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HeroesStone_PRC8/_module/nss/cs_rest_handler.nss
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//============================================================================
//
// Name: CS Resting Subsystem - Module OnPlayerRest handler.
// File: cs_rest_handler
// Author: Craig Smith (Galap) <craig@smith.dropbear.id.au>
//
// $Id: cs_rest_handler.nss,v 1.8 2005/09/14 12:36:23 cs Exp $
// $Source: /local/cvs/nwn/resting/cs_rest_handler.nss,v $
//
//----------------------------------------------------------------------------
// This software is distributed in the hope that it will be useful. It is
// provided "as is" WITHOUT WARRANTY OF ANY KIND, either expressed or implied,
// including, but not limited to, the implied warranties of merchantability
// and fitness for a particular purpose. You may redistribute or modify this
// software for your own purposes so long as all original credit information
// remains intact.
//----------------------------------------------------------------------------
//
// This script is intended to be placed on the OnPlayerRest event of the
// module. When a player chooses to rest, or finishes resting, this script
// is invoked.
//
//============================================================================
#include "cs_dbg"
#include "cs_rest"
#include "x3_inc_horse"
void main() {
cs_dbg_Enter("cs_rest_handler()");
// The creature who is resting.
object creature = GetLastPCRested();
// What resting function are we performing? If resting is just starting,
// we have to check whether the player is permitted to rest, but if this
// event is a cancel or stop event, it always runs.
int restType = GetLastRestEventType();
if (restType == REST_EVENTTYPE_REST_STARTED) {
// Find the initial config for this creature.
struct cs_rest_config cfg = cs_rest_RetrieveConfig(creature);
// If we're not enabled or allowed to rest, don't do anything.
if (cfg.enabled) {
// Evaluate rest rules.
cfg = cs_rest_GetIsRestPermitted(creature, cfg);
// Store the config on the creature.
cs_rest_SetConfig(creature, cfg);
if (cfg.permitted) {
// Execute the user handler script.
if (cfg.userScript != "") {
cs_rest_SetUserScriptState(creature, CS_REST_START_RESTING);
ExecuteScript(cfg.userScript, creature);
cs_rest_DeleteUserScriptState(creature);
cfg = cs_rest_GetConfig(creature);
}
// Make sure that the user handler script has not chosen to
// override and abort a previously accepted rest request.
if (cfg.permitted) {
// Perform resting for this player.
SetLocalInt(creature, CS_REST_VAR_STARTED, CS_REST_STARTED);
cs_rest_ExecuteRestScript(creature, cfg);
cs_rest_PostRestProcessing(creature, cfg);
}
else {
// Player is not allowed to start resting.
cs_dbg_Trace("Resting is not permitted: user script override");
SetLocalInt(creature, CS_REST_VAR_STARTED, CS_REST_ABORTED);
AssignCommand(creature, ClearAllActions());
// Cleanup stray config that may be lying around.
cs_rest_DeleteConfig(creature);
}
}
else {
// Player is not allowed to start resting.
cs_dbg_Trace("Resting is not permitted");
SetLocalInt(creature, CS_REST_VAR_STARTED, CS_REST_ABORTED);
AssignCommand(creature, ClearAllActions());
// Cleanup stray config that may be lying around.
cs_rest_DeleteConfig(creature);
}
}
else {
// Player is not allowed to start resting.
cs_dbg_Trace("Resting is not enabled");
SetLocalInt(creature, CS_REST_VAR_STARTED, CS_REST_ABORTED);
AssignCommand(creature, ClearAllActions());
// Cleanup stray config that may be lying around.
cs_rest_DeleteConfig(creature);
}
}
else {
// Retrieve the stored config for this creature.
struct cs_rest_config cfg = cs_rest_GetConfig(creature);
// Execute the user handler script.
if (cfg.userScript != "") {
if (restType == REST_EVENTTYPE_REST_FINISHED) {
cs_rest_SetUserScriptState(creature, CS_REST_STOP_RESTING);
}
else {
cs_rest_SetUserScriptState(creature, CS_REST_CANCEL_RESTING);
}
ExecuteScript(cfg.userScript, creature);
cs_rest_DeleteUserScriptState(creature);
}
// Complete resting for this player.
cs_rest_ExecuteRestScript(creature, cfg);
// Cleanup stray config that may be lying around.
cs_rest_DeleteConfig(creature);
}
cs_dbg_Exit("cs_rest_handler");
}