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Add feature for automatic calculation of barter money #311

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40 changes: 33 additions & 7 deletions src/inventory.cc
Original file line number Diff line number Diff line change
Expand Up @@ -263,6 +263,7 @@ static void inventoryWindowOpenContextMenu(int eventCode, int inventoryWindowTyp
static int _move_inventory(Object* a1, int a2, Object* a3, bool a4);
static int _barter_compute_value(Object* a1, Object* a2);
static int _barter_attempt_transaction(Object* a1, Object* a2, Object* a3, Object* a4);
static int _barter_get_quantity_moved_items(Object* item, int maxQuantity, bool fromPlayer, bool fromInventory);
static void _barter_move_inventory(Object* a1, int quantity, int a3, int a4, Object* a5, Object* a6, bool a7);
static void _barter_move_from_table_inventory(Object* a1, int quantity, int a3, Object* a4, Object* a5, bool a6);
static void inventoryWindowRenderInnerInventories(int win, Object* a2, Object* a3, int a4);
Expand All @@ -271,7 +272,7 @@ static void _container_exit(int keyCode, int inventoryWindowType);
static int _drop_into_container(Object* a1, Object* a2, int a3, Object** a4, int quantity);
static int _drop_ammo_into_weapon(Object* weapon, Object* ammo, Object** a3, int quantity, int keyCode);
static void _draw_amount(int value, int inventoryWindowType);
static int inventoryQuantitySelect(int inventoryWindowType, Object* item, int a3);
static int inventoryQuantitySelect(int inventoryWindowType, Object* item, int max, int defaultValue=1);
static int inventoryQuantityWindowInit(int inventoryWindowType, Object* item);
static int inventoryQuantityWindowFree(int inventoryWindowType);

Expand Down Expand Up @@ -4755,6 +4756,31 @@ static int _barter_attempt_transaction(Object* a1, Object* a2, Object* a3, Objec
return 0;
}

static int _barter_get_quantity_moved_items(
Object* item,
int maxQuantity,
bool fromPlayer,
bool fromInventory
) {
if (maxQuantity <= 1) {
return maxQuantity;
}

int suggestedValue = 1;
if (item->pid == PROTO_ID_MONEY && !gGameDialogSpeakerIsPartyMember) {
// Calculate change money automatically
int totalCostPlayer = objectGetCost(_ptable);
int totalCostNpc = _barter_compute_value(gDude, _target_stack[0]);
// Actor's balance: negative - the actor must add money to balance the tables and vice versa
int balance = fromPlayer ? totalCostPlayer - totalCostNpc : totalCostNpc - totalCostPlayer;

if ( (balance < 0 && fromInventory) || (balance > 0 && !fromInventory) ) {
suggestedValue = std::min(std::abs(balance), maxQuantity);
}
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}
return inventoryQuantitySelect(INVENTORY_WINDOW_TYPE_MOVE_ITEMS, item, maxQuantity, suggestedValue);
}

// 0x474DAC
static void _barter_move_inventory(Object* a1, int quantity, int a3, int a4, Object* a5, Object* a6, bool a7)
{
Expand Down Expand Up @@ -4813,7 +4839,7 @@ static void _barter_move_inventory(Object* a1, int quantity, int a3, int a4, Obj

