1320 lines
31 KiB
Plaintext
1320 lines
31 KiB
Plaintext
scriptname SKI_FavoritesManager extends SKI_QuestBase
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import Math
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; SCRIPT VERSION ----------------------------------------------------------------------------------
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;
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; History
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;
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; 1: - Initial version
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;
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; 2: - Added check for vampire lord
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;
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; 3: - Less eagerly clearing of invalid entries
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;
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; 4: - EDC - Added repeat find to InvalidateItem()
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int function GetVersion()
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return 4
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endFunction
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; CONSTANTS ---------------------------------------------------------------------------------------
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string property FAVORITES_MENU = "FavoritesMenu" autoReadonly
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string property MENU_ROOT = "_root.MenuHolder.Menu_mc" autoReadonly
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int property GROUP_FLAG_UNEQUIP_ARMOR = 1 autoReadonly
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int property GROUP_FLAG_UNEQUIP_HANDS = 2 autoReadonly
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; PROPERTIES --------------------------------------------------------------------------------------
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; -- Version 1 --
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Actor Property PlayerREF auto
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bool property ButtonHelpEnabled = true auto
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int property GroupAddKey
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int function get()
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return _groupAddKey
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endFunction
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function set(int a_val)
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SwapControlKey(a_val, _groupAddKey)
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_groupAddKey = a_val
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endFunction
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endProperty
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int property GroupUseKey
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int function get()
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return _groupUseKey
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endFunction
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function set(int a_val)
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SwapControlKey(a_val, _groupUseKey)
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_groupUseKey = a_val
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endFunction
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endProperty
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int property SetIconKey
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int function get()
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return _setIconKey
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endFunction
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function set(int a_val)
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SwapControlKey(a_val, _setIconKey)
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_setIconKey = a_val
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endFunction
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endProperty
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int property SaveEquipStateKey
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int function get()
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return _saveEquipStateKey
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endFunction
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function set(int a_val)
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SwapControlKey(a_val, _saveEquipStateKey)
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_saveEquipStateKey = a_val
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endFunction
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endProperty
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int property ToggleFocusKey
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int function get()
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return _toggleFocusKey
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endFunction
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function set(int a_val)
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SwapControlKey(a_val, _toggleFocusKey)
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_toggleFocusKey = a_val
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endFunction
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endProperty
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; PRIVATE VARIABLES -------------------------------------------------------------------------------
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; -- Version 1 --
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Form[] _items1
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Form[] _items2
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int[] _itemIds1
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int[] _itemIds2
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int[] _groupFlags
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Form[] _groupMainHandItems
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int[] _groupMainHandItemIds
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Form[] _groupOffHandItems
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int[] _groupOffHandItemIds
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Form[] _groupIconItems
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int[] _groupIconItemIds
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bool _silenceEquipSounds = false
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SoundCategory _audioCategoryUI
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; Forms to support EquipSlot comparisons
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EquipSlot _rightHandSlot
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EquipSlot _eitherHandSlot
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EquipSlot _leftHandSlot
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EquipSlot _bothHandsSlot
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EquipSlot _voiceSlot
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; State variables for Group Use
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bool _usedRightHand = false
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bool _usedLeftHand = false
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bool _usedVoice = false
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int _usedOutfitMask = 0
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; Keys
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int _groupAddKey = 33 ; F
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int _groupUseKey = 19 ; R
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int _setIconKey = 56 ; LAlt
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int _saveEquipStateKey = 20 ; T
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int _toggleFocusKey = 57 ; Space
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int[] _groupHotkeys
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; -- Version 2 --
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Race _vampireLordRace
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; -- Version 3 --
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bool[] _itemInvalidFlags1
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bool[] _itemInvalidFlags2
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; INITIALIZATION ----------------------------------------------------------------------------------
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event OnInit()
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_items1 = new Form[128]
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_items2 = new Form[128]
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_itemIds1 = new int[128]
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_itemIds2 = new int[128]
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_groupFlags = new int[8]
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_groupMainHandItems = new Form[8]
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_groupMainHandItemIds = new int[8]
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_groupOffHandItems = new Form[8]
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_groupOffHandItemIds = new int[8]
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_groupIconItems = new Form[8]
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_groupIconItemIds = new int[8]
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_groupHotkeys = new int[8]
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_groupHotkeys[0] = 59 ; F1
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_groupHotkeys[1] = 60 ; F2
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_groupHotkeys[2] = 61 ; F3
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_groupHotkeys[3] = 62 ; F4
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_groupHotkeys[4] = -1
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_groupHotkeys[5] = -1
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_groupHotkeys[6] = -1
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_groupHotkeys[7] = -1
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_audioCategoryUI = Game.GetFormFromFile(0x00064451, "Skyrim.esm") as SoundCategory
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_rightHandSlot = Game.GetFormFromFile(0x00013f42, "Skyrim.esm") as EquipSlot
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_leftHandSlot = Game.GetFormFromFile(0x00013f43, "Skyrim.esm") as EquipSlot
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_eitherHandSlot = Game.GetFormFromFile(0x00013f44, "Skyrim.esm") as EquipSlot
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_bothHandsSlot = Game.GetFormFromFile(0x00013f45, "Skyrim.esm") as EquipSlot
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_voiceSlot = Game.GetFormFromFile(0x00025bee, "Skyrim.esm") as EquipSlot
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OnGameReload()
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endEvent
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; @implements SKI_QuestBase
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event OnGameReload()
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CheckVersion()
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RegisterForModEvent("SKIFM_groupAdd", "OnGroupAdd")
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RegisterForModEvent("SKIFM_groupRemove", "OnGroupRemove")
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RegisterForModEvent("SKIFM_groupUse", "OnGroupUse")
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RegisterForModEvent("SKIFM_saveEquipState", "OnSaveEquipState")
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RegisterForModEvent("SKIFM_setGroupIcon", "OnSetGroupIcon")
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RegisterForModEvent("SKIFM_foundInvalidItem", "OnFoundInvalidItem")
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RegisterForMenu(FAVORITES_MENU)
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RegisterHotkeys()
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CleanUp()
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endEvent
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; @implements SKI_QuestBase
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event OnVersionUpdate(int a_version)
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; Version 2
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if (a_version >= 2 && CurrentVersion < 2)
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Debug.Trace(self + ": Updating to script version 2")
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;_vampireLordRace = Game.GetFormFromFile(0x0000283A, "Dawnguard.esm") as Race
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endIf
