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Anphillia_PRC8/_module/nss/nw_c2_default2.nss
Jaysyn904 28cdb617b3 Initial commit
Adding all of the current content for Anphillia Unlimited.
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//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT2
/*
Default OnPerception event handler for NPCs.
Handles behavior when perceiving a creature for the
first time.
*/
//:://////////////////////////////////////////////////
#include "nw_i0_generic"
#include "anph_inc"
int DruidIsNear(object PC)
{
if (GetLevelByClass(CLASS_TYPE_DRUID, PC) > 0)
return 1;
int Nth = 1;
object Druid;
Druid = GetNearestCreature(CREATURE_TYPE_CLASS, CLASS_TYPE_DRUID, PC, Nth);
// Search friendly druid
while (GetIsEnemy(Druid, PC) && GetIsObjectValid(Druid) && GetDistanceBetween(PC, Druid) < 50.0)
{
Nth++;
Druid = GetNearestCreature(CREATURE_TYPE_CLASS, CLASS_TYPE_DRUID, GetLastPerceived(), Nth);
}
if (!GetIsEnemy(Druid, PC) && GetIsObjectValid(Druid) && GetDistanceBetween(PC, Druid) < 50.0)
return 1;
return 0;
}
void main()
{
// * if not runnning normal or better Ai then exit for performance reasons
// * if not runnning normal or better Ai then exit for performance reasons
if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
ExecuteScript("prc_npc_percep", OBJECT_SELF);
object oPerceiver = OBJECT_SELF;
object oPercep = GetLastPerceived();
int bSeen = GetLastPerceptionSeen();
int bHeard = GetLastPerceptionHeard();
if (bHeard == FALSE)
{
// Has someone vanished in front of me?
bHeard = GetLastPerceptionVanished();
}
// This will cause the NPC to speak their one-liner
// conversation on perception even if they are already
// in combat.
if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION)
&& GetIsPC(oPercep)
&& bSeen)
{
SpeakOneLinerConversation();
}
// March 5 2003 Brent
// Had to add this section back in, since modifications were not taking this specific
// example into account -- it made invisibility basically useless.
//If the last perception event was hearing based or if someone vanished then go to search mode
if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
{
object oGone = GetLastPerceived();
if((GetAttemptedAttackTarget() == GetLastPerceived() ||
GetAttemptedSpellTarget() == GetLastPerceived() ||
GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
{
if ((GetLevelByClass(CLASS_TYPE_ANIMAL) > 0 && !DruidIsNear(GetLastPerceived())) ||
(GetLevelByClass(CLASS_TYPE_ANIMAL) == 0))
{
ClearAllActions();
DetermineCombatRound();
}
}
}
// This section has been heavily revised while keeping the
// pre-existing behavior:
// - If we're in combat, keep fighting.
// - If not and we've perceived an enemy, start to fight.
// Even if the perception event was a 'vanish', that's
// still what we do anyway, since that will keep us
// fighting any visible targets.
// - If we're not in combat and haven't perceived an enemy,
// see if the perception target is a PC and if we should
// speak our attention-getting one-liner.
if (GetIsInCombat(OBJECT_SELF))
{
// don't do anything else, we're busy
//MyPrintString("GetIsFighting: TRUE");
}
// * BK FEB 2003 Only fight if you can see them. DO NOT RELY ON HEARING FOR ENEMY DETECTION
else if (GetIsEnemy(oPercep) && bSeen)
{ // SpawnScriptDebugger();
//MyPrintString("GetIsEnemy: TRUE");
// We spotted an enemy and we're not already fighting
if(!GetHasEffect(EFFECT_TYPE_SLEEP))
{
// Blow fa horn if we have one. The NPC in question MUST have the faction ring of
// his faction somewhere in his inventory AND an item with the tag "NPCHorn"
object oHorn = GetItemPossessedBy(oPerceiver, "NPCHorn");
if (GetIsObjectValid(oHorn) &&
GetIsPC(oPercep) &&
!GetIsDM(oPercep) &&
GetLocalInt(oPerceiver, "HornSounded") == FALSE)
{
AnphSendWarningCall(oPerceiver);
SetLocalInt(oPerceiver, "HornSounded", TRUE);
AssignCommand(GetModule(), DelayCommand(60.0f, DeleteLocalInt(oPerceiver, "HornSounded")));
}
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
//MyPrintString("DetermineSpecialBehavior");
DetermineSpecialBehavior();
} else if ((GetLevelByClass(CLASS_TYPE_ANIMAL) == 0) ||
(GetLevelByClass(CLASS_TYPE_ANIMAL) > 0 && !DruidIsNear(oPercep)))
{
//MyPrintString("DetermineCombatRound");
SetFacingPoint(GetPosition(oPercep));
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
DetermineCombatRound();
}
}
}
else
{
if (bSeen)
{
//MyPrintString("GetLastPerceptionSeen: TRUE");
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
DetermineSpecialBehavior();
} else if (GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION)
&& GetIsPC(oPercep))
{
// The NPC will speak their one-liner conversation
// This should probably be:
// SpeakOneLinerConversation(oPercep);
// instead, but leaving it as is for now.
ActionStartConversation(OBJECT_SELF);
}
}
else
// * July 14 2003: Some minor reactions based on invisible creatures being nearby
if (bHeard && GetIsEnemy(oPercep))
{
// SpeakString("vanished");
// * don't want creatures wandering too far after noises
if (GetDistanceToObject(oPercep) <= 7.0)
{
// if (GetHasSpell(SPELL_TRUE_SEEING) == TRUE)
if (GetHasSpell(SPELL_TRUE_SEEING))
{
ActionCastSpellAtObject(SPELL_TRUE_SEEING, OBJECT_SELF);
}
else
// if (GetHasSpell(SPELL_SEE_INVISIBILITY) == TRUE)
if (GetHasSpell(SPELL_SEE_INVISIBILITY))
{
ActionCastSpellAtObject(SPELL_SEE_INVISIBILITY, OBJECT_SELF);
}
else
// if (GetHasSpell(SPELL_INVISIBILITY_PURGE) == TRUE)
if (GetHasSpell(SPELL_INVISIBILITY_PURGE))
{
ActionCastSpellAtObject(SPELL_INVISIBILITY_PURGE, OBJECT_SELF);
}
else
{
ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT, 0.5);
ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_RIGHT, 0.5);
ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD, 0.5);
}
}
}
// activate ambient animations or walk waypoints if appropriate
if (!IsInConversation(OBJECT_SELF)) {
if (GetIsPostOrWalking()) {
WalkWayPoints();
} else if (GetIsPC(oPercep) &&
(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
|| GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)
|| GetIsEncounterCreature()))
{
SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
}
}
}
// Send the user-defined event if appropriate
if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
}
}