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sfall/artifacts/mods/gl_npcarmor.ssl
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/*
NPC Armor Appearance mod
Used to replace the scripted part of B-Team mod.
Appropriate graphics are required for this mod to work.
Can be adopted to any mod by adjusting armor PIDs, NPC PIDs and NPC FIDs in INI file.
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
version 1.0
*/
#include "main.h"
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
variable
modIni := "npcarmor.ini",
defaultFids,
armorPidMap, // maps armor PID to it's "type" - leather armor, metal, power armor, etc.
npcMap;
procedure check_armor_change(variable critter, variable item, variable isWorn) begin
variable npc, armorType, fid;
if (npcMap[obj_pid(critter)]) then begin
npc := npcMap[obj_pid(critter)];
if (not isWorn) then begin
// display_msg("No armor fid: " + npc["Default"]);
return npc["Default"];
end else if (item) then begin
armorType := armorPidMap[obj_pid(item)];
fid := npc[armorType] or defaultFids[armorType];
if (fid == 0 or fid == -1) then fid := npc["Default"];
// display_msg("Change fid: " + fid + ", npc: " + npc[armorType] + ", default:" + defaultFids[armorType]);
return fid;
end
end
return -1;
end
// for NPCs when they change armor themselves
procedure invenwield_handler begin
variable critter, item, fid, slot, isWorn;
critter := get_sfall_arg;
item := get_sfall_arg;
slot := get_sfall_arg;
isWorn := get_sfall_arg;
if (critter and item and slot == INVEN_TYPE_WORN) then begin
fid := check_armor_change(critter, item, isWorn);
if (fid != -1) then begin
art_change_fid_num(critter, fid);
end
end
end
// when changing armor from inventory while controlling other NPCs
procedure adjustfid_handler begin
variable fid, armor;
if (dude_obj != real_dude_obj) then begin
armor := critter_inven_obj(dude_obj, INVEN_TYPE_WORN);
fid := check_armor_change(dude_obj, armor, armor != 0);
if (fid != -1) then begin
set_sfall_return(fid);
end
end
end
procedure start begin
variable sect, sects, armorTypes, armorType, npc, pid, pids, i;
if game_loaded and (sfall_ver_major >= 4) then begin
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
defaultFids := get_ini_section(modIni, "Default");
fix_array(defaultFids);
foreach (armorType: i in defaultFids) begin
defaultFids[armorType] := atoi(i);
end
armorPidMap := create_array_map;
armorTypes := get_ini_section(modIni, "ArmorTypes");
foreach (armorType: pids in armorTypes) begin
pids := string_split(pids, ",");
foreach (pid in pids) begin
armorPidMap[atoi(pid)] := armorType;
end
end
npcMap := create_array_map;
i := 1;
sect := get_ini_section(modIni, ""+i);
while (sect.PID) do begin
npc := create_array_map;
npc["Default"] := atoi(sect["Default"]);
foreach (armorType: pids in armorTypes) begin
if (sect[armorType]) then begin
npc[armorType] := atoi(sect[armorType]);
end
end
npcMap[atoi(sect.PID)] := npc;
i += 1;
sect := get_ini_section(modIni, ""+i);
end
end
end