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; Version 3
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if (a_version >= 3 && CurrentVersion < 3)
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Debug.Trace(self + ": Updating to script version 3")
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_itemInvalidFlags1 = new bool[128]
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_itemInvalidFlags2 = new bool[128]
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endIf
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; Version 4
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if (a_version >= 4 && CurrentVersion < 4)
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Debug.Trace(self + ": Updating to script version 4")
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endIf
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endEvent
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; EVENTS ------------------------------------------------------------------------------------------
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event OnMenuOpen(string a_menuName)
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int i = 0
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while (i < 128)
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_itemInvalidFlags1[i] = false
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i += 1
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endWhile
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i = 0
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while (i < 128)
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_itemInvalidFlags2[i] = false
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i += 1
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endWhile
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InitControls()
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InitMenuGroupData()
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endEvent
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event OnFoundInvalidItem(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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InvalidateItem(a_strArg as int,true)
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endEvent
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event OnGroupAdd(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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int groupIndex = a_numArg as int
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int itemId = a_strArg as int
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Form item = a_sender
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if (GroupAdd(groupIndex, itemId, item))
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UpdateMenuGroupData(groupIndex)
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else
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UI.InvokeBool(FAVORITES_MENU, MENU_ROOT + ".unlock", true)
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Debug.Notification("Group full!")
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endIf
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endEvent
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event OnGroupRemove(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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int groupIndex = a_numArg as int
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int itemId = a_strArg as int
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if (GroupRemove(groupIndex, itemId))
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UpdateMenuGroupData(groupIndex)
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else
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UI.InvokeBool(FAVORITES_MENU, MENU_ROOT + ".unlock", true)
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endIf
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endEvent
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; Read the player's current equipment and save it to the target group
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event OnSaveEquipState(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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int groupIndex = a_numArg as int
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int mainHandItemId = UI.GetInt(FAVORITES_MENU, MENU_ROOT + ".rightHandItemId")
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int offHandItemId = UI.GetInt(FAVORITES_MENU, MENU_ROOT + ".leftHandItemId")
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form mainHandForm = GetFormFromItemId(groupIndex,mainHandItemId) ; will return none if not in group
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if (mainHandForm)
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_groupMainHandItemIds[groupIndex] = mainHandItemId
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_groupMainHandItems[groupIndex] = mainHandForm
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else
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_groupMainHandItemIds[groupIndex] = 0
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_groupMainHandItems[groupIndex] = none
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endIf
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form offHandForm = GetFormFromItemId(groupIndex,offHandItemId)
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if (offHandForm)
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_groupOffHandItemIds[groupIndex] = offHandItemId
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_groupOffHandItems[groupIndex] = offHandForm
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else
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_groupOffHandItemIds[groupIndex] = 0
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_groupOffHandItems[groupIndex] = none
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endIf
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UpdateMenuGroupData(groupIndex)
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endEvent
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; This will set a form as the icon form for a group
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event OnSetGroupIcon(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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int groupIndex = a_numArg as int
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int itemId = a_strArg as int
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Form item = a_sender
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_groupIconItems[groupIndex] = item
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_groupIconItemIds[groupIndex] = itemId
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UpdateMenuGroupData(groupIndex)
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endEvent
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event OnGroupUse(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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gotoState("PROCESSING")
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GroupUse(a_numArg as int)
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gotoState("")
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endEvent
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event OnKeyDown(int a_keyCode)
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gotoState("PROCESSING")
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int groupIndex = _groupHotkeys.Find(a_keyCode)
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if (groupIndex != -1 && !Utility.IsInMenuMode())
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GroupUse(groupIndex)
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endIf
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gotoState("")
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endEvent
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state PROCESSING
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event OnGroupUse(string a_eventName, string a_strArg, float a_numArg, Form a_sender)
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endEvent
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event OnKeyDown(int a_keyCode)
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endEvent
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endState
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; FUNCTIONS ---------------------------------------------------------------------------------------
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;get whether a flag is set for the specified group
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bool function GetGroupFlag(int a_groupIndex, int a_flag)
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return LogicalAnd(_groupFlags[a_groupIndex], a_flag) as bool
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endFunction
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;set a flag for the specified group
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function SetGroupFlag(int a_groupIndex, int a_flag, bool a_value)
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if (a_value)
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_groupFlags[a_groupIndex] = LogicalOr(_groupFlags[a_groupIndex], a_flag)
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else
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_groupFlags[a_groupIndex] = LogicalAnd(_groupFlags[a_groupIndex], LogicalNot(a_flag))
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endIf
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endFunction
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int[] function GetGroupHotkeys()
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; Return a copy
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int[] result = new int[8]
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int i = 0
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while (i<8)
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result[i] = _groupHotkeys[i]
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i += 1
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endWhile
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return result
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endFunction
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bool function SetGroupHotkey(int a_groupIndex, int a_keycode)
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; Special case for unmap
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if (a_keycode == -1)
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_groupHotkeys[a_groupIndex] = -1
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UnregisterForKey(oldKeycode)
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return true
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endIf
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; Old group index this keycode was bound to
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int oldIndex = _groupHotkeys.Find(a_keycode)
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; Old keycode at the target position
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int oldKeycode = _groupHotkeys[a_groupIndex]
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; Already assigned, no need to do anything
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if (oldIndex == a_groupIndex)
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return false
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endIf
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; Swap
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if (oldIndex != -1 && oldKeycode != -1)
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_groupHotkeys[oldIndex] = oldKeycode
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else
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; Unset previous group this key was assigned to
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if (oldIndex != -1)
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_groupHotkeys[oldIndex] = -1
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endIf
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; If we replaced a key, unregister it
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if (oldKeycode != -1)
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UnregisterForKey(oldKeycode)
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endIf
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RegisterForKey(a_keycode)
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endIf
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_groupHotkeys[a_groupIndex] = a_keycode
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return true
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endFunction
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; Send the group data to the UI, so that when the user selects a group, it can filter its entries.
