148 lines
4.3 KiB
Plaintext
148 lines
4.3 KiB
Plaintext
// Copyright (C) 2002, Leo Lipelis
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// need to declare this function ahead of its use
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// to avoid compilation error;
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// this function will destroy an object and everything
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// inside of it recursively
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void TrashObject(object obj)
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{
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// if this is not a container, just destroy it and we're done
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if (GetHasInventory(obj) == FALSE) {
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DestroyObject(obj);
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} else {
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object oItem = GetFirstItemInInventory(obj);
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// destroy everything in the inventory first
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while (oItem != OBJECT_INVALID)
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{
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TrashObject(oItem);
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oItem = GetNextItemInInventory(obj);
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}
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// destroy the container itself
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DestroyObject(obj);
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}
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}
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void main()
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{
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int iItemDropLifeSpan = 20;
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// iCounterMax must always be greater than iItemDropLifeSpan
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int iCounterMax = 1000;
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string sTrashMark = "iTrashMark";
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int iCounter = GetLocalInt(OBJECT_SELF, "iCounter");
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iCounter++;
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iCounter = iCounter % iCounterMax;
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if (iCounter == 0) { iCounter++; } // 0 is reserved
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SetLocalInt(OBJECT_SELF, "iCounter", iCounter);
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object obj = GetFirstObjectInArea();
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while (obj != OBJECT_INVALID)
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{
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int iObjType = GetObjectType(obj);
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// match based on type first, because comparing int
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// is faster than string; wrong types don't reach
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// string comparison
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if (iObjType == OBJECT_TYPE_PLACEABLE)
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{
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string sTag = GetTag(obj);
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// this assumes that every item drop from a monster
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// comes in a placeable container with a tag name
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// of "Body Bag"; it seems to be true, but if this
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// assumption is false, this code needs to be fixed
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if (sTag == "Body Bag")
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{
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int iTrashMark = GetLocalInt(obj, sTrashMark);
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if (iTrashMark == 0) {
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SetLocalInt(obj, sTrashMark, iCounter);
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} else {
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int iTimeAlive = 0;
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if (iCounter >= iTrashMark) {
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iTimeAlive = iCounter - iTrashMark;
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} else {
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iTimeAlive = iCounterMax - iTrashMark + iCounter - 1;
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}
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if (iTimeAlive > iItemDropLifeSpan) {
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TrashObject(obj);
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}
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}
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}
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}
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obj = GetNextObjectInArea();
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}
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// Modification by Dalantriel
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// Caltulate average PC level to scale difficulty
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// Calculate number of PCs on the level
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int nNumberOfPCs = 0;
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int nPlayerFactor = 0;
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int nChallenge = 0;
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int nRandom;
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object oPC = GetFirstPC();
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while (GetIsObjectValid(oPC))
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{
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if (GetIsPC(oPC))
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{
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nNumberOfPCs++;
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}
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oPC = GetNextPC();
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}
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if (nNumberOfPCs == 1)
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{
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nChallenge = (GetFactionAverageLevel(GetFirstPC())) - 3;
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}
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else if (nNumberOfPCs == 2)
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{
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nChallenge = (GetFactionAverageLevel(GetFirstPC())) - 1;
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}
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else if (nNumberOfPCs > 5)
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{
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nChallenge = (GetFactionAverageLevel(GetFirstPC())) + 1;
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}
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else
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{
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nChallenge = GetFactionAverageLevel(GetFirstPC());
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}
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SetLocalInt(OBJECT_SELF, "nChallengelevel", nChallenge);
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if (nChallenge > 11)
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{
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SetLocalInt(OBJECT_SELF, "nDifficultylevel", 4);
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}
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else if (nChallenge > 9)
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{
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SetLocalInt(OBJECT_SELF, "nDifficultylevel", 3);
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}
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else if (nChallenge > 7)
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{
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SetLocalInt(OBJECT_SELF, "nDifficultylevel", 2);
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}
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else if (nChallenge > 4)
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{
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SetLocalInt(OBJECT_SELF, "nDifficultylevel", 1);
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}
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else
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{
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SetLocalInt(OBJECT_SELF, "nDifficultylevel", 0);
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}
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/*
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// Announce End of scenario to players and restart Module
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if(GetLocalInt(OBJECT_SELF, "nGoodNPCDead") > 0)
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{
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ActionSpeakString("*** Scenario has been Lost. Log out and Restart ***", TALKVOLUME_SHOUT);
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int nDeadtime = 0;
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if ((nDeadtime = GetLocalInt(OBJECT_SELF, "DeadTime")) < 20)
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{
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// SetLocalInt(OBJECT_SELF, "DeadTime", nDeadtime + 1);
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ActionSpeakString("*** Scenario has been Lost. Log out and Restart ***", TALKVOLUME_SHOUT);
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}
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else
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{
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// StartNewModule(GetModuleName());
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ActionSpeakString("*** Scenario has been Lost. Log out and Restart ***", TALKVOLUME_SHOUT);
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}
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}
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*/
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}
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