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inventory_sorting_logic_G1.d
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392 lines (325 loc) · 8.12 KB
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/*
* Sort_Weapons: INV_WEAPON
* New sorting logic
* ITEM_KAT_NF > damageTotal > value > Hlp_GetInstanceID (in case of items with same instance ID item without ITEM_ACTIVE_LEGO flag > item with ITEM_ACTIVE_LEGO flag)
* ITEM_KAT_FF > CBOW > BOW, damageTotal > value > Hlp_GetInstanceID (in case of items with same instance ID item without ITEM_ACTIVE_LEGO flag > item with ITEM_ACTIVE_LEGO flag)
* ITEM_KAT_MUN > CBOW > BOW, value > Hlp_GetInstanceID
*/
//itm1 > itm2 returns -1
//itm1 < itm2 returns 1
func void inventory2_inventory1_Compare_SortingLogic () {
var int itmPtr1; itmPtr1 = MEM_ReadInt(ESP + 4);
var int itmPtr2; itmPtr2 = MEM_ReadInt(ESP + 8);
if (!itmPtr1) || (!itmPtr2) { return; };
var oCItem itm1; itm1 = _^(itmPtr1);
var oCItem itm2; itm2 = _^(itmPtr2);
//Melee > Ranged > Ammo
if (itm1.mainflag & ITEM_KAT_NF){
//Ranged
if (itm2.mainflag & ITEM_KAT_FF){
EAX = -1; return;
};
//Ammo
if (itm2.mainflag & ITEM_KAT_MUN){
EAX = -1; return;
};
//Melee
//Total damage
if (itm1.damageTotal > itm2.damageTotal) {
EAX = -1; return;
};
if (itm1.damageTotal < itm2.damageTotal) {
EAX = 1; return;
};
};
//Ranged < Melee
//Ranged > Ammo
if (itm1.mainflag & ITEM_KAT_FF){
//Melee
if (itm2.mainflag & ITEM_KAT_NF){
EAX = 1; return;
};
//Ammo
if (itm2.mainflag & ITEM_KAT_MUN){
EAX = -1; return;
};
//Ranged
//Crossbow > Bow
if (itm1.flags & ITEM_CROSSBOW) {
if (itm2.flags & ITEM_BOW) {
EAX = -1; return;
};
};
if (itm1.flags & ITEM_BOW) {
if (itm2.flags & ITEM_CROSSBOW) {
EAX = 1; return;
};
};
//Total damage
if (itm1.damageTotal > itm2.damageTotal) {
EAX = -1; return;
};
if (itm1.damageTotal < itm2.damageTotal) {
EAX = 1; return;
};
};
//Ammo
if (itm1.mainflag & ITEM_KAT_MUN) {
if (itm2.mainflag & ITEM_KAT_MUN) {
//Crossbow ammo > bow ammo
if (itm1.flags & ITEM_CROSSBOW) {
if (itm2.flags & ITEM_BOW) {
EAX = -1; return;
};
};
if (itm1.flags & ITEM_BOW) {
if (itm2.flags & ITEM_CROSSBOW) {
EAX = 1; return;
};
};
//Value
if (itm1.value > itm2.value) {
EAX = -1; return;
};
if (itm1.value < itm2.value) {
EAX = 1; return;
};
EAX = 1; return;
};
};
//Item value
if (itm1.value > itm2.value) {
EAX = -1; return;
};
if (itm1.value < itm2.value) {
EAX = 1; return;
};
//Instance ID
if (Hlp_GetInstanceID(itm1) > Hlp_GetInstanceID(itm2)) {
EAX = -1; return;
};
if (Hlp_GetInstanceID(itm1) < Hlp_GetInstanceID(itm2)) {
EAX = 1; return;
};
//Equipped first
if (itm1.flags & ITEM_ACTIVE_LEGO) {
EAX = -1; return;