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function InitControls()
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int[] args = new int[6]
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args[0] = ButtonHelpEnabled as int
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args[1] = _groupAddKey
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args[2] = _groupUseKey
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args[3] = _setIconKey
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args[4] = _saveEquipStateKey
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args[5] = _toggleFocusKey
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UI.InvokeIntA(FAVORITES_MENU, MENU_ROOT + ".initControls", args)
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endFunction
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; Send the group data to the UI, so that when the user selects a group, it can filter its entries.
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function InitMenuGroupData()
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; Don't send group data if vampire lord
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if (_vampireLordRace == PlayerRef.GetRace())
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return
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endIf
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; groupCount, mainHandFormId[8], offHandFormId[8], iconFormId[8]
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int[] args = new int[25]
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args[0] = 8
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int c = 1
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int i = 0
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while (i<8)
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args[c] = _groupMainHandItemIds[i]
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i += 1
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c += 1
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endWhile
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i = 0
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while (i<8)
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args[c] = _groupOffHandItemIds[i]
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i += 1
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c += 1
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endWhile
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i = 0
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while (i<8)
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args[c] = _groupIconItemIds[i]
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i += 1
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c += 1
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endWhile
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UI.InvokeIntA(FAVORITES_MENU, MENU_ROOT + ".pushGroupItems", _itemIds1)
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UI.InvokeIntA(FAVORITES_MENU, MENU_ROOT + ".pushGroupItems", _itemIds2)
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UI.InvokeIntA(FAVORITES_MENU, MENU_ROOT + ".finishGroupData", args)
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endFunction
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function UpdateMenuGroupData(int a_groupIndex)
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int offset = 32 * a_groupIndex
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int[] itemIds
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if (offset >= 128)
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offset -= 128
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itemIds = _itemIds2
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else
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itemIds = _itemIds1
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endIf
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; groupIndex, mainHandItemId, offHandItemID, iconItemId, itemIds[32]
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int[] args = new int[36]
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args[0] = a_groupIndex
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args[1] = _groupMainHandItemIds[a_groupIndex]
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args[2] = _groupOffHandItemIds[a_groupIndex]
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args[3] = _groupIconItemIds[a_groupIndex]
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int i = 4
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int j = offset
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while (i<36)
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args[i] = itemIds[j]
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i += 1
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j += 1
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endWhile
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; This also unlocks the menu, so no need to call unlock
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UI.InvokeIntA(FAVORITES_MENU, MENU_ROOT + ".updateGroupData", args)
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endFunction
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; Ensure that our data is still valid. Might not be the case if a mod was uninstalled
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function CleanUp()
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; Note on thread safety:
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; Since we don't manage an explicit group count, items can just be set or unset from multiple threads
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int i = 0
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while (i < _items1.length)
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if (_items1[i] == none || _items1[i].GetFormID() == 0)
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_items1[i] = none
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_itemIds1[i] = 0
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endIf
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i += 1
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endWhile
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i = 0
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while (i < _items2.length)
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if (_items2[i] == none || _items2[i].GetFormID() == 0)
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_items2[i] = none
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_itemIds2[i] = 0
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endIf
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i += 1
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endWhile
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endFunction
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bool function GroupAdd(int a_groupIndex, int a_itemId, Form a_item)
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int offset = 32 * a_groupIndex
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; Select the target set of arrays, adjust offset
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Form[] items
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int[] itemIds
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bool[] itemInvalidFlags
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if (offset >= 128)
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offset -= 128
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items = _items2
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itemIds = _itemIds2
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itemInvalidFlags = _itemInvalidFlags2
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else
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items = _items1
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itemIds = _itemIds1
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itemInvalidFlags = _itemInvalidFlags1
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endIf
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; Prevent the same itemId being added to a group twice
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if (IsItemIdInGroup(a_groupIndex,a_itemId))
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return true
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endIf
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; Pick next free slot
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int index = FindFreeIndex(itemIds, itemInvalidFlags, offset)
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; No more space in group?
