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HeroesStone_PRC8/_module/nss/cs_rest_rom.nss
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//============================================================================
//
// Name: CS Resting Subsystem - Handle resting within a "safe" room.
// File: cs_rest_rom
// Author: Craig Smith (Galap) <craig@smith.dropbear.id.au>
//
// $Id: cs_rest_rom.nss,v 1.6 2005/09/14 12:36:23 cs Exp $
// $Source: /local/cvs/nwn/resting/cs_rest_rom.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 executed by the resting system's OnPlayerRest script once
// it has determined the resting profile to which a player is currently set.
//
//============================================================================
#include "cs_dbg"
#include "cs_rest"
void main() {
cs_dbg_Enter("cs_rest_rom()");
object pc = GetLastPCRested();
if (GetIsPC(pc)) {
struct cs_rest_config cfg = cs_rest_GetConfig(pc);
int restType = GetLastRestEventType();
if (restType == REST_EVENTTYPE_REST_STARTED) {
// Find all doors within the area of the triggering object the
// PC is within.
cs_dbg_Trace("Searching for doors");
int doorsFound = 0;
int openDoors = 0;
if (GetIsObjectValid(cfg.trigger)) {
object door = GetFirstInPersistentObject(
cfg.trigger,
OBJECT_TYPE_DOOR
);
while (GetIsObjectValid(door)) {
cs_dbg_Trace("Found a door");
doorsFound++;
if (GetIsOpen(door)) {
cs_dbg_Trace("The door is open");
openDoors++;
}
door = GetNextInPersistentObject(
cfg.trigger,
OBJECT_TYPE_DOOR
);
}
}
// Do we stop the player from resting? This is a safe room rest
// check. Players may only rest if they have taken steps to
// ensure their own safety, i.e. closing all doors. Resting is
// not permitted if:
// - there are no doors in this trigger
// - a door within this trigger is open
if (!doorsFound || openDoors) {
cs_dbg_Trace(GetName(pc) + "not yet safe, cannot rest");
cs_rest_ShowFloatingTextByID(pc, cfg, CS_REST_TXT_UNSAFE);
AssignCommand(pc, ClearAllActions());
}
else {
cs_dbg_Trace(GetName(pc) + "started resting");
cs_rest_StartResting(pc, cfg);
}
}
else if (restType == REST_EVENTTYPE_REST_FINISHED) {
cs_dbg_Trace(GetName(pc) + "stopped resting");
cs_rest_StopResting(pc, cfg);
}
else if (restType == REST_EVENTTYPE_REST_CANCELLED) {
cs_dbg_Trace(GetName(pc) + "cancelled resting");
cs_rest_CancelResting(pc, cfg);
}
}
cs_dbg_Exit("cs_rest_rom");
}