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180 lines
5.5 KiB
C
180 lines
5.5 KiB
C
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#ifndef LIB_INVEN_H
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#define LIB_INVEN_H
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#include "define_lite.h"
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#include "define_extra.h"
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#define PID_BOTTLE_CAPS (41)
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/**
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* Inventory contents as temp array to be used in foreach
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* @arg {ObjectPtr} critter
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* @ret {list}
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*/
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procedure inven_as_array(variable critter) begin
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variable i := 0, list, item;
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list := temp_array(0, 4);
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item := inven_ptr(critter, i);
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while (item) do begin
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resize_array(list, i + 1);
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list[i] := item;
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i++;
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item := inven_ptr(critter, i);
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end
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return list;
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end
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/**
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* Adds quantity of itemPid to invenObj and returns the created item object.
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* @arg {ObjectPtr} invenObj - Object to add new item to.
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* @arg {int} itemPid - PID of item.
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* @arg {int} quantity
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* @ret {ObjectPtr} - created item
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*/
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procedure add_items_pid(variable invenObj, variable itemPid, variable quantity) begin
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variable item;
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item := create_object(itemPid, 0, 0);
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add_mult_objs_to_inven(invenObj, item, quantity);
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return item;
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end
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/**
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* Adds 1 item of a given pid to obj.
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* @arg {ObjectPtr} obj - Object to add new item to.
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* @arg {int} pid
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* @ret {ObjectPtr}
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*/
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#define add_item_pid(obj, pid) add_items_pid(obj, pid, 1)
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#ifndef critter_wearing_armor
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#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
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#endif
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/**
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* Makes critter remove his armor and put it back to his inventory.
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* @arg {ObjectPtr} critter
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*/
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procedure unwield_armor(variable critter) begin
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variable armor;
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if (not(critter)) then return;
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if (critter_wearing_armor(critter)) then begin
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armor := critter_inven_obj(critter,INVEN_TYPE_WORN);
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rm_obj_from_inven(critter, armor);
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add_obj_to_inven(critter, armor);
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end
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end
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/**
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* Makes critter put away given item if it's in armor or any item/weapon slot.
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* @arg {ObjectPtr} critter
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* @arg {ObjectPtr} item
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*/
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procedure inven_unwield_item(variable critter, variable item) begin
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if (obj_type(critter) != OBJ_TYPE_CRITTER) then return;
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if (critter_inven_obj(critter, INVEN_TYPE_WORN) == item) then begin
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call unwield_armor(critter);
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end else if ((critter_inven_obj(critter, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(critter, INVEN_TYPE_RIGHT_HAND) == item)) then begin
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inven_unwield(critter);
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end
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end
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/**
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* Removes items of given pid from given object's inventory. Returns number of actually removed items.
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* @arg {ObjectPtr} invenObj - obj to remove items from
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* @arg {int} itemPid - PID of item to remove
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* @arg {int} quantity - maximum quantity of items to remove (-1 to remove all available items)
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* @ret {int}
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*/
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procedure remove_items_pid(variable invenObj, variable itemPid, variable quantity) begin
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variable begin
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item;
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toRemoveQty;
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actualQty;
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end
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if (not(invenObj)) then return;
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actualQty := obj_is_carrying_obj_pid(invenObj, itemPid);
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if (quantity > actualQty or quantity < 0) then begin
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quantity := actualQty;
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end
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toRemoveQty := quantity;
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while (quantity > 0) do begin
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item := obj_carrying_pid_obj(invenObj, itemPid);
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call inven_unwield_item(invenObj, item);
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quantity -= rm_mult_objs_from_inven(invenObj, item, quantity);
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destroy_object(item);
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end
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return toRemoveQty;
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end
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/**
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* Remove one item from a given *item* stack object from *invenObj* inventory.
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* For a critter, this will correctly remove item from armor/hand slot, if it is equipped.
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* Note that *item* pointer will be invalid after this.
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* @arg {ObjectPtr} invenObj - obj to remove from
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* @arg {ObjectPtr} item - item (stack) object to remove
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*/
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procedure remove_item_obj(variable invenObj, variable item) begin
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call inven_unwield_item(invenObj, item);
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rm_obj_from_inven(invenObj, item);
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destroy_object(item);
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end
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/**
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* Remove one item of a given *pid* from *obj* inventory.
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* @arg {ObjectPtr} obj - obj to remove items from
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* @arg {int} pid - PID of item to remove
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* @ret {int}
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*/
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#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
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/**
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* Remove all items of a given *pid* from *obj* inventory. Returns number of removed items.
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* @arg {ObjectPtr} obj - obj to remove items from
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* @arg {int} pid - PID of item to remove
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* @ret {int}
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*/
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#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
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/**
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* Ensures a given *quantity* of *itemPid* in *invenObj* inventory, adding or removing items as necessary.
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* @arg {ObjectPtr} invenObj - obj to add/remove items to/from
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* @arg {int} itemPid - PID of item to add/remove
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* @arg {int} quantity
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*/
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procedure set_items_qty_pid(variable invenObj, variable itemPid, variable quantity)
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begin
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variable begin
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count;
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obj;
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end
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count := obj_is_carrying_obj_pid(invenObj, itemPid);
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if (quantity > count) then begin
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obj := create_object_sid(itemPid, 0, 0, -1);
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add_mult_objs_to_inven(invenObj, obj, quantity - count);
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end else if (quantity < count) then begin
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call remove_items_pid(invenObj, itemPid, count - quantity);
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end
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end
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/**
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* Returns item in one of *critter*'s hand slots using given attack type.
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* @arg {ObjectPtr} critter
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* @arg {int} type - Attack Type, see ATKTYPE_* in define_extra.h
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* @ret {ObjectPtr}
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*/
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procedure item_by_attack_type(variable critter, variable type) begin
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variable slot;
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if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
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return 0;
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if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
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slot := INVEN_TYPE_LEFT_HAND;
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else
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slot := INVEN_TYPE_RIGHT_HAND;
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return critter_inven_obj(critter, slot);
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end
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#endif
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