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if (index == -1)
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return false
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endIf
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; Store received data
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items[index] = a_item
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itemIds[index] = a_itemId
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itemInvalidFlags[index] = false
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; If there's no icon item set yet, use this one
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if (_groupIconItems[a_groupIndex] == none)
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_groupIconItems[a_groupIndex] = a_item
|
|
_groupIconItemIds[a_groupIndex] = a_itemId
|
|
endIf
|
|
|
|
return true
|
|
endFunction
|
|
|
|
bool function GroupRemove(int a_groupIndex, int a_itemId)
|
|
int offset = 32 * a_groupIndex
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
Form[] items
|
|
int[] itemIds
|
|
bool[] itemInvalidFlags
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
itemIds = _itemIds2
|
|
itemInvalidFlags = _itemInvalidFlags2
|
|
else
|
|
items = _items1
|
|
itemIds = _itemIds1
|
|
itemInvalidFlags = _itemInvalidFlags1
|
|
endIf
|
|
|
|
int i = offset
|
|
int n = offset+32
|
|
while (i < n)
|
|
if (itemIds[i] == a_itemId)
|
|
items[i] = none
|
|
itemIds[i] = 0
|
|
itemInvalidFlags[i] = false
|
|
i = n
|
|
else
|
|
i += 1
|
|
endIf
|
|
endWhile
|
|
|
|
if (a_itemId == _groupMainHandItemIds[a_groupIndex])
|
|
_groupMainHandItems[a_groupIndex] = none
|
|
_groupMainHandItemIds[a_groupIndex] = 0
|
|
endIf
|
|
|
|
if (a_itemId == _groupOffHandItemIds[a_groupIndex])
|
|
_groupOffHandItems[a_groupIndex] = none
|
|
_groupOffHandItemIds[a_groupIndex] = 0
|
|
endIf
|
|
|
|
if (a_itemId == _groupIconItemIds[a_groupIndex])
|
|
ReplaceGroupIcon(a_groupIndex)
|
|
endIf
|
|
|
|
return true
|
|
endFunction
|
|
|
|
function GroupUse(int a_groupIndex)
|
|
int offset = 32 * a_groupIndex
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
Form[] items
|
|
int[] itemIds
|
|
bool[] itemInvalidFlags
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
itemIds = _itemIds2
|
|
itemInvalidFlags = _itemInvalidFlags2
|
|
else
|
|
items = _items1
|
|
itemIds = _itemIds1
|
|
itemInvalidFlags = _itemInvalidFlags1
|
|
endIf
|
|
|
|
; Reset state
|
|
_usedRightHand = false
|
|
_usedLeftHand = false
|
|
_usedVoice = false
|
|
_usedOutfitMask = 0
|
|
|
|
; These items are equipped later
|
|
form[] deferredItems = new Form[32]
|
|
int deferredIdx = 0
|
|
|
|
; Encountered invalid items are removed at the end when speed is no longer an issue
|
|
int[] invalidItemIds = new int[32]
|
|
int invalidIdx = 0
|
|
|
|
; Turn off UI sounds to avoid annoying clicking noise while swapping spells
|
|
_audioCategoryUI.Mute()
|
|
|
|
; Unequip hands first?
|
|
if (GetGroupFlag(a_groupIndex,GROUP_FLAG_UNEQUIP_HANDS))
|
|
UnequipHand(0)
|
|
UnequipHand(1)
|
|
endIf
|
|
|
|
; Process main and offhand items
|
|
|
|
; Left first, to avoid problems when equipping the same weapon twice
|
|
Form offHandItem = _groupOffHandItems[a_groupIndex]
|
|
int offHandItemId = _groupOffHandItemIds[a_groupIndex]
|
|
if (offHandItem)
|
|
int itemType = offHandItem.GetType()
|
|
if (IsItemValid(offHandItem, itemType))
|
|
ProcessItem(offHandItem, itemType, false, true, offHandItemId)
|
|
endIf
|
|
endIf
|
|
|
|
Form mainHandItem = _groupMainHandItems[a_groupIndex]
|
|
int mainHandItemId = _groupMainHandItemIds[a_groupIndex]
|
|
if (mainHandItem)
|
|
int itemType = mainHandItem.GetType()
|
|
if (IsItemValid(mainHandItem, itemType))
|
|
ProcessItem(mainHandItem, itemType, false, false, mainHandItemId)
|
|
endIf
|
|
endIf
|
|
|
|
; Validate & process items
|
|
int i = offset
|
|
int n = offset + 32
|
|
while (i < n)
|
|
Form item = items[i]
|
|
int itemId = itemIds[i]
|
|
|
|
if (item && item != mainHandItem && item != offHandItem && !itemInvalidFlags[i])
|
|
int itemType = item.GetType()
|
|
|
|
if (! IsItemValid(item, itemType))
|
|
invalidItemIds[invalidIdx] = itemId
