Rune_PRC8/_module/nss/os_arm_cou.nss
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////////////////////////////////////////////////////////////////////////////////
//
// Siege Couillard - Initiates Load Sequence
// os_arm_cou
// by Don Anderson
// dandersonru@msn.com
//
////////////////////////////////////////////////////////////////////////////////
#include "os_inc"
void main()
{
object oCouillard = OBJECT_SELF;
int nSelfFaction = GetLocalInt(oCouillard,"FACTION");
int nLoaded = GetLocalInt(oCouillard,"LOADED");
location lLoc = GetLocation(oCouillard);
//Find closest related Switch
object oSwitch = GetNearestObjectByTag("SiegeSwitch",oCouillard,1);
float fSDist = GetDistanceToObject(oSwitch);
if(fSDist > SIEGE_SWITCH) return;
int nFaction;
object oTarget;
object oAcquire;
string sTarget;
//Check for Active Fire Mode
int nFMode = GetLocalInt(oSwitch,"FIREMODE");
if(nFMode < 1)
{
AssignCommand(oCouillard,SpeakString("Couillard standing down!"));
SetLocalInt(oCouillard,"LOADED",0);
SetLocalInt(oCouillard,"ACQUIRED",0);
return;
}
//Find a Valid Stone Pile
object oStone = GetNearestObjectByTag("SiegeStones",oCouillard,1);
if(oStone != OBJECT_INVALID && nLoaded == 0)
{
float fDist = GetDistanceToObject(oStone);
if(fDist <= SIEGE_SUPPLY)
{
//Check for Available Stones
int nStones = GetLocalInt(oStone,"AMMOQTY");
if(nStones > 0)
{
nStones--;
SetLocalInt(oStone,"AMMOQTY",nStones);
SetLocalInt(oCouillard,"LOADED",1);
SetLocalInt(oCouillard,"ACQUIRED",0);
}
else
{
//Destroy Existing and Find Another
DestroyObject(oStone,0.1);
DelayCommand(1.0,ExecuteScript("os_arm_bri",oCouillard));
}
}
}
else
{
DelayCommand(1.0,SpeakString("Couillard standing down....no Stones available!"));
SetLocalInt(oCouillard,"LOADED",0);
SetLocalInt(oCouillard,"ACQUIRED",0);
return;
}
/*******************************************************************************/
//: SIEGE COUILLARD
//Now the ammunition is properly loaded and the firing sequence takes place
if(GetLocalInt(oCouillard,"LOADED") == 1)
{
//Now we look for doors
if(GetLocalInt(oCouillard,"ACQUIRED") == 0)
{
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECOUILLARD, lLoc, TRUE, OBJECT_TYPE_DOOR);
while (GetIsObjectValid(oTarget))
{
location lType = GetLocation(oTarget);
string sType = GetTag(oTarget);
fSDist = GetDistanceToObject(oTarget);
if(fSDist >= MINRANGE_SIEGECOUILLARD)
{
//OK to Fire On?
if(GetPlotFlag(oTarget) == FALSE)
{
int nNPCHP = GetCurrentHitPoints(oTarget);
if(nNPCHP >= 1)
{
SetLocalInt(oCouillard,"ACQUIRED",1);
oAcquire = oTarget;
break;//Acquired Target
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECOUILLARD, lLoc, TRUE, OBJECT_TYPE_DOOR);
}
}
//Now we check for Siege Weapons
if(GetLocalInt(oCouillard,"ACQUIRED") == 0)
{
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECOUILLARD, lLoc, TRUE, OBJECT_TYPE_PLACEABLE);
while (GetIsObjectValid(oTarget))
{
location lType = GetLocation(oTarget);
string sType = GetTag(oTarget);
fSDist = GetDistanceToObject(oTarget);
if((fSDist >= MINRANGE_SIEGECOUILLARD) &&
(sType == SIEGEARBALEST_LGT || sType == SIEGEARBALEST_HVY
|| sType == SIEGECATAPULT_LGT || sType == SIEGECATAPULT_HVY
|| sType == SIEGEBRICOLE || sType == SIEGECOUILLARD || sType == SIEGEPERRIERE
|| sType == SIEGEONAGER))
{
//OK to Fire On?
if(GetPlotFlag(oTarget) == FALSE)
{
nFaction = GetLocalInt(oTarget,"FACTION");
int nNPCHP = GetCurrentHitPoints(oTarget);
if(nNPCHP >= 1 && (nFaction != nSelfFaction))
{
SetLocalInt(oCouillard,"ACQUIRED",1);
oAcquire = oTarget;
break;//Acquired Target
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECOUILLARD, lLoc, TRUE, OBJECT_TYPE_PLACEABLE);
}
}
//Now we look for creatures
if(GetLocalInt(oCouillard,"ACQUIRED") == 0)
{
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECOUILLARD, lLoc, TRUE, OBJECT_TYPE_CREATURE);
while (GetIsObjectValid(oTarget))
{
location lType = GetLocation(oTarget);
string sType = GetTag(oTarget);
fSDist = GetDistanceToObject(oTarget);
if(fSDist >= MINRANGE_SIEGECOUILLARD)
{
//OK to Fire On?
if(GetPlotFlag(oTarget) == FALSE)
{
nFaction = GetLocalInt(oTarget,"FACTION");
int nNPCHP = GetCurrentHitPoints(oTarget);
if(nNPCHP >= 1 && (nFaction != nSelfFaction))
{
SetLocalInt(oCouillard,"ACQUIRED",1);
oAcquire = oTarget;
break;//Acquired Target
}
}
}
oTarget = GetNextObjectInShape(SHAPE_SPHERE, MAXRANGE_SIEGECOUILLARD, lLoc, TRUE, OBJECT_TYPE_CREATURE);
}
}
}
//: SIEGE COUILLARD
/*******************************************************************************/
if(GetLocalInt(oCouillard,"LOADED") == 1)
{
//Now we either stand down or range and face the target
if(GetLocalInt(oCouillard,"ACQUIRED") == 0)
{
AssignCommand(oCouillard,DelayCommand(1.0,SpeakString("Couillard standing down....no valid targets!")));
SetLocalInt(oCouillard,"LOADED",0);
return;
}
else
{
sTarget = GetName(oAcquire);
float fDTarget = GetDistanceToObject(oAcquire);
SetLocalFloat(oCouillard,"RANGE",fDTarget);
SetFacingObject(oAcquire);
}
//Get Range in Integer Format
int nDTarget = FloatToInt(GetLocalFloat(oCouillard,"RANGE"));
//Now we start the Firing Process
if(GetLocalInt(oCouillard,"LOADED") == 1)
{
AssignCommand(oCouillard,DelayCommand(1.0,SpeakString("Couillard has acquired "+ sTarget +" as a Target!")));
AssignCommand(oCouillard,DelayCommand(3.0,SpeakString("Range: "+ IntToString(nDTarget) +" Meters")));
AssignCommand(oCouillard,DelayCommand(5.0,SpeakString("Siege Stone Ammunition Received!")));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD - 10.0,PlaySound("as_cv_ropepully1")));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD - 8.0,PlaySound("as_cv_ropecreak2")));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD - 6.0,SpeakString("Loaded!")));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD - 3.0,SpeakString("Ready!")));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD - 0.5,SpeakString("FIRE!")));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD,ExecuteScript("os_fire_cou",oCouillard)));
AssignCommand(oCouillard,DelayCommand(TIME_SIEGECOUILLARD + 10.0,ExecuteScript("os_arm_bri",oCouillard)));
}
}
}