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