|
|
invalidIdx += 1
|
|
elseIf (! ProcessItem(item, itemType, a_itemId = itemId))
|
|
deferredItems[deferredIdx] = item
|
|
deferredIdx += 1
|
|
endIf
|
|
endIf
|
|
|
|
i += 1
|
|
endWhile
|
|
|
|
; Process deferred items
|
|
i = 0
|
|
while (i < deferredIdx)
|
|
Form item = deferredItems[i]
|
|
int itemType = item.GetType()
|
|
|
|
ProcessItem(item, itemType, false)
|
|
|
|
i += 1
|
|
endWhile
|
|
|
|
; Unequip any armor not belonging to current outfit mask
|
|
if (GetGroupFlag(a_groupIndex,GROUP_FLAG_UNEQUIP_ARMOR))
|
|
int h = 0x00000001
|
|
while (h < 0x80000000)
|
|
Form wornForm = PlayerREF.GetWornForm(h)
|
|
if (wornForm)
|
|
if (!LogicalAND(h, _usedOutfitMask))
|
|
PlayerREF.UnEquipItemEX(wornForm)
|
|
endIf
|
|
endIf
|
|
h = LeftShift(h,1)
|
|
endWhile
|
|
endIf
|
|
|
|
_audioCategoryUI.UnMute() ; Turn UI sounds back on
|
|
|
|
i = 0
|
|
while (i<invalidIdx)
|
|
InvalidateItem(invalidItemIds[i])
|
|
i += 1
|
|
endWhile
|
|
endFunction
|
|
|
|
function UnequipHand(int a_hand)
|
|
int a_handEx = 1
|
|
if (a_hand == 0)
|
|
a_handEx = 2 ; unequipspell and *ItemEx need different hand args
|
|
endIf
|
|
|
|
Form handItem = PlayerREF.GetEquippedObject(a_hand)
|
|
if (handItem)
|
|
int itemType = handItem.GetType()
|
|
if (itemType == 22)
|
|
PlayerREF.UnequipSpell(handItem as Spell, a_hand)
|
|
else
|
|
PlayerREF.UnequipItemEx(handItem, a_handEx)
|
|
endIf
|
|
endIf
|
|
endFunction
|
|
|
|
bool function IsItemValid(Form a_item, int a_itemType)
|
|
; Player has removed this item from Favorites, so don't use it and queue it for removal
|
|
if (! Game.IsObjectFavorited(a_item))
|
|
return false
|
|
endIf
|
|
|
|
; This is a Spell or Shout and can't be counted like an item
|
|
if (a_itemType == 22 || a_itemType == 119)
|
|
return PlayerREF.HasSpell(a_item)
|
|
; This is an inventory item
|
|
else
|
|
return PlayerREF.GetItemCount(a_item) > 0
|
|
endIf
|
|
endFunction
|
|
|
|
bool function ProcessItem(Form a_item, int a_itemType, bool a_allowDeferring = true, bool a_offHandOnly = false, int a_itemId = 0)
|
|
|
|
; WEAPON ------------
|
|
if (a_itemType == 41)
|
|
|
|
; Any weapon needs at least one free hand
|
|
if (_usedRightHand && _usedLeftHand)
|
|
return true
|
|
endIf
|
|
|
|
Weapon itemWeapon = a_item as Weapon
|
|
int weaponType = itemWeapon.GetweaponType()
|
|
|
|
; It's one-handed and the player has a free hand
|
|
if (weaponType <= 4 || weaponType == 8) ; Fists(0), Swords(1), Daggers(2), War Axes(3), Maces(4), Staffs(8)
|
|
if (!_usedRightHand && !a_offHandOnly)
|
|
|
|
if (a_item == PlayerREF.GetEquippedObject(1) && a_itemId != PlayerREF.GetEquippedItemId(1))
|
|
UnequipHand(1) ; avoid damage-related bug when swapping for enhanced item
|
|
endIf
|
|
PlayerREF.EquipItemById(itemWeapon, a_itemId, 1, equipSound = _silenceEquipSounds)
|
|
_usedRightHand = true
|
|
elseIf (!_usedLeftHand)
|
|
if (a_item == PlayerREF.GetEquippedObject(0) && a_itemId != PlayerREF.GetEquippedItemId(0))
|
|
UnequipHand(0)
|
|
endIf
|
|
PlayerREF.EquipItemById(itemWeapon, a_itemId, 2, equipSound = _silenceEquipSounds)
|
|
_usedLeftHand = true
|
|
endIf
|
|
|
|
; It's two-handed and both hands are free
|
|
elseIf (weaponType > 4 && !_usedRightHand && !_usedLeftHand)
|
|
; EDC - Changed this line from GetEquippedItemId(0) to GetEquippedItemId(1) since two-handed weapons don't seem to appear in left hand
|
|
;Debug.Trace(self + ": PlayerREF.GetEquippedObject(0) is " + PlayerREF.GetEquippedObject(0) + ", PlayerREF.GetEquippedObject(1) is " + PlayerREF.GetEquippedObject(1))
|
|
;Debug.Trace(self + ": PlayerREF.GetEquippedItemId(0) is " + PlayerREF.GetEquippedItemId(0) + ", PlayerREF.GetEquippedItemId(1) is " + PlayerREF.GetEquippedItemId(1))
|
|
if (a_item == PlayerREF.GetEquippedObject(0) && a_itemId != PlayerREF.GetEquippedItemId(1))
|
|
UnequipHand(0)
|
|
endIf
|
|
PlayerREF.EquipItemById(itemWeapon, a_itemId, equipSlot = 0, equipSound = _silenceEquipSounds)
|
|
|
|
_usedRightHand = true
|
|
_usedLeftHand = true
|
|
endIf
|
|
|
|
return true
|
|
|
|
; ARMOR ------------
|
|
elseIf (a_itemType == 26)
|
|
int slotMask = (a_item as Armor).GetslotMask()
|
|
|
|
; It's a shield...
