Improved the party control and fixed mod related bugs

Updated gl_partycontrol script.
This commit is contained in:
NovaRain
2021-10-13 13:01:24 +08:00
parent 2e97fe38ff
commit 101238e125
10 changed files with 128 additions and 79 deletions
+54 -30
View File
@@ -7,7 +7,7 @@
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
version 1.1
version 1.2
*/
@@ -17,9 +17,11 @@
#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
#define OBJ_DATA_LIGHT_INTENSITY (0x70)
#define PID_PLAYER (16777216)
procedure start;
procedure AllowControl(variable pid);
procedure SetLight(variable critter, variable int, variable dist);
procedure CombatTurn_Handler;
procedure GameModeChange_Handler;
procedure InventoryMove_Handler;
@@ -31,12 +33,17 @@ variable
pidList, perksList,
lightInt, lightDist, npcControl,
displayName, displayNameColor, isShowTag,
inControl := false;
inControl := false,
dudeLightInt, dudeLightDist;
procedure AllowControl(variable pid) begin
if (noCheckArray or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)) then return true;
return false;
return ((pidList == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)));
end
procedure SetLight(variable critter, variable lInt, variable lDist) begin
if (lInt) then lInt := round((lInt / 65536.0) * 100); // calc percent of intensity
obj_set_light_level(critter, lInt, lDist); // TODO: make sfall obj_set_light_level function
end
procedure CombatTurn_Handler begin
@@ -46,67 +53,82 @@ procedure CombatTurn_Handler begin
pid, perkID, level;
//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + "/" + critter + ", arg3: " + get_sfall_arg);
if npcControl then begin
if lightInt then lightInt := round((lightInt / 65536.0) * 100); // calc percent of intensity
obj_set_light_level(npcControl, lightInt, lightDist); // restore light for prev. controlled NPC
end
pid := obj_pid(critter);
if (status == 1 and (AllowControl(pid) or controlMode == 1)) then begin
if (pid == PID_PLAYER and inControl == false) then return;
if (pid != PID_PLAYER and controlMode != 1 and AllowControl(pid) == false) then return;
if (status == 1) then begin
set_dude_obj(critter);
//display_msg("Take control of: " + obj_name(critter));
if (critter != real_dude_obj) then begin
if not(npcControl) then obj_set_light_level(real_dude_obj, 0, 0); // dude off light
if (npcControl == 0) then begin
dudeLightDist := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_DISTANCE);
dudeLightInt := get_object_data(real_dude_obj, OBJ_DATA_LIGHT_INTENSITY);
obj_set_light_level(real_dude_obj, 0, 0); // dude off light
end
npcControl := critter;
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
// set perks (only work with 4.1.8+)
foreach (perkID in perksList) begin
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
if (level) then critter_add_trait(critter, TRAIT_PERK, perkID, level);
end
intface_redraw;
lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
obj_set_light_level(critter, 100, 4);
inControl := true;
end else if npcControl then begin
obj_set_light_level(dude_obj, 100, 4); // set dude default light
end else if (npcControl) then begin
call SetLight(dude_obj, dudeLightInt, dudeLightDist); // restore dude light
npcControl := 0; // dude control
end
if inControl then begin
if (inControl) then begin
// check preference setting _combat_highlight
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY);
if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY); // TODO: replace read_byte with normal function
// center the screen on the controlled critter/dude and remove roof tiles
move_to(dude_obj, dude_tile, dude_elevation);
if (displayName and critter != real_dude_obj) then begin
set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
show_iface_tag(displayName);
isShowTag := true;
end
end
end else if inControl then begin
end else begin
if (npcControl) then begin
call SetLight(critter, lightInt, lightDist); // restore light for controlled NPC
end
if (isShowTag) then begin
hide_iface_tag(displayName);
isShowTag := false;
end
// remove perks before switching control (only work with 4.1.8+)
if (dude_obj != real_dude_obj) then begin
foreach (perkID in perksList) begin
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
if (level) then critter_rm_trait(critter, TRAIT_PERK, perkID, level);
end
set_dude_obj(0); // w/o redraw interface bar
//display_msg("Return control to real dude!");
end
if isShowTag then begin
hide_iface_tag(displayName);
isShowTag := false;
end
if (status < 0 or AllowControl(pid) == false) then begin
if (dude_obj != real_dude_obj) then begin
set_dude_obj(real_dude_obj);
obj_set_light_level(dude_obj, 100, 4);
npcControl := 0;
end
if (status < 0) then begin
set_dude_obj(real_dude_obj);
call SetLight(dude_obj, dudeLightInt, dudeLightDist); //obj_set_light_level(dude_obj, 100, 4);
end
end
end
procedure GameModeChange_Handler begin
if (inControl and not(get_game_mode BWAND COMBAT)) then begin
if (inControl and (get_game_mode bwand COMBAT) == 0) then begin
inControl := false;
npcControl := 0;
move_to(dude_obj, dude_tile, dude_elevation);
@@ -165,8 +187,10 @@ procedure start begin
end
pidList := GetConfigListInt("CombatControl", "PIDList");
fix_array(pidList);
noCheckArray := (len_array(pidList) == 0);
if (len_array(pidList) > 0) then
fix_array(pidList);
else
pidList := 0;
perksList := GetConfigListInt("CombatControl", "PerksList");
fix_array(perksList);