if (a7) {
if (mouseHitTestInWindow(gInventoryWindow, INVENTORY_TRADE_INNER_LEFT_SCROLLER_TRACKING_X, INVENTORY_TRADE_INNER_LEFT_SCROLLER_TRACKING_Y, INVENTORY_TRADE_INNER_LEFT_SCROLLER_TRACKING_MAX_X, INVENTORY_SLOT_HEIGHT * gInventorySlotsCount + INVENTORY_TRADE_INNER_LEFT_SCROLLER_TRACKING_Y)) {
int quantityToMove = quantity > 1 ? inventoryQuantitySelect(INVENTORY_WINDOW_TYPE_MOVE_ITEMS, a1, quantity) : 1;
int quantityToMove = _barter_get_quantity_moved_items(a1, quantity, a7, true);
if (quantityToMove != -1) {
if (itemMoveForce(_inven_dude, a6, a1, quantityToMove) == -1) {
// There is no space left for that item.
Expand All @@ -4826,7 +4852,7 @@ static void _barter_move_inventory(Object* a1, int quantity, int a3, int a4, Obj
}
} else {
if (mouseHitTestInWindow(gInventoryWindow, INVENTORY_TRADE_INNER_RIGHT_SCROLLER_TRACKING_X, INVENTORY_TRADE_INNER_RIGHT_SCROLLER_TRACKING_Y, INVENTORY_TRADE_INNER_RIGHT_SCROLLER_TRACKING_MAX_X, INVENTORY_SLOT_HEIGHT * gInventorySlotsCount + INVENTORY_TRADE_INNER_RIGHT_SCROLLER_TRACKING_Y)) {
int quantityToMove = quantity > 1 ? inventoryQuantitySelect(INVENTORY_WINDOW_TYPE_MOVE_ITEMS, a1, quantity) : 1;
int quantityToMove = _barter_get_quantity_moved_items(a1, quantity, a7, true);
if (quantityToMove != -1) {
if (itemMoveForce(a5, a6, a1, quantityToMove) == -1) {
// You cannot pick that up. You are at your maximum weight capacity.
Expand Down Expand Up @@ -4900,7 +4926,7 @@ static void _barter_move_from_table_inventory(Object* a1, int quantity, int a3,

if (a6) {
if (mouseHitTestInWindow(gInventoryWindow, INVENTORY_TRADE_LEFT_SCROLLER_TRACKING_X, INVENTORY_TRADE_LEFT_SCROLLER_TRACKING_Y, INVENTORY_TRADE_LEFT_SCROLLER_TRACKING_MAX_X, INVENTORY_SLOT_HEIGHT * gInventorySlotsCount + INVENTORY_TRADE_LEFT_SCROLLER_TRACKING_Y)) {
int quantityToMove = quantity > 1 ? inventoryQuantitySelect(INVENTORY_WINDOW_TYPE_MOVE_ITEMS, a1, quantity) : 1;
int quantityToMove = _barter_get_quantity_moved_items(a1, quantity, a6, false);
if (quantityToMove != -1) {
if (itemMoveForce(a5, _inven_dude, a1, quantityToMove) == -1) {
// There is no space left for that item.
Expand All @@ -4913,7 +4939,7 @@ static void _barter_move_from_table_inventory(Object* a1, int quantity, int a3,
}
} else {
if (mouseHitTestInWindow(gInventoryWindow, INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_X, INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_Y, INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_MAX_X, INVENTORY_SLOT_HEIGHT * gInventorySlotsCount + INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_Y)) {
int quantityToMove = quantity > 1 ? inventoryQuantitySelect(INVENTORY_WINDOW_TYPE_MOVE_ITEMS, a1, quantity) : 1;
int quantityToMove = _barter_get_quantity_moved_items(a1, quantity, a6, false);
if (quantityToMove != -1) {
if (itemMoveForce(a5, a4, a1, quantityToMove) == -1) {
// You cannot pick that up. You are at your maximum weight capacity.
Expand Down Expand Up @@ -5574,7 +5600,7 @@ static void _draw_amount(int value, int inventoryWindowType)
}

// 0x47688C
static int inventoryQuantitySelect(int inventoryWindowType, Object* item, int max)
static int inventoryQuantitySelect(int inventoryWindowType, Object* item, int max, int defaultValue)
{
ScopedGameMode gm(GameMode::kCounter);

Expand All @@ -5583,11 +5609,11 @@ static int inventoryQuantitySelect(int inventoryWindowType, Object* item, int ma
int value;
int min;
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_MOVE_ITEMS) {
value = 1;
if (max > 99999) {
max = 99999;
}
min = 1;
value = std::clamp(defaultValue, min, max);
} else {
value = 60;
min = 10;
Expand Down