Added a new hook: HOOK_CANUSEWEAPON

Updated NPC armor appearance mod script.
This commit is contained in:
NovaRain
2021-05-09 20:17:40 +08:00
parent 4f22b5a9fa
commit fc53df5a16
13 changed files with 148 additions and 6 deletions
Binary file not shown.
+14 -1
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@@ -9,7 +9,7 @@
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
version 1.1
version 1.2
*/
@@ -21,6 +21,7 @@
#define FID_OBJ_CRITTER (0x01000000)
procedure update_armor_apperance;
procedure canuseweapon_handler;
variable
modIni := "npcarmor.ini",
@@ -203,6 +204,7 @@ procedure start begin
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
register_hook_proc_spec(HOOK_CANUSEWEAPON, canuseweapon_handler);
debug_msg("NPC armor appearance mod: Done.");
end
@@ -220,3 +222,14 @@ procedure update_armor_apperance begin
end
end
end
procedure canuseweapon_handler begin
variable critter, canWield;
critter := get_sfall_arg;
if (critter) then begin
canWield := check_weapon_change(critter, get_sfall_arg, true);
//if (canWield != 0) then canWield := 1;
set_sfall_arg(3, canWield); // override result
set_sfall_return(canWield);
end
end
+1
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@@ -73,6 +73,7 @@
#define HOOK_ADJUSTRADS (45)
#define HOOK_ROLLCHECK (46)
#define HOOK_BESTWEAPON (47)
#define HOOK_CANUSEWEAPON (48)
//Valid arguments to list_begin
#define LIST_CRITTERS (0)
+16
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@@ -888,3 +888,19 @@ Critter arg4 - the target of the critter (can be 0)
Item ret0 - overrides the chosen best weapon
```
-------------------------------------------
#### `HOOK_CANUSEWEAPON (hs_canuseweapon.int)`
Run when the AI checks whether it can use a weapon.
This mostly happens when NPCs try to find weapons in their inventory or on the map.
```
Critter arg0 - the critter doing the check
Item arg1 - the weapon being checked
int arg2 - attack type (see ATKTYPE_* constants)
int arg3 - original result of engine function: 1 - can use, 0 - can't use
int ret0 - overrides the result of engine function. Any non-zero value allows using the weapon
```
+2
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@@ -19,6 +19,8 @@
because the compiler builds the better/optimized code when calling the engine functions
*/
WRAP_WATCOM_FFUNC4(long, _word_wrap, const char*, text, int, maxWidth, DWORD*, buf, BYTE*, count)
WRAP_WATCOM_FFUNC4(fo::GameObject*, ai_best_weapon, fo::GameObject*, source, fo::GameObject*, prevItem, fo::GameObject*, checkItem, fo::GameObject*, target)
WRAP_WATCOM_FFUNC3(bool, ai_can_use_weapon, fo::GameObject*, critter, fo::GameObject*, item, DWORD, hitMode)
WRAP_WATCOM_FFUNC3(long, ai_have_ammo, fo::GameObject*, critter, fo::GameObject*, item, fo::GameObject**, outAmmo)
WRAP_WATCOM_FFUNC3(long, ai_pick_hit_mode, fo::GameObject*, source, fo::GameObject*, item, fo::GameObject*, target)
WRAP_WATCOM_FFUNC3(fo::GameObject*, ai_search_inven_weap, fo::GameObject*, source, long, apCheck, fo::GameObject*, target)
+28
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@@ -0,0 +1,28 @@
/*
* sfall
* Copyright (C) 2008-2021 The sfall team
*
*/
//#include "..\main.h"
#include "..\FalloutEngine\Fallout2.h"
#include "..\Modules\HookScripts\CombatHs.h"
#include "combatAI.h"
namespace game
{
namespace sf = sfall;
// Implementation of ai_can_use_weapon_ engine function with the HOOK_CANUSEWEAPON hook
long CombatAI::ai_can_use_weapon(fo::GameObject* source, fo::GameObject* weapon, long hitMode) {
long result = fo::func::ai_can_use_weapon(source, weapon, hitMode);
return sf::CanUseWeaponHook_Invoke(result, source, weapon, hitMode);
}
void CombatAI::init() { // TODO: add to main.cpp
}
}
+19
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@@ -0,0 +1,19 @@
/*
* sfall
* Copyright (C) 2008-2021 The sfall team
*
*/
#pragma once
namespace game
{
class CombatAI {
public:
static void init();
static long ai_can_use_weapon(fo::GameObject* source, fo::GameObject* weapon, long hitMode);
};
}
+1
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@@ -109,6 +109,7 @@ static HooksInjectInfo injectHooks[] = {
{HOOK_ADJUSTRADS, Inject_AdjustRadsHook, 1}, // always embedded for party control fix
{HOOK_ROLLCHECK, Inject_RollCheckHook, 0},
{HOOK_BESTWEAPON, Inject_BestWeaponHook, 0},
