GammaAge/_module/nss/dmfi_x_emote.nss
Jaysyn904 b927d0faf8 File re-organization.
File re-organization.  Added module builder & hak builder.
2021-09-16 10:15:32 -04:00

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//Smoking Function by Jason Robinson
location GetLocationAboveAndInFrontOf(object oPC, float fDist, float fHeight)
{
float fDistance = -fDist;
object oTarget = (oPC);
object oArea = GetArea(oTarget);
vector vPosition = GetPosition(oTarget);
vPosition.z += fHeight;
float fOrientation = GetFacing(oTarget);
vector vNewPos = AngleToVector(fOrientation);
float vZ = vPosition.z;
float vX = vPosition.x - fDistance * vNewPos.x;
float vY = vPosition.y - fDistance * vNewPos.y;
fOrientation = GetFacing(oTarget);
vX = vPosition.x - fDistance * vNewPos.x;
vY = vPosition.y - fDistance * vNewPos.y;
vNewPos = AngleToVector(fOrientation);
vZ = vPosition.z;
vNewPos = Vector(vX, vY, vZ);
return Location(oArea, vNewPos, fOrientation);
}
//Smoking Function by Jason Robinson
void SmokePipe(object oActivator)
{
string sEmote1 = "*puffs on a pipe*";
string sEmote2 = "*inhales from a pipe*";
string sEmote3 = "*pulls a mouthful of smoke from a pipe*";
float fHeight = 1.7;
float fDistance = 0.1;
// Set height based on race and gender
if (GetGender(oActivator) == GENDER_MALE)
{
switch (GetRacialType(oActivator))
{
case RACIAL_TYPE_HUMAN:
case RACIAL_TYPE_HALFELF: fHeight = 1.7; fDistance = 0.12; break;
case RACIAL_TYPE_ELF: fHeight = 1.55; fDistance = 0.08; break;
case RACIAL_TYPE_GNOME:
case RACIAL_TYPE_HALFLING: fHeight = 1.15; fDistance = 0.12; break;
case RACIAL_TYPE_DWARF: fHeight = 1.2; fDistance = 0.12; break;
case RACIAL_TYPE_HALFORC: fHeight = 1.9; fDistance = 0.2; break;
}
}
else
{
// FEMALES
switch (GetRacialType(oActivator))
{
case RACIAL_TYPE_HUMAN:
case RACIAL_TYPE_HALFELF: fHeight = 1.6; fDistance = 0.12; break;
case RACIAL_TYPE_ELF: fHeight = 1.45; fDistance = 0.12; break;
case RACIAL_TYPE_GNOME:
case RACIAL_TYPE_HALFLING: fHeight = 1.1; fDistance = 0.075; break;
case RACIAL_TYPE_DWARF: fHeight = 1.2; fDistance = 0.1; break;
case RACIAL_TYPE_HALFORC: fHeight = 1.8; fDistance = 0.13; break;
}
}
location lAboveHead = GetLocationAboveAndInFrontOf(oActivator, fDistance, fHeight);
// emotes
switch (d3())
{
case 1: AssignCommand(oActivator, ActionSpeakString(sEmote1)); break;
case 2: AssignCommand(oActivator, ActionSpeakString(sEmote2)); break;
case 3: AssignCommand(oActivator, ActionSpeakString(sEmote3));break;
}
// glow red
AssignCommand(oActivator, ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_LIGHT_RED_5), oActivator, 0.15)));
// wait a moment
AssignCommand(oActivator, ActionWait(3.0));
// puff of smoke above and in front of head
AssignCommand(oActivator, ActionDoCommand(ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SMOKE_PUFF), lAboveHead)));
// if female, turn head to left
if ((GetGender(oActivator) == GENDER_FEMALE) && (GetRacialType(oActivator) != RACIAL_TYPE_DWARF))
AssignCommand(oActivator, ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT, 1.0, 5.0));
}
void EmoteDance(object oPC)
{
object oRightHand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
object oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
AssignCommand(oPC,ActionUnequipItem(oRightHand));
AssignCommand(oPC,ActionUnequipItem(oLeftHand));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY2,1.0));