|
|
if (slotMask == 512)
|
|
if (!_usedLeftHand)
|
|
PlayerREF.EquipItemById(a_item, a_itemId, equipSlot = 0, equipSound = _silenceEquipSounds)
|
|
_usedLeftHand = true
|
|
_usedOutfitMask += slotMask
|
|
endIf
|
|
; It's not a shield, just equip it if slot is free
|
|
elseIf (! LogicalAnd(_usedOutfitMask,slotMask))
|
|
if (a_item == PlayerREF.GetWornForm(slotMask) && a_itemId != PlayerREF.GetWornItemId(slotMask))
|
|
PlayerREF.UnequipItemEx(a_item)
|
|
endIf
|
|
|
|
PlayerREF.EquipItemById(a_item, a_itemId, equipSlot = 0, equipSound = _silenceEquipSounds)
|
|
_usedOutfitMask += slotMask
|
|
endIf
|
|
|
|
return true
|
|
|
|
; AMMO ------------
|
|
elseIf (a_itemType == 42) ;kAmmo
|
|
PlayerREF.EquipItemEX(a_item, equipSlot = 0, equipSound = _silenceEquipSounds)
|
|
return true
|
|
|
|
; SPELL ------------
|
|
elseIf (a_itemType == 22)
|
|
|
|
Spell itemSpell = a_item as Spell
|
|
EquipSlot spellEquipSlot = itemSpell.GetEquipType()
|
|
|
|
if (spellEquipSlot != _voiceSlot)
|
|
|
|
; Any non power spell needs at least one free hand
|
|
if (_usedRightHand && _usedLeftHand)
|
|
return true
|
|
endIf
|
|
|
|
; spell is eitherhanded
|
|
if (spellEquipSlot == _eitherHandSlot)
|
|
if (!_usedRightHand && !a_offHandOnly)
|
|
PlayerREF.EquipSpell(itemSpell, 1)
|
|
_usedRightHand = true
|
|
elseIf (!_usedLeftHand)
|
|
PlayerREF.EquipSpell(itemSpell, 0)
|
|
_usedLeftHand = true
|
|
endIf
|
|
|
|
; Spell requires two hands ...
|
|
elseIf (spellEquipSlot == _bothHandsSlot)
|
|
if (!_usedRightHand && !_usedLeftHand)
|
|
PlayerREF.EquipSpell(itemSpell, 1)
|
|
_usedRightHand = true
|
|
_usedLeftHand = true
|
|
endIf
|
|
|
|
; a lot of NPC spells are left-hand only, so if the player is using PSB they'll need this
|
|
elseIf (spellEquipSlot == _leftHandSlot)
|
|
if (!_usedLeftHand)
|
|
PlayerREF.EquipSpell(itemSpell, 0)
|
|
_usedLeftHand = true
|
|
endIf
|
|
endIf
|
|
|
|
else
|
|
if (!_usedVoice)
|
|
PlayerREF.EquipSpell(itemSpell, 2)
|
|
_usedVoice = true
|
|
endIf
|
|
endIf
|
|
|
|
return true
|
|
|
|
; SCROLL ------------
|
|
elseIf (a_itemType == 23)
|
|
Scroll itemScroll = a_item as Scroll
|
|
|
|
; Any scroll needs at least one free hand
|
|
if (_usedRightHand && _usedLeftHand)
|
|
return true
|
|
endIf
|
|
;FIXME - GetEquipType seems to be broken for scrolls
|
|
;If (itemScroll.GetEquipType() == _bothHandsSlot && !_usedLeftHand && !_usedRightHand)
|
|
; PlayerREF.EquipItemEX(itemScroll, equipSlot = 0, equipSound = _silenceEquipSounds)
|
|
; _usedLeftHand = true
|
|
; _usedRightHand = true
|
|
if (!_usedRightHand && !a_offHandOnly)
|
|
PlayerREF.EquipItemEX(itemScroll, equipSlot = 1, equipSound = _silenceEquipSounds)
|
|
_usedRightHand = true
|
|
elseIf (!_usedLeftHand)
|
|
PlayerREF.EquipItemEX(itemScroll, equipSlot = 2, equipSound = _silenceEquipSounds)
|
|
_usedLeftHand = true
|
|
endIf
|
|
|
|
return true
|
|
|
|
; SHOUT ------------
|
|
elseIf (a_itemType == 119)
|
|
if (!_usedVoice)
|
|
PlayerREF.EquipShout(a_item as Shout)
|
|
_usedVoice = true
|
|
endIf
|
|
|
|
return true
|
|
|
|
; POTION ------------
|
|
elseIf (a_itemType == 46)
|
|
if ((a_item as Potion).IsHostile()) ; This is a poison and should only be applied after new weapons have been equipped.
|
|
if (a_allowDeferring)
|
|
return false
|
|
endIf
|
|
|
|
; This will fail if a poisonable weapon is only equipped in the offhand. That's a Skyrim bug, not my bug.
|
|
PlayerREF.EquipItem(a_item, abSilent = True)
|
|
|
|
return true
|
|
endiF
|
|
|
|
; This is a non-hostile potion, food, or... something? and can be used immediately
|
|
PlayerREF.EquipItem(a_item as Potion, abSilent = True)
|
|
|
|
return true
|
|
|
|
; INGREDIENT ------------
|
|
elseIf (a_itemType == 30) ;kIngredient
|
|
PlayerREF.EquipItem(a_item as Ingredient, abSilent = True)
|
|
return true
|
|
|
|
; LIGHT (TORCH) ------------
|
|
elseIf (a_itemType == 31)
|
|
if (!_usedLeftHand)
|
|
PlayerREF.EquipItemEX(a_item, equipSlot = 0, equipSound = _silenceEquipSounds)
|
|
_usedLeftHand = true
|
|
endIf
|
|
|
|
return true
|
|
|
|
; MISC ------------
|
|
elseIf a_itemType == 32
|
|
PlayerREF.EquipItem(a_item, abSilent = True)
|
|
return true
|
|
endIf
|
|
|
|
return true
|
|
endFunction
|
|
|
|
function InvalidateItem(int a_itemId, bool redrawIcon = false)
|
|
; EDC - Version 3 implementation only invalidates the first appearance of
|
|
; an itemID. Any subsequent use in other groups is missed.
