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https://github.com/TwilitRealm/dusklight
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initial item service implementation
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#pragma once
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#include <mods/api.h>
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#ifdef __cplusplus
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#include <mods/service.hpp>
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#endif
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#define ITEM_SERVICE_ID "dev.twilitrealm.dusklight.item"
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#define ITEM_SERVICE_MAJOR 2u
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#define ITEM_SERVICE_MINOR 0u
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/* 0 is never a valid handle. */
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typedef uint64_t ItemCheckHandle;
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typedef uint64_t ItemGiveHandle;
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/*
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* Item check resolution and inventory grants.
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*
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* Check names are case-sensitive. Resolvers must be free of side effects because the game may
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* resolve a check more than once, including once for display and again when granting the item.
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* Registrations and pending grants are removed when the calling mod is detached. Callbacks run
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* on the game thread.
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*/
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/* Host-owned callback data, valid only for the duration of the callback. */
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typedef struct ItemCheckInfo {
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const char* name;
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const void* giver_actor; /* fopAc_ac_c*, or NULL when unavailable */
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uint8_t vanilla_item;
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uint8_t current_item;
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} ItemCheckInfo;
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/* Return true and write out_item to replace current_item, or false to leave it unchanged. */
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typedef bool (*ItemCheckResolveFn)(
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ModContext* ctx, const ItemCheckInfo* info, uint8_t* out_item, void* user_data);
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typedef enum ItemGiveOrigin {
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ITEM_GIVE_ORIGIN_GAME = 0,
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ITEM_GIVE_ORIGIN_QUEUE = 1,
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ITEM_GIVE_ORIGIN_QUEUE_SILENT = 2,
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} ItemGiveOrigin;
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/* Host-owned callback data, valid only for the duration of the callback. */
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typedef struct ItemGiveInfo {
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const char* check_name; /* NULL when the grant is not attributed to a check */
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const void* giver_actor; /* fopAc_ac_c*, or NULL when unavailable */
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uint8_t item;
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uint8_t origin; /* ItemGiveOrigin */
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} ItemGiveInfo;
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typedef void (*ItemGiveObserveFn)(ModContext* ctx, const ItemGiveInfo* info, void* user_data);
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enum {
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/* Apply the inventory change without a get-item demo. */
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ITEM_GIVE_SILENT = 1u << 0,
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/* Resolve item_no as the named check's vanilla item when the queue entry is dispatched. */
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ITEM_GIVE_RESOLVE = 1u << 1,
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};
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typedef struct ItemService {
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ServiceHeader header;
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/* Set or replace the calling mod's fixed override for name. */
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ModResult (*set_check_override)(ModContext* ctx, const char* name, uint8_t item_no);
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ModResult (*clear_check_override)(ModContext* ctx, const char* name);
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/* Register for name, or for every check when name is NULL. out_handle may be NULL. */
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ModResult (*set_check_resolver)(ModContext* ctx, const char* name, ItemCheckResolveFn fn,
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void* user_data, ItemCheckHandle* out_handle);
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ModResult (*clear_check_resolver)(ModContext* ctx, ItemCheckHandle handle);
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/* Resolve without granting an item or notifying give observers. */
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ModResult (*resolve_check)(
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ModContext* ctx, const char* name, uint8_t vanilla_item, uint8_t* out_item);
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/*
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* Add a grant to the global FIFO. check_name may be NULL unless ITEM_GIVE_RESOLVE is set.
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* Returns MOD_UNAVAILABLE when the queue is full. Entries wait until gameplay is in a safe
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* state and are cleared when the active save slot changes.
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*/
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ModResult (*give_item)(
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ModContext* ctx, const char* check_name, uint8_t item_no, uint32_t flags);
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/* Observe inventory grants. out_handle may be NULL. */
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ModResult (*observe_gives)(
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ModContext* ctx, ItemGiveObserveFn fn, void* user_data, ItemGiveHandle* out_handle);
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ModResult (*unobserve_gives)(ModContext* ctx, ItemGiveHandle handle);
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} ItemService;
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MOD_DECLARE_SERVICE(ItemService, svc_item, ITEM_SERVICE_ID, ITEM_SERVICE_MAJOR, ITEM_SERVICE_MINOR);
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