/* 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, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file. NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation) version 1.1 */ #include "main.h" #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) variable modIni := "npcarmor.ini", defaultFids, armorPidMap, // maps armor PID to it's "type" - leather armor, metal, power armor, etc. npcMap, altWeapon, unWieldWeapon; 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 procedure check_weapon_change(variable critter, variable item, 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"], ","); if newWeaponAnim then begin // anim code 0 - none/unarmed foreach (i in weaponAnimList) begin if (newWeaponAnim == atoi(i)) then return -1; end return 0; end end else begin unWieldWeapon := obj_pid(item); end end return -1; end procedure search_alt_weapon(variable critter) begin variable obj, res, i := 0; obj := inven_ptr(critter, 0); while (obj) do begin if (obj_item_subtype(obj) == item_type_weapon) then begin if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin res := check_weapon_change(critter, obj, 1); if (res == -1) then begin altWeapon := obj; wield_obj_critter(critter, obj); altWeapon := 0; break; end end end i++; obj := inven_ptr(critter, i); end unWieldWeapon := 0; end // for NPCs when they change armor/weapon themselves procedure invenwield_handler begin variable critter, item, fid, slot, isWorn, canWield; 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 return; end if (critter and item and slot == INVEN_TYPE_RIGHT_HAND) then begin if (altWeapon == item) then return; canWield := check_weapon_change(critter, item, isWorn); set_sfall_return(canWield); if (canWield != -1) then begin call search_alt_weapon(critter); 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 // when changing weapon from inventory while controlling other NPCs procedure inventorymove_handler begin variable slot, item, canWield; 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 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"); 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["WeaponAnims"] := sect["WeaponAnims"]; 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