105 lines
4.5 KiB
Plaintext
105 lines
4.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Default On Percieve
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//:: NW_C2_DEFAULT2
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Checks to see if the perceived target is an
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enemy and if so fires the Determine Combat
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Round function
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "hench_i0_ai"
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void main()
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{
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// * if not runnning normal or better Ai then exit for performance reasons
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// * if not runnning normal or better Ai then exit for performance reasons
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if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
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//ExecuteScript("prc_npc_percep", OBJECT_SELF);
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object oLastPerceived = GetLastPerceived();
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int bSeen = GetLastPerceptionSeen();
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//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
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//to say something while he is already engaged in combat.
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(oLastPerceived) &&
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bSeen)
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{
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SpeakOneLinerConversation();
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}
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//If the last perception event was hearing based or if someone vanished then go to search mode
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if (GetLastPerceptionVanished() || GetLastPerceptionInaudible())
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " lost perceived " + GetName(oLastPerceived) + " seen " + IntToString(GetObjectSeen(oLastPerceived)) + " heard " + IntToString(GetObjectHeard(oLastPerceived)));
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if (!GetObjectSeen(oLastPerceived) && !GetObjectHeard(oLastPerceived) &&
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!GetIsDead(oLastPerceived) && GetArea(oLastPerceived) == GetArea(OBJECT_SELF) &&
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GetIsEnemy(oLastPerceived) && (!HENCH_MONSTER_DONT_CHECK_HEARD_MONSTER || GetIsPC(GetTopMaster(oLastPerceived))))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " move to last heard or seen");
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SetEnemyLocation(oLastPerceived);
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// add check if target - prevents creature from following the target
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// due to ActionAttack without actually perceiving them
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if (GetLocalObject(OBJECT_SELF, sHenchLastTarget) == oLastPerceived)
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{
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DeleteLocalObject(OBJECT_SELF, sHenchLastTarget);
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HenchDetermineCombatRound(oLastPerceived, TRUE);
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}
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}
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}
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//Do not bother checking the last target seen if already fighting
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else if(bSeen && !GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " checking perceived " + GetName(oLastPerceived) + " " + IntToString(GetObjectSeen(oLastPerceived)));
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// note : hearing is disabled and is only done in heartbeat. Calling GetIsEnemy with hearing causes
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// a noticeable lag to machine
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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HenchDetermineSpecialBehavior();
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}
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else if(GetIsEnemy(oLastPerceived) && !GetIsDead(oLastPerceived))
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{
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if(!GetHasEffect(EFFECT_TYPE_SLEEP))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " starting combat round in percep");
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SetFacingPoint(GetPosition(oLastPerceived));
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HenchDetermineCombatRound(oLastPerceived);
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}
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}
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//Linked up to the special conversation check to initiate a special one-off conversation
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//to get the PCs attention
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else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(oLastPerceived) && GetObjectSeen(oLastPerceived))
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{
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ActionStartConversation(OBJECT_SELF);
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}
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// TODO is this wanted????
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// activate ambient animations or walk waypoints if appropriate
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/* if (!IsInConversation(OBJECT_SELF)) {
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if (GetIsPostOrWalking()) {
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WalkWayPoints();
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} else if (GetIsPC(oLastPerceived) &&
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(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
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|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
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|| GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)
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|| GetIsEncounterCreature()))
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{
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SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
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}
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} */
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}
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else if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && bSeen)
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{
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HenchDetermineSpecialBehavior();
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}
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && bSeen)
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
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}
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}
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