Updated for NWNEE 37-13

Updated for NWNEE 37-13.  Updated NWNxEE.  Full compile. Updated release archive.
This commit is contained in:
Jaysyn904
2025-01-10 20:29:31 -05:00
parent a8639499df
commit 82994dfc26
447 changed files with 10620 additions and 6020 deletions

View File

@@ -2,76 +2,70 @@
/// @brief Functions to manipulate visibility of objects both globally or per observer
/// @{
/// @file nwnx_visibility.nss
#include "nwnx"
const string NWNX_Visibility = "NWNX_Visibility"; ///< @private
/// @name Visibility Types
/// @anchor vis_types
/// @{
const int NWNX_VISIBILITY_DEFAULT = -1;
const int NWNX_VISIBILITY_VISIBLE = 0;
const int NWNX_VISIBILITY_HIDDEN = 1;
const int NWNX_VISIBILITY_DM_ONLY = 2;
const int NWNX_VISIBILITY_DEFAULT = -1;
const int NWNX_VISIBILITY_VISIBLE = 0;
const int NWNX_VISIBILITY_HIDDEN = 1;
const int NWNX_VISIBILITY_DM_ONLY = 2;
const int NWNX_VISIBILITY_ALWAYS_VISIBLE = 3;
const int NWNX_VISIBILITY_ALWAYS_VISIBLE_DM_ONLY = 4;
///@}
/// @brief Queries the existing visibility override for given (player, target) pair.
/// @brief Queries the existing visibility override for given (oPlayer, oTarget) pair.
/// If oPlayer is OBJECT_INVALID, the global visibility override will be returned.
///
/// If player is OBJECT_INVALID, the global visibility override will be returned
/// * Player == VALID -> returns:
/// * NWNX_VISIBILITY_DEFAULT = Player override not set
/// * NWNX_VISIBILITY_VISIBLE = Target is always visible for player
/// * NWNX_VISIBILITY_HIDDEN = Target is always hidden for player
/// * Player == OBJECT_INVALID -> returns:
/// * NWNX_VISIBILITY_DEFAULT = Global override not set
/// * NWNX_VISIBILITY_VISIBLE = Target is globally visible
/// * NWNX_VISIBILITY_HIDDEN = Target is globally hidden
/// * NWNX_VISIBILITY_DM_ONLY = Target is only visible to DMs
/// @param player The PC Object or OBJECT_INVALID.
/// @param target The object for which we're querying the visibility.
/// * NWNX_VISIBILITY_DEFAULT = Override not set.
/// * NWNX_VISIBILITY_VISIBLE = Target is visible but still adheres to default visibility rules.
/// * NWNX_VISIBILITY_HIDDEN = Target is always hidden.
/// * NWNX_VISIBILITY_DM_ONLY = Target is only visible to DMs but still adheres to default visibility rules.
/// * NWNX_VISIBILITY_ALWAYS_VISIBLE = Target is always visible in all circumstances.
/// * NWNX_VISIBILITY_ALWAYS_VISIBLE_DM_ONLY = Target is always visible only to DMs in all circumstances.
///
/// @param oPlayer The PC Object or OBJECT_INVALID.
/// @param oTarget The object for which we're querying the visibility override.
/// @return The @ref vis_types "Visibility Type".
int NWNX_Visibility_GetVisibilityOverride(object player, object target);
int NWNX_Visibility_GetVisibilityOverride(object oPlayer, object oTarget);
/// @brief Overrides the default visibility rules about how player perceives the target object.
/// @brief Overrides the default visibility rules about how oPlayer perceives oTarget.
/// If oPlayer is OBJECT_INVALID, the global visibility override will be set.
///
/// If player is OBJECT_INVALID, the global visibility override will be set
/// * Player == VALID -> override:
/// * NWNX_VISIBILITY_DEFAULT = Remove the player override
/// * NWNX_VISIBILITY_VISIBLE = Target is always visible for player
/// * NWNX_VISIBILITY_HIDDEN = Target is always hidden for player
/// * Player == OBJECT_INVALID -> override:
/// * NWNX_VISIBILITY_DEFAULT = Remove the global override
/// * NWNX_VISIBILITY_VISIBLE = Target is globally visible
/// * NWNX_VISIBILITY_HIDDEN = Target is globally hidden
/// * NWNX_VISIBILITY_DM_ONLY = Target is only visible to DMs
/// * NWNX_VISIBILITY_DEFAULT = Remove a set override.
/// * NWNX_VISIBILITY_VISIBLE = Target is visible but still adheres to default visibility rules.
/// * NWNX_VISIBILITY_HIDDEN = Target is always hidden.
/// * NWNX_VISIBILITY_DM_ONLY = Target is only visible to DMs but still adheres to default visibility rules.
/// * NWNX_VISIBILITY_ALWAYS_VISIBLE = Target is always visible in all circumstances.
/// * NWNX_VISIBILITY_ALWAYS_VISIBLE_DM_ONLY = Target is always visible to DMs in all circumstances.
///
/// @warning Setting too many objects to ALWAYS_VISIBLE in an area will impact the performance of your players. Use sparingly.
///
/// @note Player state overrides the global state which means if a global state is set
/// to NWNX_VISIBILITY_HIDDEN or NWNX_VISIBILITY_DM_ONLY but the player's state is
/// set to NWNX_VISIBILITY_VISIBLE for the target, the object will be visible to the player.
/// @param player The PC Object or OBJECT_INVALID.
/// @param target The object for which we're altering the visibility.
/// @param override The visibility type from @ref vis_types "Visibility Types".
void NWNX_Visibility_SetVisibilityOverride(object player, object target, int override);
///
/// @param oPlayer The PC Object or OBJECT_INVALID.
/// @param oTarget The object for which we're altering the visibility.
/// @param nOverride The visibility type from @ref vis_types "Visibility Types".
void NWNX_Visibility_SetVisibilityOverride(object oPlayer, object oTarget, int nOverride);
/// @}
int NWNX_Visibility_GetVisibilityOverride(object player, object target)
int NWNX_Visibility_GetVisibilityOverride(object oPlayer, object oTarget)
{
string sFunc = "GetVisibilityOverride";
NWNX_PushArgumentObject(NWNX_Visibility, sFunc, target);
NWNX_PushArgumentObject(NWNX_Visibility, sFunc, player);
NWNX_CallFunction(NWNX_Visibility, sFunc);
return NWNX_GetReturnValueInt(NWNX_Visibility, sFunc);
NWNXPushObject(oTarget);
NWNXPushObject(oPlayer);
NWNXCall(NWNX_Visibility, "GetVisibilityOverride");
return NWNXPopInt();
}
void NWNX_Visibility_SetVisibilityOverride(object player, object target, int override)
void NWNX_Visibility_SetVisibilityOverride(object oPlayer, object oTarget, int nOverride)
{
string sFunc = "SetVisibilityOverride";
NWNX_PushArgumentInt(NWNX_Visibility, sFunc, override);
NWNX_PushArgumentObject(NWNX_Visibility, sFunc, target);
NWNX_PushArgumentObject(NWNX_Visibility, sFunc, player);
NWNX_CallFunction(NWNX_Visibility, sFunc);
NWNXPushInt(nOverride);
NWNXPushObject(oTarget);
NWNXPushObject(oPlayer);
NWNXCall(NWNX_Visibility, "SetVisibilityOverride");
}