mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
175 lines
4.6 KiB
C++
175 lines
4.6 KiB
C++
/*
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* sfall
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* Copyright (C) 2008-2021 The sfall team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "..\..\..\FalloutEngine\AsmMacros.h"
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#include "..\..\..\FalloutEngine\Fallout2.h"
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#include "..\..\LoadGameHook.h"
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#include "..\..\Inventory.h"
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#include "..\..\..\Game\inventory.h"
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#include "Inventory.h"
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namespace sfall
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{
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namespace script
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{
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void __declspec(naked) op_active_hand() {
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__asm {
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mov edx, dword ptr ds:[FO_VAR_itemCurrentItem];
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_J_RET_VAL_TYPE(VAR_TYPE_INT);
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}
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}
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void __declspec(naked) op_toggle_active_hand() {
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__asm {
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mov eax, 1;
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jmp fo::funcoffs::intface_toggle_items_;
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}
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}
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void __declspec(naked) op_set_inven_ap_cost() {
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__asm {
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mov esi, ecx;
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_GET_ARG_INT(end);
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mov ecx, eax;
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call Inventory::SetInvenApCost;
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end:
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mov ecx, esi;
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retn;
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}
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}
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void mf_get_inven_ap_cost(OpcodeContext& ctx) {
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ctx.setReturn(Inventory::GetInvenApCost());
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}
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void op_obj_is_carrying_obj(OpcodeContext& ctx) {
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int num = 0;
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const ScriptValue &invenObjArg = ctx.arg(0),
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&itemObjArg = ctx.arg(1);
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fo::GameObject *invenObj = invenObjArg.object(),
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*itemObj = itemObjArg.object();
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if (invenObj != nullptr && itemObj != nullptr) {
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for (int i = 0; i < invenObj->invenSize; i++) {
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if (invenObj->invenTable[i].object == itemObj) {
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num = invenObj->invenTable[i].count;
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break;
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}
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}
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}
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ctx.setReturn(num);
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}
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void mf_critter_inven_obj2(OpcodeContext& ctx) {
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fo::GameObject* critter = ctx.arg(0).object();
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int slot = ctx.arg(1).rawValue();
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switch (slot) {
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case 0:
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ctx.setReturn(fo::func::inven_worn(critter));
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break;
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case 1:
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ctx.setReturn(fo::func::inven_right_hand(critter));
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break;
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case 2:
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ctx.setReturn(fo::func::inven_left_hand(critter));
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break;
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case -2:
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ctx.setReturn(critter->invenSize);
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break;
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default:
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ctx.printOpcodeError("%s() - invalid type.", ctx.getMetaruleName());
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}
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}
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void mf_item_weight(OpcodeContext& ctx) {
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ctx.setReturn(fo::func::item_weight(ctx.arg(0).object()));
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}
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void mf_get_current_inven_size(OpcodeContext& ctx) {
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ctx.setReturn(game::Inventory::item_total_size(ctx.arg(0).object()));
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}
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void mf_unwield_slot(OpcodeContext& ctx) {
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fo::InvenType slot = static_cast<fo::InvenType>(ctx.arg(1).rawValue());
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if (slot < fo::INVEN_TYPE_WORN || slot > fo::INVEN_TYPE_LEFT_HAND) {
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ctx.printOpcodeError("%s() - incorrect slot number.", ctx.getMetaruleName());
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ctx.setReturn(-1);
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return;
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}
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fo::GameObject* critter = ctx.arg(0).object();
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if (critter->IsNotCritter()) {
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ctx.printOpcodeError("%s() - the object is not a critter.", ctx.getMetaruleName());
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ctx.setReturn(-1);
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return;
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}
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bool isDude = (critter == fo::var::obj_dude);
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bool update = false;
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if (slot && (GetLoopFlags() & (INVENTORY | INTFACEUSE | INTFACELOOT | BARTER)) == false) {
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if (fo::func::inven_unwield(critter, (slot == fo::INVEN_TYPE_LEFT_HAND) ? fo::Left : fo::Right) == 0) {
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update = isDude;
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}
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} else {
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// force unwield for opened inventory
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bool forceAdd = false;
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fo::GameObject* item = nullptr;
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if (slot != fo::INVEN_TYPE_WORN) {
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if (!isDude) return;
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long* itemRef = nullptr;
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if (slot == fo::INVEN_TYPE_LEFT_HAND) {
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item = fo::var::i_lhand;
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itemRef = (long*)FO_VAR_i_lhand;
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} else {
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item = fo::var::i_rhand;
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itemRef = (long*)FO_VAR_i_rhand;
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}
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if (item) {
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if (!game::Inventory::correctFidForRemovedItem(critter, item, (slot == fo::INVEN_TYPE_LEFT_HAND) ? fo::ObjectFlag::Left_Hand : fo::ObjectFlag::Right_Hand)) {
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return;
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}
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*itemRef = 0;
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forceAdd = true;
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update = true;
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}
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} else {
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if (isDude) item = fo::var::i_worn;
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if (!item) {
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item = fo::func::inven_worn(critter);
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} else {
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fo::var::i_worn = nullptr;
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forceAdd = true;
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}
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if (item) {
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if (!game::Inventory::correctFidForRemovedItem(critter, item, fo::ObjectFlag::Worn)) {
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if (forceAdd) fo::var::i_worn = item;
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return;
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}
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if (isDude) fo::func::intface_update_ac(0);
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}
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}
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if (forceAdd) fo::func::item_add_force(critter, item, 1);
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}
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if (update) fo::func::intface_update_items(0, -1, -1);
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}
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}
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}
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