2025/07/28 Update
Added PEPS AI Full compile.
This commit is contained in:
@@ -1,93 +1,70 @@
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT4
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/*
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Default OnConversation event handler for NPCs.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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#include "nw_i0_generic"
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#include "prc_inc_spells"
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/*//////////////////////////////////////////////////////////////////////////////
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Script: 0e_c2_4_convers
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnConversation;
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Fires when oCreature has been clicked on for conversation.
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Fires when oCreature hears a shout from another creature.
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If SetListening is FALSE then oCreature will not "hear" anything.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_associates"
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void ai_MonsterCommands(object oCreature, object oSpeaker, int nMatch);
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void main()
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{
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// * if petrified, jump out
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if (PRCGetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE)
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object oCreature = OBJECT_SELF;
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ExecuteScript("prc_npc_conv", oCreature);
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if(AI_DEBUG) ai_Debug("nw_c2_default4", "15", GetName(oCreature) + " listens " +
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IntToString(GetListenPatternNumber()) + " to " + GetName(GetLastSpeaker()) + "." +
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" AI_AM_I_SEARCHING: " + IntToString(GetLocalInt(oCreature, AI_AM_I_SEARCHING)));
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if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature) || GetLocalInt(oCreature, AI_AM_I_SEARCHING)) return;
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if(ai_GetIsInCombat(oCreature))
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{
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ai_DoMonsterCombatRound(oCreature);
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return;
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}
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// * If dead, exit directly.
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if (GetIsDead(OBJECT_SELF) == TRUE)
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{
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return;
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}
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ExecuteScript("prc_npc_conv", OBJECT_SELF);
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// See if what we just 'heard' matches any of our
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// predefined patterns
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object oLastSpeaker = GetLastSpeaker();
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int nMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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if (nMatch == -1)
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if(nMatch != -1)
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{
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// Not a match -- start an ordinary conversation
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if (GetCommandable(OBJECT_SELF))
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
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else
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// * July 31 2004
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// * If only charmed then allow conversation
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// * so you can have a better chance of convincing
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// * people of lowering prices
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if (PRCGetHasEffect(EFFECT_TYPE_CHARMED) == TRUE)
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
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if(GetFactionEqual(oLastSpeaker, oCreature)) ai_MonsterCommands(oCreature, oLastSpeaker, nMatch);
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}
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// Respond to shouts from friendly non-PCs only
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else if (GetIsObjectValid(oShouter)
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&& !GetIsPC(oShouter)
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&& GetIsFriend(oShouter))
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else
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{
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object oIntruder = OBJECT_INVALID;
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// Determine the intruder if any
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if(nMatch == 4)
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{
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oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
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}
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else if (nMatch == 5)
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{
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oIntruder = GetLastHostileActor(oShouter);
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = GetAttemptedAttackTarget();
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = GetAttemptedSpellTarget();
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = OBJECT_INVALID;
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}
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}
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}
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}
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// Actually respond to the shout
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RespondToShout(oShouter, nMatch, oIntruder);
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ai_ClearCreatureActions();
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BeginConversation();
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}
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// Send the user-defined event if appropriate
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if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
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}
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}
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void ai_MonsterCommands(object oCreature, object oSpeaker, int nMatch)
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{
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object oTarget = GetLocalObject(oSpeaker, AI_MY_TARGET);
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if(nMatch == AI_ALLY_SEES_AN_ENEMY || nMatch == AI_ALLY_HEARD_AN_ENEMY)
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default4", "46", GetName(oCreature) + " heard " +
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GetName(oSpeaker) + " has seen an enemy!");
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if(ai_CanIAttack(oCreature)) ai_FindTheEnemy(oCreature, oSpeaker, oTarget, TRUE);
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}
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else if(nMatch == AI_ALLY_ATKED_BY_WEAPON ||
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nMatch == AI_ALLY_ATKED_BY_SPELL)
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default4", "53", GetName(oCreature) + " heard " +
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GetName(oSpeaker) + " has been attacked by " +
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GetName(GetLocalObject(oSpeaker, AI_MY_TARGET)) + "!");
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if(ai_CanIAttack(oCreature)) ai_FindTheEnemy(oCreature, oSpeaker, oTarget, TRUE);
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}
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else if(nMatch == AI_ALLY_IS_WOUNDED)
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{
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if(AI_DEBUG) ai_Debug("nw_c2_default4", "60", GetName(oCreature) + " heard " +
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GetName(oSpeaker) + " is wounded!");
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if(ai_GetIsInCombat(oCreature)) ai_TryHealingTalent(oCreature, ai_GetNumOfEnemiesInRange(oCreature), oSpeaker);
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else ai_TryHealing(oCreature, oSpeaker);
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}
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/*else if(nMatch == AI_ALLY_IS_DEAD)
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{
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} */
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}
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