};
if (itm2.flags & ITEM_ACTIVE_LEGO) {
EAX = 1; return;
};
EAX = 1;
};
//I. perma
// 1. ItFo_Potion_Master*
// 2. ItFo_Potion_Health_Perma*
// 3. ItFo_Potion_Mana_Perma*
// 4. ItFo_Potion_Str*
// 5. ItFo_Potion_Dex*
//II. hp
// 6. ItFo_Potion_Heal*
//III. mana
// 7. ItFo_Potion_Mana*
//IV. speed
// 8. ItFo_Potion_Haste*
//V. others
// 9. value
func int Sort_PotionGetWeight(var string s) {
//Remove ITFO_POTION_ prefix
s = mySTR_SubStr(s, 12, 12); //Take 12 characters - we don't need more
if (STR_StartsWith(s, "MASTER")) {
return 1;
};
if (STR_StartsWith(s, "HEAL")) {
if (STR_StartsWith(s, "HEALTH_PERMA")) {
return 2;
};
return 6;
};
if (STR_StartsWith(s, "MANA")) {
if (STR_StartsWith(s, "HEALTH_PERMA")) {
return 3;
};
return 7;
};
if (STR_StartsWith(s, "STR")) {
return 4;
};
if (STR_StartsWith(s, "DEX")) {
return 5;
};
if (STR_StartsWith(s, "HASTE")) {
return 8;
};
return 9;
};
/*
* Sort_None: INV_RUNE, INV_MAGIC, INV_POTION
* Amulets > Rings > Belts
* Runes > Scrolls
*/
func void inventory2_inventory4_Compare_SortingLogic () {
var int itmPtr1; itmPtr1 = MEM_ReadInt(ESP + 4);
var int itmPtr2; itmPtr2 = MEM_ReadInt(ESP + 8);
if (!itmPtr1) || (!itmPtr2) { return; };
var oCItem itm1; itm1 = _^(itmPtr1);
var oCItem itm2; itm2 = _^(itmPtr2);
const int ITM_FLAG_BELT = 1 << 24; //G2A only - available for G1 tho :)
//Amulets > Rings > Belts
if (itm1.mainflag & ITEM_KAT_MAGIC) {
if (itm1.flags & ITEM_AMULET) {
if (itm2.flags & ITM_FLAG_BELT) {
EAX = -1; return;
};
if (itm2.flags & ITEM_RING) {
EAX = -1; return;
};
};
if (itm1.flags & ITEM_RING) {
if (itm2.flags & ITM_FLAG_BELT) {
EAX = -1; return;
};
if (itm2.flags & ITEM_AMULET) {
EAX = 1; return;
};
};
if (itm1.flags & ITM_FLAG_BELT) {
if (itm2.flags & ITEM_AMULET) {
EAX = 1; return;
};
if (itm2.flags & ITEM_RING) {
EAX = 1; return;
};
};
};
//Runes > Scrolls
if (itm1.mainflag & ITEM_KAT_RUNE){
// Circle
if (itm1.mag_circle > itm2.mag_circle) {
EAX = -1; return;
};
if (itm1.mag_circle < itm2.mag_circle) {
EAX = 1; return;
};
};
//Potions
if (itm1.mainflag & ITEM_KAT_POTIONS){
var string symbName1; symbName1 = GetSymbolName(itm1.instanz);
var string symbName2; symbName2 = GetSymbolName(itm2.instanz);
var int type1; type1 = Sort_PotionGetWeight(symbName1);
var int type2; type2 = Sort_PotionGetWeight(symbName2);
if (type1 < type2) {
EAX = -1; return;
};
if (type1 > type2) {
EAX = 1; return;
};
};
// Value
if (itm1.value > itm2.value) {
EAX = -1; return;
};
if (itm1.value < itm2.value) {
EAX = 1; return;
};
//Instance ID
if (Hlp_GetInstanceID(itm1) > Hlp_GetInstanceID(itm2)) {
EAX = -1; return;
};
if (Hlp_GetInstanceID(itm1) < Hlp_GetInstanceID(itm2)) {
