#include "_sh_inc_list" #include "69_hench_lib" #include "quest_inc" void Body() { //A workaround to prevent the OnEnter event body from firing after loading a saved game if (GetLocalInt(GetModule(), "LoadCooldown") == TRUE) return; WriteTimestampedLogEntry("DonExit fired (PSEUDO)"); //TEST //Get the connected interior area object oInArea = GetArea(GetWaypointByTag(GetLocalString(OBJECT_SELF, "DungeonWP"))); string sAreaString = GetLocalString(OBJECT_SELF, "AreaString"); int nPopulated = FALSE; object oObject; object oItem; if (GetLocalInt(OBJECT_SELF, "Players") > 0) nPopulated = TRUE; if (nPopulated == FALSE) { DeleteLocalInt(OBJECT_SELF, "DoorClosed"); DeleteLocalInt(OBJECT_SELF, "IsPopulated"); DeleteLocalInt(OBJECT_SELF, "NO_ESCAPE"); DeleteLocalInt(OBJECT_SELF, "ThugNoticed"); DeleteLocalInt(OBJECT_SELF, "TributePaid"); DeleteLocalInt(OBJECT_SELF, "Level"); DeleteLocalInt(OBJECT_SELF, "AmbushPrepared"); DeleteLocalInt(OBJECT_SELF, "Duel"); DeleteLocalInt(OBJECT_SELF, "MerchantTrouble"); DeleteLocalInt(OBJECT_SELF, "DiscoveredVillage"); DeleteLocalInt(OBJECT_SELF, "DiscoveredDungeon"); DeleteLocalInt(OBJECT_SELF, "DungeonWP"); DeleteLocalInt(oInArea, "DungeonWP"); DeleteLocalObject(OBJECT_SELF, "PartyLeader"); if (GetLocalInt(OBJECT_SELF, "Battle") != 0) MusicBattleChange(OBJECT_SELF, GetLocalInt(OBJECT_SELF, "Battle")); //Delete all chests, items and creatures in both areas oObject = GetFirstObjectInArea(OBJECT_SELF); while (GetIsObjectValid(oObject)) { if (GetObjectType(oObject) == OBJECT_TYPE_DOOR) //let's close all doors instead of destroying them { AssignCommand(oObject, ActionCloseDoor(oObject)); } if (GetObjectType(oObject) == OBJECT_TYPE_CREATURE || GetObjectType(oObject) == OBJECT_TYPE_ITEM) { if ( !GetIsPC(oObject) && !GetIsPC(GetMaster(oObject)) && !GetIsPC(GetMaster(GetMaster(oObject))) && !GetIsPC(GetLastMaster(oObject)) ) //do NOT delete PCs and their associates DestroyObject(oObject); if ( !GetIsPC(oObject) && GetIsDead(oObject) && GetLocalInt(oObject, "Escorted") == TRUE) //...unless they are a dead escorted NPC DestroyObject(oObject); } if (GetTag(oObject) == "anc_tchest" || GetTag(oObject) == "anc_pcloot") { oItem = GetFirstItemInInventory(oObject); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(oObject); } DestroyObject(oObject); } oObject = GetNextObjectInArea(OBJECT_SELF); } oObject = GetFirstObjectInArea(oInArea); while (GetIsObjectValid(oObject)) { if (GetObjectType(oObject) == OBJECT_TYPE_CREATURE || GetObjectType(oObject) == OBJECT_TYPE_ITEM) { if ( !GetIsPC(oObject) && !GetIsPC(GetMaster(oObject)) && !GetIsPC(GetMaster(GetMaster(oObject))) && !GetIsPC(GetLastMaster(oObject)) ) //do NOT delete PCs and their associates DestroyObject(oObject); if ( !GetIsPC(oObject) && GetIsDead(oObject) && GetLocalInt(oObject, "Escorted") == TRUE) //...unless they are a dead escorted NPC DestroyObject(oObject); } if (GetObjectType(oObject) == OBJECT_TYPE_TRIGGER) { DestroyObject(oObject); } if (GetTag(oObject) == "anc_lich_phylact") { DestroyObject(oObject); } if (GetTag(oObject) == "anc_tchest" || GetTag(oObject) == "anc_pcloot") { object oItem = GetFirstItemInInventory(oObject); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(oObject); } DestroyObject(oObject); } oObject = GetNextObjectInArea(oInArea); } //Add both areas to the list of free areas string sRegionString = GetStringLeft(sAreaString, 1); string sList = "sList"+sRegionString+"d"; object oList = GetLocalObject(GetModule(), sList); int i; string sListString = ListGetString(oList, i); for (i = 1; i <= ListGetElementCount(oList); i++) { if (ListGetString(oList, i) == sAreaString) { i = -1; break; } } if (i != -1) ListAddString(oList, sAreaString); sAreaString = GetLocalString(oInArea, "AreaString"); sList = "sListDung"; oList = GetLocalObject(GetModule(), sList); sListString = ListGetString(oList, i); for (i = 1; i <= ListGetElementCount(oList); i++) { if (ListGetString(oList, i) == sAreaString) { i = -1; break; } } if (i != -1) ListAddString(oList, sAreaString); //TEST /*int i; for (i = 1; i <= ListGetElementCount(oList); i++) { FloatingTextStringOnCreature(ListGetString(oList, i), oExiting); } FloatingTextStringOnCreature("Onexit done, Onenter now", oExiting);*/ } } void main() { DelayCommand(1.0, Body()); }