mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
236 lines
7.7 KiB
Plaintext
236 lines
7.7 KiB
Plaintext
/*
|
|
|
|
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 1.2
|
|
|
|
*/
|
|
|
|
#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)
|
|
|
|
#define FID_OBJ_CRITTER (0x01000000)
|
|
|
|
procedure update_armor_apperance;
|
|
procedure canuseweapon_handler;
|
|
|
|
variable
|
|
modIni := "npcarmor.ini",
|
|
defaultFids,
|
|
armorPidMap, // maps armor PID to it's "type" - leather armor, metal, power armor, etc.
|
|
npcMap,
|
|
altWeapon,
|
|
unWieldWeapon;
|
|
|
|
/*
|
|
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;
|
|
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 (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; // engine default
|
|
end
|
|
|
|
/*
|
|
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;
|
|
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
|
|
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; // can't use
|
|
end
|
|
end else begin
|
|
unWieldWeapon := obj_pid(weapon);
|
|
end
|
|
end
|
|
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);
|
|
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, isWield, canWield;
|
|
critter := 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, 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: Invenwield missing FID: " + fid);
|
|
end
|
|
end
|
|
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, isWield);
|
|
set_sfall_return(canWield);
|
|
if (canWield != -1) then begin
|
|
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, 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
|
|
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: Adjust FID missing: " + newFid);
|
|
end
|
|
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 ((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
|
|
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
|
|
armorPidMap[atoi(pid)] := armorType;
|
|
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;
|
|
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
|
|
|
|
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);
|
|
register_hook_proc_spec(HOOK_CANUSEWEAPON, canuseweapon_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
|
|
|
|
procedure canuseweapon_handler begin
|
|
variable critter, canWield;
|
|
critter := get_sfall_arg;
|
|
//if (critter) then begin
|
|
canWield := check_weapon_change(critter, get_sfall_arg, true);
|
|
// override result
|
|
set_sfall_arg(3, canWield);
|
|
set_sfall_return(canWield);
|
|
//end
|
|
end
|