|
|
; This version recursively searches for additional items beyond the first
|
|
;int loop
|
|
int index
|
|
|
|
|
|
; GroupData [1-4]
|
|
;loop = 0
|
|
index = 0
|
|
while index < 128
|
|
index = _itemIds1.Find(a_itemId, index)
|
|
if (index != -1)
|
|
;Debug.Trace(self + ": Setting _itemInvalidFlags1[" + index + "] = true. Loop number " + loop)
|
|
;loop += 1
|
|
_itemInvalidFlags1[index] = true
|
|
index += 1
|
|
else
|
|
index = 128
|
|
endIf
|
|
endWhile
|
|
|
|
; GroupData [5-8]
|
|
;loop = 0
|
|
index = 0
|
|
while index < 128
|
|
index = _itemIds2.Find(a_itemId, index)
|
|
if (index != -1)
|
|
;Debug.Trace(self + ": Setting _itemInvalidFlags2[" + index + "] = true. Loop number " + loop)
|
|
;loop += 1
|
|
_itemInvalidFlags2[index] = true
|
|
index += 1
|
|
else
|
|
index = 128
|
|
endIf
|
|
endWhile
|
|
|
|
; Main hand
|
|
index = 0
|
|
while index < 8
|
|
index = _groupMainHandItemIds.Find(a_itemId, index)
|
|
if (index != -1)
|
|
_groupMainHandItems[index] = none
|
|
_groupMainHandItemIds[index] = 0
|
|
index += 1
|
|
else
|
|
index = 8
|
|
endIf
|
|
endWhile
|
|
|
|
; Off hand
|
|
index = 0
|
|
while index < 8
|
|
index = _groupOffHandItemIds.Find(a_itemId, index)
|
|
if (index != -1)
|
|
_groupOffHandItems[index] = none
|
|
_groupOffHandItemIds[index] = 0
|
|
index += 1
|
|
else
|
|
index = 8
|
|
endIf
|
|
endWhile
|
|
|
|
; Icon
|
|
index = 0
|
|
while index < 8
|
|
index = _groupIconItemIds.Find(a_itemId, index)
|
|
if (index != -1)
|
|
ReplaceGroupIcon(index)
|
|
if (redrawIcon)
|
|
UpdateMenuGroupData(index)
|
|
endIf
|
|
index += 1
|
|
else
|
|
index = 8
|
|
endIf
|
|
endWhile
|
|
endFunction
|
|
|
|
int function FindFreeIndex(int[] a_itemIds, bool[] a_itemInvalidFlags, int offset)
|
|
int i = a_itemIds.Find(0,offset)
|
|
|
|
; First try to find an entry that is 0
|
|
if (i >= offset && i < offset + 32)
|
|
return i
|
|
endIf
|
|
|
|
; Failed. Now try to claim an entry flagged as invalid.
|
|
i = offset
|
|
int n = offset + 32
|
|
while (i < n)
|
|
if (a_itemInvalidFlags[i])
|
|
return i
|
|
endIf
|
|
|
|
i += 1
|
|
endWhile
|
|
|
|
return -1
|
|
endFunction
|
|
|
|
function ReplaceGroupIcon(int a_groupIndex)
|
|
|
|
; If player has MH or OH set for the group, use it first
|
|
if (_groupMainHandItemIds[a_groupIndex])
|
|
_groupIconItems[a_groupIndex] = _groupMainHandItems[a_groupIndex]
|
|
_groupIconItemIds[a_groupIndex] = _groupMainHandItemIds[a_groupIndex]
|
|
return
|
|
elseIf (_groupOffHandItemIds[a_groupIndex])
|
|
_groupIconItems[a_groupIndex] = _groupOffHandItems[a_groupIndex]
|
|
_groupIconItemIds[a_groupIndex] = _groupOffHandItemIds[a_groupIndex]
|
|
return
|
|
endIf
|
|
|
|
int offset = a_groupIndex * 32
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
Form[] items
|
|
int[] itemIds
|
|
bool[] itemInvalidFlags
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
itemIds = _itemIds2
|
|
itemInvalidFlags = _itemInvalidFlags2
|
|
else
|
|
items = _items1
|
|
itemIds = _itemIds1
|
|
itemInvalidFlags = _itemInvalidFlags1
|
|
endIf
|
|
|
|
int i = offset
|
|
int n = offset+32
|
|
|
|
; Use icon of first found item
|
|
while (i < n)
|
|
if (items[i] != none && !itemInvalidFlags[i])
|
|
_groupIconItems[a_groupIndex] = items[i]
|
|
_groupIconItemIds[a_groupIndex] = itemIds[i]
|
|
return
|
|
else
|
|
i += 1
|
|
endIf
|
|
endWhile
|
|
|
|
_groupIconItems[a_groupIndex] = none
|
|
_groupIconItemIds[a_groupIndex] = 0
|
|
endFunction
|
|
|
|
; utility function to see if form is in the specified group.