{HOOK_CANUSEWEAPON, Inject_CanUseWeaponHook, 0},
};
void HookScripts::InjectingHook(int hookId) {
+1
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@@ -74,6 +74,7 @@ enum HookType
HOOK_ADJUSTRADS = 45,
HOOK_ROLLCHECK = 46,
HOOK_BESTWEAPON = 47,
HOOK_CANUSEWEAPON = 48,
HOOK_COUNT
};
+56 -5
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@@ -600,12 +600,12 @@ static fo::GameObject* __stdcall BestWeaponHook_Script(fo::GameObject* bestWeapo
static void __declspec(naked) ai_search_inven_weap_hook() {
__asm {
push ecx;
push ebx;
push edx;
push eax;
push ecx; // target
push ebx; // weapon2 (secondary)
push edx; // weapon1 (primary)
push eax; // source
call fo::funcoffs::ai_best_weapon_;
push eax;
push eax; // bestWeapon
call BestWeaponHook_Script;
retn;
}
@@ -619,6 +619,48 @@ fo::GameObject* BestWeaponHook_Invoke(fo::GameObject* bestWeapon, fo::GameObject
}
*/
static long __stdcall CanUseWeaponHook_Script(long result, fo::GameObject* source, fo::GameObject* weapon, long hitMode) {
BeginHook();
argCount = 4;
args[0] = (DWORD)source;
args[1] = (DWORD)weapon;
args[2] = hitMode;
args[3] = result;
RunHookScript(HOOK_CANUSEWEAPON);
if (cRet > 0) {
result = rets[0];
if (result != 0) result = 1;
}
EndHook();
return result;
}
static void __declspec(naked) CanUseWeaponHook() {
__asm {
push ecx;
push ebx; // hitMode
push edx; // weapon
push eax; // source
call fo::funcoffs::ai_can_use_weapon_;
push eax; // result
call CanUseWeaponHook_Script;
pop ecx;
retn;
}
}
long CanUseWeaponHook_Invoke(long result, fo::GameObject* source, fo::GameObject* weapon, long hitMode) {
return (HookScripts::HookHasScript(HOOK_CANUSEWEAPON))
? CanUseWeaponHook_Script(result, source, weapon, hitMode)
: result;
}
////////////////////////////////////////////////////////////////////////////////
void Inject_ToHitHook() {
HookCalls(ToHitHook, {
0x421686, // combat_safety_invalidate_weapon_func_
@@ -709,6 +751,14 @@ void Inject_BestWeaponHook() {
HookCall(0x429A59, ai_search_inven_weap_hook);
}
void Inject_CanUseWeaponHook() {
HookCalls(CanUseWeaponHook, {
0x429A1B, // ai_search_inven_weap_
0x429CF2, // ai_search_environ_
0x429E1C // ai_pick_hit_mode_
});
}
void InitCombatHookScripts() {
HookScripts::LoadHookScript("hs_tohit", HOOK_TOHIT);
HookScripts::LoadHookScript("hs_afterhitroll", HOOK_AFTERHITROLL);
@@ -722,6 +772,7 @@ void InitCombatHookScripts() {
HookScripts::LoadHookScript("hs_subcombatdmg", HOOK_SUBCOMBATDAMAGE);
HookScripts::LoadHookScript("hs_targetobject", HOOK_TARGETOBJECT);
HookScripts::LoadHookScript("hs_bestweapon", HOOK_BESTWEAPON);
HookScripts::LoadHookScript("hs_canuseweapon", HOOK_CANUSEWEAPON);
}
}
+2
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@@ -19,11 +19,13 @@ void Inject_OnExplosionHook();
void Inject_SubCombatDamageHook();
void Inject_TargetObjectHook();
void Inject_BestWeaponHook();
void Inject_CanUseWeaponHook();
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);
long CanUseWeaponHook_Invoke(long result, fo::GameObject* source, fo::GameObject* weapon, long hitMode);
}
+2
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@@ -291,6 +291,7 @@
<ClInclude Include="FalloutEngine\Variables.h" />
<ClInclude Include="FalloutEngine\Functions.h" />
<ClInclude Include="FalloutEngine\Functions_def.h" />
<ClInclude Include="Game\combatAI.h" />
<ClInclude Include="Game\inventory.h" />
<ClInclude Include="Game\items.h" />
<ClInclude Include="Game\objects.h" />
@@ -402,6 +403,7 @@
<ClCompile Include="FalloutEngine\FunctionOffsets.cpp" />
<ClCompile Include="FalloutEngine\Variables.cpp" />
<ClCompile Include="FalloutEngine\Functions.cpp" />
<ClCompile Include="Game\combatAI.cpp" />
<ClCompile Include="Game\inventory.cpp" />
<ClCompile Include="Game\items.cpp" />
<ClCompile Include="Game\objects.cpp" />
+6
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@@ -343,6 +343,9 @@
<Filter>Game</Filter>
</ClInclude>
<ClInclude Include="Translate.h" />
<ClInclude Include="Game\combatAI.h">
<Filter>Game</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
@@ -636,6 +639,9 @@
<Filter>Game</Filter>
</ClCompile>
<ClCompile Include="Translate.cpp" />
<ClCompile Include="Game\combatAI.cpp">
<Filter>Game</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="version.rc" />