AssignCommand(oPC,ActionDoCommand(PlayVoiceChat(VOICE_CHAT_LAUGH,oPC)));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_LOOPING_TALK_LAUGHING, 2.0, 2.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY1,1.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY3,2.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_LOOPING_GET_MID, 3.0, 1.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_LOOPING_TALK_FORCEFUL,1.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY2,1.0));
AssignCommand(oPC,ActionDoCommand(PlayVoiceChat(VOICE_CHAT_LAUGH,oPC)));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_LOOPING_TALK_LAUGHING, 2.0, 2.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY1,1.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY3,2.0));
AssignCommand(oPC,ActionDoCommand(PlayVoiceChat(VOICE_CHAT_LAUGH,oPC)));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_LOOPING_GET_MID, 3.0, 1.0));
AssignCommand(oPC,ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY2,1.0));
AssignCommand(oPC,ActionDoCommand(ActionEquipItem(oLeftHand,INVENTORY_SLOT_LEFTHAND)));
AssignCommand(oPC,ActionDoCommand(ActionEquipItem(oRightHand,INVENTORY_SLOT_RIGHTHAND)));
}
void SitInNearestChair(object oPC)
{
object oSit,oRightHand,oLeftHand,oChair,oCouch,oBenchPew,oStool;
float fDistSit;int nth;
// get the closest chair, couch bench or stool
nth = 1;oChair = GetNearestObjectByTag("Chair", oPC,nth);
while(oChair != OBJECT_INVALID && GetSittingCreature(oChair) != OBJECT_INVALID)
{nth++;oChair = GetNearestObjectByTag("Chair", oPC,nth);}
nth = 1;oCouch = GetNearestObjectByTag("Couch", oPC,nth);
while(oCouch != OBJECT_INVALID && GetSittingCreature(oCouch) != OBJECT_INVALID)
{nth++;oChair = GetNearestObjectByTag("Couch", oPC,nth);}
nth = 1;oBenchPew = GetNearestObjectByTag("BenchPew", oPC,nth);
while(oBenchPew != OBJECT_INVALID && GetSittingCreature(oBenchPew) != OBJECT_INVALID)
{nth++;oChair = GetNearestObjectByTag("BenchPew", oPC,nth);}
/* 1.27 bug
nth = 1;oStool = GetNearestObjectByTag("Stool", oPC,nth);
while(oStool != OBJECT_INVALID && GetSittingCreature(oStool) != OBJECT_INVALID)
{nth++;oStool = GetNearestObjectByTag("Stool", oPC,nth);}
*/
// get the distance between the user and each object (-1.0 is the result if no
// object is found
float fDistanceChair = GetDistanceToObject(oChair);
float fDistanceBench = GetDistanceToObject(oBenchPew);
float fDistanceCouch = GetDistanceToObject(oCouch);
float fDistanceStool = GetDistanceToObject(oStool);
// if any of the objects are invalid (not there), change the return value
// to a high number so the distance math can work
if (fDistanceChair == -1.0)
{fDistanceChair =1000.0;}
if (fDistanceBench == -1.0)
{fDistanceBench = 1000.0;}
if (fDistanceCouch == -1.0)
{fDistanceCouch = 1000.0;}
if (fDistanceStool == -1.0)
{fDistanceStool = 1000.0;}
// find out which object is closest to the PC
if (fDistanceChair<fDistanceBench && fDistanceChair<fDistanceCouch && fDistanceChair<fDistanceStool)
{oSit=oChair;fDistSit=fDistanceChair;}
else if (fDistanceBench<fDistanceChair && fDistanceBench<fDistanceCouch && fDistanceBench<fDistanceStool)
{oSit=oBenchPew;fDistSit=fDistanceBench;}
else if (fDistanceCouch<fDistanceChair && fDistanceCouch<fDistanceBench && fDistanceCouch<fDistanceStool)
{oSit=oCouch;fDistSit=fDistanceCouch;}
else
//if (fDistanceStool<fDistanceChair && fDistanceStool<fDistanceBench && fDistanceStool<fDistanceCouch)
{oSit=oStool;fDistSit=fDistanceStool;}
if(oSit != OBJECT_INVALID && fDistSit < 12.0)
{
// if no one is sitting in the object the PC is closest to, have him sit in it
if (GetSittingCreature(oSit) == OBJECT_INVALID)
{
oRightHand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