|
|
bool function IsFormInGroup(int a_groupIndex, form a_item)
|
|
int offset = 32 * a_groupIndex
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
Form[] items
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
else
|
|
items = _items1
|
|
endIf
|
|
|
|
int i = items.Find(a_item,offset)
|
|
if (i >= offset && i < offset+32)
|
|
return true
|
|
endIf
|
|
|
|
return false
|
|
endFunction
|
|
|
|
; utility function to see how many of the form are in a group
|
|
int function GetNumFormsInGroup(int a_groupIndex,form a_item)
|
|
int offset = 32 * a_groupIndex
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
form[] items
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
else
|
|
items = _items1
|
|
endIf
|
|
|
|
int i = offset
|
|
int n = offset + 32
|
|
int count
|
|
while (i < n)
|
|
if (items[i] == a_item)
|
|
count += 1
|
|
endIf
|
|
i += 1
|
|
endWhile
|
|
|
|
return count
|
|
endFunction
|
|
|
|
form function GetFormFromItemId(int a_groupIndex,int itemId)
|
|
int offset = 32 * a_groupIndex
|
|
; Select the target set of arrays, adjust offset
|
|
form[] items
|
|
int[] itemIds
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
itemIds = _itemIds2
|
|
else
|
|
items = _items1
|
|
itemIds = _itemIds1
|
|
endIf
|
|
|
|
int i = itemIds.Find(itemId,offset)
|
|
if (i >= offset && i < offset + 32)
|
|
return items[i]
|
|
else
|
|
return none
|
|
endIf
|
|
endFunction
|
|
|
|
; return the Nth itemId
|
|
int function GetNthItemIdInGroup(int a_groupIndex,form a_item,int a_num = 1)
|
|
int offset = 32 * a_groupIndex
|
|
; Select the target set of arrays, adjust offset
|
|
form[] items
|
|
int[] itemIds
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
itemIds = _itemIds2
|
|
else
|
|
items = _items1
|
|
itemIds = _itemIds1
|
|
endIf
|
|
|
|
int i = offset
|
|
int n = offset + 32
|
|
int count = 0
|
|
|
|
int result = offset
|
|
while (result >= offset && result < n && count < a_num)
|
|
result = items.Find(a_item,i)
|
|
i = result + 1
|
|
count += 1
|
|
endWhile
|
|
if (result >= offset && result < n)
|
|
return itemIds[result]
|
|
endIf
|
|
return 0
|
|
endFunction
|
|
|
|
; utility function to see if itemId is in the specified group.
|
|
bool function IsItemIdInGroup(int a_groupIndex, int a_itemId)
|
|
int offset = 32 * a_groupIndex
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
int[] itemIds
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
itemIds = _itemIds2
|
|
else
|
|
itemIds = _itemIds1
|
|
endIf
|
|
|
|
int i = itemIds.Find(a_itemId,offset)
|
|
if (i >= offset && i < offset+32)
|
|
return true
|
|
endIf
|
|
|
|
return false
|
|
endFunction
|
|
|
|
function RegisterHotkeys()
|
|
int i = 0
|
|
|
|
while (i < _groupHotkeys.Length)
|
|
|
|
if (_groupHotkeys[i] != -1)
|
|
RegisterForKey(_groupHotkeys[i])
|
|
endIf
|
|
|
|
i += 1
|
|
endWhile
|
|
endFunction
|
|
|
|
function SwapControlKey(int a_newKey, int a_curKey)
|
|
if (a_newKey == _groupAddKey)
|
|
_groupAddKey = a_curKey
|
|
elseIf (a_newKey == _groupUseKey)
|
|
_groupUseKey = a_curKey
|
|
elseIf (a_newKey == _setIconKey)
|
|
_setIconKey = a_curKey
|
|
elseIf (a_newKey == _saveEquipStateKey)
|
|
_saveEquipStateKey = a_curKey
|
|
elseIf (a_newKey == _toggleFocusKey)
|
|
_toggleFocusKey = a_curKey
|
|
endIf
|
|
endFunction
|
|
|
|
; DEBUG ------------------------------------------------------------------------------------------
|
|
|
|
function PrintGroupItems(int a_groupIndex)
|
|
;This is here so I can see what's in the group, because the UI is currently broken
|
|
Debug.Trace("PrintGroupItems called on group " + a_groupIndex)
|
|
|
|
int offset = 32 * a_groupIndex
|
|
|
|
; Select the target set of arrays, adjust offset
|
|
Form[] items
|
|
int[] itemIds
|
|
|
|
if (offset >= 128)
|
|
offset -= 128
|
|
items = _items2
|
|
itemIds = _itemIds2
|
|
else
|
|
items = _items1
|
|
itemIds = _itemIds1
|
|
endIf
|
|
|
|
int i = offset
|
|
int n = offset + 32
|
|
while (i < n)
|
|
if (items[i])
|
|
Debug.Trace(i + " is " + itemIds[i] + ", form is " + items[i] + ": " + items[i].GetName())
|
|
endIf
|
|
i += 1
|
|
endWhile
|
|
if (_groupIconItemIds[a_groupIndex])
|
|
Debug.Trace("Group icon is " + _groupIconItemIds[a_groupIndex] + ", form is " + _groupIconItems[a_groupIndex] + ": " + _groupIconItems[a_groupIndex].GetName())
|
|
endIf
|
|
if (_groupMainHandItemIds[a_groupIndex])
|
|
Debug.Trace("Group MH is " + _groupMainHandItemIds[a_groupIndex] + ", form is " + _groupMainHandItems[a_groupIndex] + ": " + _groupMainHandItems[a_groupIndex].GetName())
|
|
endIf
|
|
if (_groupOffHandItemIds[a_groupIndex])
|
|
Debug.Trace("Group OH is " + _groupOffHandItemIds[a_groupIndex] + ", form is " + _groupOffHandItems[a_groupIndex] + ": " + _groupOffHandItems[a_groupIndex].GetName())
|
|
endIf
|
|
endFunction
|