/* NPC Combat Control Allows to take control of your party member or other NPCs during combat NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation) version 1.1 */ #include "..\headers\define.h" #include "..\headers\command.h" #include "main.h" #define OBJ_DATA_LIGHT_DISTANCE (0x6C) #define OBJ_DATA_LIGHT_INTENSITY (0x70) variable controlMode, noCheckArray, pidList, perksList, lightInt, lightDist, npcControl, displayName, displayNameColor, isShowTag, inControl := false; 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; end procedure combatturn_handler begin variable status := get_sfall_arg, critter := get_sfall_arg, 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 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 npcControl := critter; // 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 begin critter_add_trait(critter, TRAIT_PERK, perkID, level); end 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 npcControl := 0; // dude control end if inControl then begin // check preference setting _combat_highlight if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY); // 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 // remove perks before switching control (only work with 4.1.8+) foreach (perkID in perksList) begin level := has_trait(TRAIT_PERK, real_dude_obj, perkID); if (level) then begin critter_rm_trait(critter, TRAIT_PERK, perkID, level); end 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 end end end procedure gamemodechange_handler begin if (inControl and not(get_game_mode BWAND COMBAT)) then begin inControl := false; npcControl := 0; move_to(dude_obj, dude_tile, dude_elevation); end end procedure inventorymove_handler begin if (npcControl and get_sfall_arg == 3) then begin // armor slot if (obj_pid(dude_obj) == PID_MARCUS or proto_data(obj_pid(dude_obj), cr_body_type) != CR_BODY_BIPED) then begin display_msg(message_str_game(GAME_MSG_PROTO, 675)); set_sfall_return(true); end end end procedure invenwield_handler begin variable critter := get_sfall_arg, item := get_sfall_arg, slot := get_sfall_arg, event := get_sfall_arg; // Fix weapon duplication when equipping in combat if (event and slot == INVEN_TYPE_RIGHT_HAND and AllowControl(obj_pid(critter))) then begin set_flags(item, get_flags(item) bwand bwnot(FLAG_LEFT_HAND)); end end procedure start begin if (game_loaded and sfall_ver_major >= 4) then begin variable configSection := "CombatControl"; set_perk_ranks(PERK_gecko_skinning_perk, 1); set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window controlMode := GetConfig("CombatControl", "Mode", 0); if (controlMode > 2) then controlMode := 0; if (controlMode > 0) then begin displayName := GetConfig("CombatControl", "DisplayName", 0); if displayName then begin variable nameTag := add_iface_tag; debug_msg("NPC control - added new box: " + nameTag); if (nameTag <= 0) then begin // box added? variable maxBoxCount := get_ini_setting("ddraw.ini|Misc|BoxBarCount"); if (maxBoxCount < 0) then maxBoxCount := 9; else maxBoxCount += 4; if (displayName < 5 or displayName > maxBoxCount) then displayName := 0; end else begin displayName := nameTag; end displayNameColor := GetConfig("CombatControl", "DisplayNameColor", 0); end pidList := GetConfigListInt("CombatControl", "PIDList"); fix_array(pidList); noCheckArray := (len_array(pidList) == 0); perksList := GetConfigListInt("CombatControl", "PerksList"); fix_array(perksList); register_hook_proc(HOOK_COMBATTURN, combatturn_handler); register_hook_proc(HOOK_GAMEMODECHANGE, gamemodechange_handler); register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler); register_hook_proc(HOOK_INVENWIELD, invenwield_handler); end end end