mirror of
https://github.com/sfall-team/sfall.git
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172 lines
6.1 KiB
Plaintext
172 lines
6.1 KiB
Plaintext
/*
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NPC Combat Control
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Allows to take control of your party member or other NPCs during combat
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NOTE: this script requires compiler from sfall modderspack with -s option
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(short circuit evaluation)
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version 1.1
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*/
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#include "..\headers\define.h"
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#include "..\headers\command.h"
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#include "main.h"
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#define OBJ_DATA_LIGHT_DISTANCE (0x6C)
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#define OBJ_DATA_LIGHT_INTENSITY (0x70)
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variable
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controlMode,
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noCheckArray,
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pidList, perksList,
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lightInt, lightDist, npcControl,
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displayName, displayNameColor, isShowTag,
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inControl := false;
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procedure AllowControl(variable pid) begin
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if (noCheckArray or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)) then return true;
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return false;
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end
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procedure combatturn_handler begin
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variable
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status := get_sfall_arg,
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critter := get_sfall_arg,
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pid, perkID, level;
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//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + "/" + critter + ", arg3: " + get_sfall_arg);
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if npcControl then begin
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if lightInt then lightInt := round((lightInt / 65536.0) * 100); // calc percent of intensity
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obj_set_light_level(npcControl, lightInt, lightDist); // restore light for prev. controlled NPC
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end
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pid := obj_pid(critter);
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if (status == 1 and (AllowControl(pid) or controlMode == 1)) then begin
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set_dude_obj(critter);
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//display_msg("Take control of: " + obj_name(critter));
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if (critter != real_dude_obj) then begin
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if not(npcControl) then obj_set_light_level(real_dude_obj, 0, 0); // dude off light
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npcControl := critter;
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// set perks (only work with 4.1.8+)
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foreach (perkID in perksList) begin
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level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
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if (level) then begin
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critter_add_trait(critter, TRAIT_PERK, perkID, level);
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end
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end
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intface_redraw;
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lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
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lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
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obj_set_light_level(critter, 100, 4);
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inControl := true;
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end else if npcControl then begin
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obj_set_light_level(dude_obj, 100, 4); // set dude default light
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npcControl := 0; // dude control
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end
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if inControl then begin
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// check preference setting _combat_highlight
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if (read_byte(0x56D38C)) then set_outline(critter, OUTLINE_GREY);
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// center the screen on the controlled critter/dude and remove roof tiles
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move_to(dude_obj, dude_tile, dude_elevation);
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if (displayName and critter != real_dude_obj) then begin
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set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
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show_iface_tag(displayName);
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isShowTag := true;
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end
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end
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end else if inControl then begin
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// remove perks before switching control (only work with 4.1.8+)
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foreach (perkID in perksList) begin
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level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
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if (level) then begin
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critter_rm_trait(critter, TRAIT_PERK, perkID, level);
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end
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end
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if isShowTag then begin
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hide_iface_tag(displayName);
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isShowTag := false;
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end
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if (status < 0 or AllowControl(pid) == false) then begin
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if (dude_obj != real_dude_obj) then begin
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set_dude_obj(real_dude_obj);
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obj_set_light_level(dude_obj, 100, 4);
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npcControl := 0;
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end
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end
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end
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end
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procedure gamemodechange_handler begin
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if (inControl and not(get_game_mode BWAND COMBAT)) then begin
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inControl := false;
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npcControl := 0;
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move_to(dude_obj, dude_tile, dude_elevation);
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end
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end
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procedure inventorymove_handler begin
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if (npcControl and get_sfall_arg == 3) then begin // armor slot
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if (obj_pid(dude_obj) == PID_MARCUS or proto_data(obj_pid(dude_obj), cr_body_type) != CR_BODY_BIPED) then begin
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display_msg(message_str_game(GAME_MSG_PROTO, 675));
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set_sfall_return(true);
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end
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end
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end
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procedure invenwield_handler begin
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variable critter := get_sfall_arg,
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item := get_sfall_arg,
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slot := get_sfall_arg,
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event := get_sfall_arg;
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// Fix weapon duplication when equipping in combat
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if (event and slot == INVEN_TYPE_RIGHT_HAND and AllowControl(obj_pid(critter))) then begin
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set_flags(item, get_flags(item) bwand bwnot(FLAG_LEFT_HAND));
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end
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end
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procedure start begin
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if (game_loaded and sfall_ver_major >= 4) then begin
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variable configSection := "CombatControl";
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set_perk_ranks(PERK_gecko_skinning_perk, 1);
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set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window
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controlMode := GetConfig("CombatControl", "Mode", 0);
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if (controlMode > 2) then controlMode := 0;
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if (controlMode > 0) then begin
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displayName := GetConfig("CombatControl", "DisplayName", 0);
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if displayName then begin
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variable nameTag := add_iface_tag;
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debug_msg("NPC control - added new box: " + nameTag);
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if (nameTag <= 0) then begin // box added?
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variable maxBoxCount := get_ini_setting("ddraw.ini|Misc|BoxBarCount");
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if (maxBoxCount < 0) then maxBoxCount := 9;
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else maxBoxCount += 4;
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if (displayName < 5 or displayName > maxBoxCount) then displayName := 0;
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end else begin
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displayName := nameTag;
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end
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displayNameColor := GetConfig("CombatControl", "DisplayNameColor", 0);
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end
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pidList := GetConfigListInt("CombatControl", "PIDList");
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fix_array(pidList);
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noCheckArray := (len_array(pidList) == 0);
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perksList := GetConfigListInt("CombatControl", "PerksList");
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fix_array(perksList);
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register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
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register_hook_proc(HOOK_GAMEMODECHANGE, gamemodechange_handler);
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register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
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register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
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end
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end
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end
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