Files
sfall/sfall/Modules/Scripting/Handlers/Inventory.cpp
T
2021-02-24 10:37:54 +08:00

175 lines
4.6 KiB
C++

/*
* sfall
* Copyright (C) 2008-2021 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "..\..\..\FalloutEngine\AsmMacros.h"
#include "..\..\..\FalloutEngine\Fallout2.h"
#include "..\..\LoadGameHook.h"
#include "..\..\Inventory.h"
#include "..\..\..\Game\inventory.h"
#include "Inventory.h"
namespace sfall
{
namespace script
{
void __declspec(naked) op_active_hand() {
__asm {
mov edx, dword ptr ds:[FO_VAR_itemCurrentItem];
_J_RET_VAL_TYPE(VAR_TYPE_INT);
}
}
void __declspec(naked) op_toggle_active_hand() {
__asm {
mov eax, 1;
jmp fo::funcoffs::intface_toggle_items_;
}
}
void __declspec(naked) op_set_inven_ap_cost() {
__asm {
mov esi, ecx;
_GET_ARG_INT(end);
mov ecx, eax;
call Inventory::SetInvenApCost;
end:
mov ecx, esi;
retn;
}
}
void mf_get_inven_ap_cost(OpcodeContext& ctx) {
ctx.setReturn(Inventory::GetInvenApCost());
}
void op_obj_is_carrying_obj(OpcodeContext& ctx) {
int num = 0;
const ScriptValue &invenObjArg = ctx.arg(0),
&itemObjArg = ctx.arg(1);
fo::GameObject *invenObj = invenObjArg.object(),
*itemObj = itemObjArg.object();
if (invenObj != nullptr && itemObj != nullptr) {
for (int i = 0; i < invenObj->invenSize; i++) {
if (invenObj->invenTable[i].object == itemObj) {
num = invenObj->invenTable[i].count;
break;
}
}
}
ctx.setReturn(num);
}
void mf_critter_inven_obj2(OpcodeContext& ctx) {
fo::GameObject* critter = ctx.arg(0).object();
int slot = ctx.arg(1).rawValue();
switch (slot) {
case 0:
ctx.setReturn(fo::func::inven_worn(critter));
break;
case 1:
ctx.setReturn(fo::func::inven_right_hand(critter));
break;
case 2:
ctx.setReturn(fo::func::inven_left_hand(critter));
break;
case -2:
ctx.setReturn(critter->invenSize);
break;
default:
ctx.printOpcodeError("%s() - invalid type.", ctx.getMetaruleName());
}
}
void mf_item_weight(OpcodeContext& ctx) {
ctx.setReturn(fo::func::item_weight(ctx.arg(0).object()));
}
void mf_get_current_inven_size(OpcodeContext& ctx) {
ctx.setReturn(game::Inventory::item_total_size(ctx.arg(0).object()));
}
void mf_unwield_slot(OpcodeContext& ctx) {
fo::InvenType slot = static_cast<fo::InvenType>(ctx.arg(1).rawValue());
if (slot < fo::INVEN_TYPE_WORN || slot > fo::INVEN_TYPE_LEFT_HAND) {
ctx.printOpcodeError("%s() - incorrect slot number.", ctx.getMetaruleName());
ctx.setReturn(-1);
return;
}
fo::GameObject* critter = ctx.arg(0).object();
if (critter->IsNotCritter()) {
ctx.printOpcodeError("%s() - the object is not a critter.", ctx.getMetaruleName());
ctx.setReturn(-1);
return;
}
bool isDude = (critter == fo::var::obj_dude);
bool update = false;
if (slot && (GetLoopFlags() & (INVENTORY | INTFACEUSE | INTFACELOOT | BARTER)) == false) {
if (fo::func::inven_unwield(critter, (slot == fo::INVEN_TYPE_LEFT_HAND) ? fo::Left : fo::Right) == 0) {
update = isDude;
}
} else {
// force unwield for opened inventory
bool forceAdd = false;
fo::GameObject* item = nullptr;
if (slot != fo::INVEN_TYPE_WORN) {
if (!isDude) return;
long* itemRef = nullptr;
if (slot == fo::INVEN_TYPE_LEFT_HAND) {
item = fo::var::i_lhand;
itemRef = (long*)FO_VAR_i_lhand;
} else {
item = fo::var::i_rhand;
itemRef = (long*)FO_VAR_i_rhand;
}
if (item) {
if (!game::Inventory::correctFidForRemovedItem(critter, item, (slot == fo::INVEN_TYPE_LEFT_HAND) ? fo::ObjectFlag::Left_Hand : fo::ObjectFlag::Right_Hand)) {
return;
}
*itemRef = 0;
forceAdd = true;
update = true;
}
} else {
if (isDude) item = fo::var::i_worn;
if (!item) {
item = fo::func::inven_worn(critter);
} else {
fo::var::i_worn = nullptr;
forceAdd = true;
}
if (item) {
if (!game::Inventory::correctFidForRemovedItem(critter, item, fo::ObjectFlag::Worn)) {
if (forceAdd) fo::var::i_worn = item;
return;
}
if (isDude) fo::func::intface_update_ac(0);
}
}
if (forceAdd) fo::func::item_add_force(critter, item, 1);
}
if (update) fo::func::intface_update_items(0, -1, -1);
}
}
}