Updated NPC armor appearance mod script

Added command_lite.h header file (from EcCo mod).
Added alternative npcarmor.ini for vanilla Fallout 2.
This commit is contained in:
NovaRain
2019-10-11 00:49:15 +08:00
parent 614caded92
commit 85dfb35f01
6 changed files with 746 additions and 70 deletions
Binary file not shown.
+78 -50
View File
@@ -15,9 +15,13 @@
#include "main.h"
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
#define IS_WEAPON(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_weapon)
#define FID_OBJ_CRITTER (0x01000000)
procedure update_armor_apperance;
variable
modIni := "npcarmor.ini",
defaultFids,
@@ -26,44 +30,55 @@ variable
altWeapon,
unWieldWeapon;
procedure check_armor_change(variable critter, variable item, variable isWorn) begin
/*
Returns the FID value set in the config settings for party member armor: Jacket, Leather, etc.
*/
procedure check_armor_change(variable critter, variable armor, variable isWield) begin
variable npc, armorType, fid;
if (npcMap[obj_pid(critter)]) then begin
npc := npcMap[obj_pid(critter)];
if (not isWorn) then begin
npc := npcMap[obj_pid(critter)];
if (npc) then begin
if (isWield == false) then begin
// display_msg("No armor fid: " + npc["Default"]);
return npc["Default"];
end else if (item) then begin
armorType := armorPidMap[obj_pid(item)];
end else if (armor) then begin
armorType := armorPidMap[obj_pid(armor)];
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;
return -1; // engine default
end
procedure check_weapon_change(variable critter, variable item, variable isWield) begin
/*
Checks if a party member can use the offered weapon
*/
procedure check_weapon_change(variable critter, variable weapon, variable isWield) begin
variable npc, newWeaponAnim, weaponAnimList, i;
if (npcMap[obj_pid(critter)]) then begin
npc := npcMap[obj_pid(critter)];
if isWield then begin
newWeaponAnim := get_proto_data(obj_pid(item), PROTO_WP_ANIM);
weaponAnimList := string_split(npc["WeaponAnims"], ",");
npc := npcMap[obj_pid(critter)];
if (npc) then begin
if (isWield) then begin
newWeaponAnim := get_proto_data(obj_pid(weapon), PROTO_WP_ANIM);
if newWeaponAnim then begin // anim code 0 - none/unarmed
foreach (i in weaponAnimList) begin
if (newWeaponAnim == atoi(i)) then return -1;
weaponAnimList := npc["WeaponAnims"];
if (weaponAnimList != 0) then begin
foreach (i in string_split(weaponAnimList, ",")) begin
if (newWeaponAnim == atoi(i)) then return -1; // can use (engine default)
end
end
return 0;
return 0; // can't use
end
end else begin
unWieldWeapon := obj_pid(item);
unWieldWeapon := obj_pid(weapon);
end
end
return -1;
return -1; // engine default
end
/*
Finds the first weapon which can be used by the party member in the inventory
*/
procedure search_alt_weapon(variable critter) begin
variable obj, res, i := 0;
obj := inven_ptr(critter, 0);
@@ -87,48 +102,47 @@ end
// for NPCs when they change armor/weapon themselves
procedure invenwield_handler begin
variable critter, item, fid, slot, isWorn, canWield;
variable critter, item, fid, slot, isWield, canWield;
critter := get_sfall_arg;
item := get_sfall_arg;
slot := get_sfall_arg;
isWorn := get_sfall_arg;
item := get_sfall_arg;
slot := get_sfall_arg;
isWield := get_sfall_arg;
if (critter and item and slot == INVEN_TYPE_WORN) then begin
fid := check_armor_change(critter, item, isWorn);
if (/*critter and*/ item and slot == INVEN_TYPE_WORN) then begin
fid := check_armor_change(critter, item, isWield);
if (fid != -1) then begin
if art_exists(fid) then begin
art_change_fid_num(critter, fid);
end else begin
debug_msg("Error: NPC Armor mod: missing FID.");
debug_msg("[Error] NPC armor mod: Invenwield missing FID: " + fid);
end
end
return;
end
if (critter and item and slot == INVEN_TYPE_RIGHT_HAND) then begin
end else if (/*critter and*/ item and slot == INVEN_TYPE_RIGHT_HAND) then begin
if (altWeapon == item) then return;
canWield := check_weapon_change(critter, item, isWorn);
canWield := check_weapon_change(critter, item, isWield);
set_sfall_return(canWield);
if (canWield != -1) then begin
call search_alt_weapon(critter);
call search_alt_weapon(critter); // wield weapon by script
end
end
end
// when changing armor from inventory while controlling other NPCs
procedure adjustfid_handler begin
variable fid, armor;
variable fid, armor, weapAnim, currFid, newFid;
if (dude_obj != real_dude_obj) then begin
currFid := get_sfall_arg;
if ((currFid bwand 0x0F000000) != FID_OBJ_CRITTER) then return;
armor := critter_inven_obj(dude_obj, INVEN_TYPE_WORN);
fid := check_armor_change(dude_obj, armor, armor != 0);
if (fid != -1) then begin
variable weapAnim := get_sfall_arg bwand 0xF000;
variable newFid := fid bwand 0xFFFF0FFF bwor weapAnim;
weapAnim := currFid bwand 0xF000;
newFid := fid bwand 0xFFFF0FFF bwor weapAnim;
if art_exists(newFid) then begin
set_sfall_arg(0, newFid);
set_sfall_return(newFid);
end else begin
debug_msg("Error: NPC Armor mod: missing FID.");
debug_msg("[Error] NPC armor mod: Adjust FID missing: " + newFid);
end
end
end
@@ -140,29 +154,18 @@ procedure inventorymove_handler begin
slot := get_sfall_arg;
item := get_sfall_arg;
if (dude_obj != real_dude_obj) then begin
if (IS_WEAPON(item) and (slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND)) then begin
if ((slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND) and IS_WEAPON(item)) then begin
canWield := check_weapon_change(dude_obj, item, item != 0);
set_sfall_return(canWield);
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);
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_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");
armorPidMap := create_array_map;
foreach (armorType: pids in armorTypes) begin
pids := string_split(pids, ",");
foreach (pid in pids) begin
@@ -170,6 +173,12 @@ procedure start begin
end
end
defaultFids := get_ini_section(modIni, "Default");
fix_array(defaultFids);
foreach (armorType: i in defaultFids) begin
defaultFids[armorType] := atoi(i);
end
npcMap := create_array_map;
i := 1;
@@ -188,7 +197,26 @@ procedure start begin
i += 1;
sect := get_ini_section(modIni, ""+i);
end
end
call update_armor_apperance;
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
debug_msg("NPC armor appearance mod: Done.");
end
end
procedure update_armor_apperance begin
variable npc, arItem, fid;
foreach (npc in party_member_list_critters) begin
if (npc == dude_obj) then continue;
arItem := critter_inven_obj(npc, INVEN_TYPE_WORN);
if (arItem) then begin
fid := check_armor_change(npc, arItem, true);
if (fid == -1 or art_exists(fid) == false) then continue;
art_change_fid_num(npc, fid);
end
end
end