EAX = 1; return;
};
//Equipped first
if (itm1.flags & ITEM_ACTIVE_LEGO) {
EAX = -1; return;
};
if (itm2.flags & ITEM_ACTIVE_LEGO) {
EAX = 1; return;
};
EAX = 1;
};
/*
* Sort_Other: INV_MISC
* New sorting logic
* itMiNugget > ItKeLockpick > ItLsTorch* > ITEM_MISSION > $$$
*/
func void inventory2_inventory8_Compare_SortingLogic () {
var int itmPtr1; itmPtr1 = MEM_ReadInt(ESP + 4);
var int itmPtr2; itmPtr2 = MEM_ReadInt(ESP + 8);
if (!itmPtr1) || (!itmPtr2) { return; };
var oCItem itm1; itm1 = _^(itmPtr1);
var oCItem itm2; itm2 = _^(itmPtr2);
var int itemInstanceID1; itemInstanceID1 = Hlp_GetInstanceID(itm1);
var int itemInstanceID2; itemInstanceID2 = Hlp_GetInstanceID(itm2);
if (itemInstanceID1 == itMiNugget) {
EAX = -1; return;
};
if (itemInstanceID2 == itMiNugget) {
EAX = 1; return;
};
if (itemInstanceID1 == itKeLockPick) {
EAX = -1; return;
};
if (itemInstanceID2 == itKeLockPick) {
EAX = 1; return;
};
if (itemInstanceID1 == ItLsTorch) {
EAX = -1; return;
};
if (itemInstanceID2 == ItLsTorch) {
EAX = 1; return;
};
if (itemInstanceID1 == ItLsTorchBurning) {
EAX = -1; return;
};
if (itemInstanceID2 == ItLsTorchBurning) {
EAX = 1; return;
};
if (itemInstanceID1 == ItLsTorchBurned) {
EAX = -1; return;
};
if (itemInstanceID2 == ItLsTorchBurned) {
EAX = 1; return;
};
if (itemInstanceID1 == ItLsTorchFirespit) {
EAX = -1; return;
};
if (itemInstanceID2 == ItLsTorchFirespit) {
EAX = 1; return;
};
if (itm1.mainflag & ITEM_MISSION) {
EAX = -1; return;
};
if (itm2.mainflag & ITEM_MISSION) {
EAX = 1; return;
};
if (itm1.value > itm2.value) {
EAX = -1; return;
};
EAX = 1;
};
//Custom sorting functions
func void G1_EnhancedInventorySorting_Init (){
const int once = 0;
if (!once) {
/*
INV_NONE Sort_None (oCItem *item1, oCItem *item2)
INV_COMBAT Sort_Weapons (oCItem *item1, oCItem *item2)
INV_ARMOR Sort_Armor (oCItem *item1, oCItem *item2)
INV_RUNE Sort_None (oCItem *item1, oCItem *item2)
INV_MAGIC Sort_None (oCItem *item1, oCItem *item2)
INV_FOOD Sort_Food (oCItem *item1, oCItem *item2)
INV_POTION Sort_None (oCItem *item1, oCItem *item2)
INV_DOCS Sort_Docs (oCItem *item1, oCItem *item2)
INV_OTHER Sort_Other (oCItem *item1, oCItem *item2)
*/
//Sort_Weapons: INV_WEAPON
//Makes sure that weapons inventory is sorted consistently.
ReplaceEngineFunc (inventory2_inventory1_Compare, 0, "inventory2_inventory1_Compare_SortingLogic");
//Sort_None: INV_RUNE, INV_MAGIC, INV_POTION
ReplaceEngineFunc (inventory2_inventory4_Compare, 0, "inventory2_inventory4_Compare_SortingLogic");
//Sort_Other: INV_MISC
ReplaceEngineFunc (inventory2_inventory8_Compare, 0, "inventory2_inventory8_Compare_SortingLogic");
once = 1;
};
};