AssignCommand(oPC,ActionMoveToObject(oSit,FALSE,2.0)); //:: Presumably this will be fixed in a patch so that Plares will not run to chair
ActionUnequipItem(oRightHand); //:: Added to resolve clipping issues when seated
ActionUnequipItem(oLeftHand); //:: Added to resolve clipping issues when seated
ActionDoCommand(AssignCommand(oPC,ActionSit(oSit)));
}
else
{SendMessageToPC(oPC,"The nearest chair is already taken ");}
}
else
{SendMessageToPC(oPC,"There are no chairs nearby");}
}
void main()
{
int iEmote = GetLocalInt(OBJECT_SELF, "dmfi_univ_int");
object oUser = OBJECT_SELF;
object oTarget = GetLocalObject(oUser, "dmfi_univ_target");
if (!GetIsObjectValid(oTarget))
oTarget = oUser;
float fDur = 9999.0f; //Duration
switch(iEmote)
{
case 1: AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE, 1.0)); break;
case 2: AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_DRINK, 1.0)); break;
case 3: AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK, 1.0)); break;
case 4: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_DEAD_BACK, 1.0, fDur)); break;
case 5: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_DEAD_FRONT, 1.0, fDur)); break;
case 6: AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_READ, 1.0)); DelayCommand(3.0f, AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_READ, 1.0)));break;
case 7: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_SIT_CROSS, 1.0, fDur)); break;
case 81: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_TALK_PLEADING, 1.0, fDur)); break;
case 82: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_CONJURE1, 1.0, fDur)); break;
case 83: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_CONJURE2, 1.0, fDur)); break;
case 84: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_GET_LOW, 1.0, fDur)); break;
case 85: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_GET_MID, 1.0, fDur)); break;
case 86: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_MEDITATE, 1.0, fDur)); break;
case 87: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_TALK_FORCEFUL, 1.0, fDur)); break;
case 88: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_WORSHIP, 1.0, fDur)); break;
case 10: if (!GetLocalInt(oTarget, "hls_emotemute")) FloatingTextStringOnCreature("*emote* commands are off", oTarget, FALSE);
else FloatingTextStringOnCreature("*emote* commands are on", oTarget, FALSE);
SetLocalInt(oTarget, "hls_emotemute", abs(GetLocalInt(oTarget, "hls_emotemute") - 1)); break;
case 91: EmoteDance(oTarget); break;
case 92: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_PAUSE_DRUNK, 1.0, fDur)); break;
case 93: AssignCommand(oTarget, ActionForceFollowObject(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, oTarget), 2.0f)); break;
case 94: SitInNearestChair(oTarget); break;
case 95: AssignCommand(oTarget, ActionPlayAnimation( ANIMATION_LOOPING_SIT_CROSS, 1.0, fDur)); DelayCommand(1.0f, AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_DRINK, 1.0))); DelayCommand(3.0f, AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_SIT_CROSS, 1.0, fDur)));break;
case 96: AssignCommand(oTarget, ActionPlayAnimation( ANIMATION_LOOPING_SIT_CROSS, 1.0, fDur)); DelayCommand(1.0f, AssignCommand(oTarget, PlayAnimation( ANIMATION_FIREFORGET_READ, 1.0))); DelayCommand(3.0f, AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_SIT_CROSS, 1.0, fDur)));break;
case 97: AssignCommand(oTarget, PlayAnimation( ANIMATION_LOOPING_SPASM, 1.0, fDur)); break;
case 98: SmokePipe(oTarget); break;
default: break;
}
}