns the new cost
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}
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}
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DWORD cost = burstRounds * rounds; // so much ammo is required for this burst
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long cost = burstRounds * roundsCost; // amount of ammo required for this burst (multiplied by 1 or by the value returned from HOOK_AMMOCOST)
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if (cost > currAmmo) cost = currAmmo; // if cost ammo more than current ammo, set it to current
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if (cost > currAmmo) cost = currAmmo; // if cost ammo more than current ammo, set it to current
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return (cost / rounds); // divide back to get proper number of rounds for damage calculations
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return (cost / roundsCost); // divide back to get proper number of rounds for damage calculations
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}
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}
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static void __declspec(naked) compute_spray_hack() {
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static void __declspec(naked) compute_spray_hack() {
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__asm {
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__asm { // ebp = current ammo
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push edx; // weapon
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// push edx; // weapon
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push ecx; // current ammo in weapon
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// push ecx; // current ammo in weapon
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xchg ecx, edx;
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push eax; // rounds in burst attack, need to set ebp
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push eax; // eax - rounds in burst attack, need to set ebp
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call divide_burst_rounds_by_ammo_cost;
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call divide_burst_rounds_by_ammo_cost;
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mov ebp, eax; // overwriten code
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mov ebp, eax; // overwriten code
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pop ecx;
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// pop ecx;
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pop edx;
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// pop edx;
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retn;
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retn;
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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static double ApplyModifiers(std::vector<KnockbackModifier>* mods, fo::GameObject* object, double val) {
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static double ApplyModifiers(std::vector<KnockbackModifier>* mods, fo::GameObject* object, double val) {
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for (size_t i = 0; i < mods->size(); i++) {
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for (size_t i = 0; i < mods->size(); i++) {
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KnockbackModifier* mod = &(*mods)[i];
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KnockbackModifier* mod = &(*mods)[i];
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@@ -271,11 +278,12 @@ bool Combat::IsBurstDisabled(fo::GameObject* critter) {
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}
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}
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static long __fastcall CheckDisableBurst(fo::GameObject* critter, fo::GameObject* weapon) {
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static long __fastcall CheckDisableBurst(fo::GameObject* critter, fo::GameObject* weapon) {
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if (fo::func::item_w_anim_weap(weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY) == fo::Animation::ANIM_fire_burst &&
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if (Combat::IsBurstDisabled(critter)) {
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Combat::IsBurstDisabled(critter))
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long anim = fo::func::item_w_anim_weap(weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY);
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{
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if (anim == fo::Animation::ANIM_fire_burst || anim == fo::Animation::ANIM_fire_continuous) {
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return 10; // Disable Burst (area_attack_mode - non-existent value)
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return 10; // Disable Burst (area_attack_mode - non-existent value)
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}
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}
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}
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return 0;
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return 0;
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}
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}
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@@ -520,10 +528,11 @@ void Combat::init() {
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// Disables secondary burst attacks for the critter
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// Disables secondary burst attacks for the critter
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MakeCall(0x429E44, ai_pick_hit_mode_hack_noBurst, 1);
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MakeCall(0x429E44, ai_pick_hit_mode_hack_noBurst, 1);
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if (GetConfigInt("Misc", "CheckWeaponAmmoCost", 0)) {
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checkWeaponAmmoCost = (GetConfigInt("Misc", "CheckWeaponAmmoCost", 0) != 0);
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if (checkWeaponAmmoCost) {
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MakeCall(0x4234B3, compute_spray_hack, 1);
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MakeCall(0x4234B3, compute_spray_hack, 1);
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HookCall(0x4266E9, combat_check_bad_shot_hook);
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HookCall(0x4266E9, combat_check_bad_shot_hook);
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HookCall(0x429A37, ai_search_inven_weap_hook);
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HookCall(0x429A37, ai_search_inven_weap_hook); // check if there is enough ammo to shoot
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HookCall(0x42A95D, ai_try_attack_hook); // jz func
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HookCall(0x42A95D, ai_try_attack_hook); // jz func
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}
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}
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@@ -49,7 +49,7 @@ public:
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static long determineHitChance;
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static long determineHitChance;
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static DWORD __fastcall check_item_ammo_cost(fo::GameObject* weapon, DWORD hitMode);
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static long __fastcall check_item_ammo_cost(fo::GameObject* weapon, fo::AttackType hitMode);
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static bool IsBurstDisabled(fo::GameObject* critter);
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static bool IsBurstDisabled(fo::GameObject* critter);
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};
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};
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@@ -343,7 +343,7 @@ int __fastcall AmmoCostHook_Script(DWORD hookType, fo::GameObject* weapon, DWORD
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rounds = 1; // set default multiply for check burst attack
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rounds = 1; // set default multiply for check burst attack
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} else {
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} else {
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result = fo::func::item_w_compute_ammo_cost(weapon, &rounds);
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result = fo::func::item_w_compute_ammo_cost(weapon, &rounds);
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if (result == -1) goto failed; // failed computed
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if (result == -1) goto failed; // computation failed
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}
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}
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args[2] = rounds; // rounds as computed by game (cost)
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args[2] = rounds; // rounds as computed by game (cost)
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@@ -367,7 +367,7 @@ static void __declspec(naked) AmmoCostHook() {
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mov ecx, 3; // hook type burst
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mov ecx, 3; // hook type burst
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skip:
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skip:
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xchg eax, edx;
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xchg eax, edx;
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push eax; // rounds in attack
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push eax; // rounds in attack ref
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call AmmoCostHook_Script; // edx - weapon
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call AmmoCostHook_Script; // edx - weapon
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retn;
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retn;
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}
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}
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@@ -634,7 +634,7 @@ void Inject_ItemDamageHook() {
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}
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}
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void Inject_AmmoCostHook() {
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void Inject_AmmoCostHook() {
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HookCall(0x423A7C, AmmoCostHook);
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HookCall(0x423A7C, AmmoCostHook); // compute_attack_
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}
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}
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void Inject_CombatTurnHook() {
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void Inject_CombatTurnHook() {
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