//////////////////////////////////////////////////////////////////////////////// // npcact_h_anim - NPC ACTIVITIES 6.0 Animation Header // By Deva Bryson Winblood. 09/08/2004 //----------------------------------------------------------------------------- // The Animation Magic Number system is used in several places in the scripts // therefore, the portion that assigns those magic numbers needed its own // header so, that adding numbers would be easier without having to search out // individual portions of code. //////////////////////////////////////////////////////////////////////////////// ////////////////////////////// // PROTOTYPES ////////////////////////////// // FILE: npcact_h_anim FUNCTION: fnNPCACTAnimMagicNumber() // This file will return the actual Bioware animation number based on the // magic number entered. Instead of using magic numbers I could have simply // gone with Bioware's numbers but, I needed to do this to remain 100% // backwards compatible with older NPC ACTIVITIES scripts. int fnNPCACTAnimMagicNumber(string sNum); ////////////////////////////// // FUNCTIONS ////////////////////////////// int fnNPCACTAnimMagicNumberActual(int nNum) { // PURPOSE: To return the Bioware animation number from the // passed magic number int nAnim=0; if (nNum==1) nAnim=ANIMATION_FIREFORGET_BOW; else if (nNum==2) nAnim=ANIMATION_FIREFORGET_DRINK; else if (nNum==3) nAnim=ANIMATION_FIREFORGET_GREETING; else if (nNum==4) nAnim=ANIMATION_FIREFORGET_HEAD_TURN_LEFT; else if (nNum==5) nAnim=ANIMATION_FIREFORGET_HEAD_TURN_RIGHT; else if (nNum==6) nAnim=ANIMATION_FIREFORGET_PAUSE_BORED; else if (nNum==7) nAnim=ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD; else if (nNum==8) nAnim=ANIMATION_FIREFORGET_READ; else if (nNum==9) nAnim=ANIMATION_FIREFORGET_SALUTE; else if (nNum==10) nAnim=ANIMATION_FIREFORGET_STEAL; else if (nNum==11) nAnim=ANIMATION_FIREFORGET_TAUNT; else if (nNum==12) nAnim=ANIMATION_FIREFORGET_VICTORY1; else if (nNum==13) nAnim=ANIMATION_FIREFORGET_VICTORY2; else if (nNum==14) nAnim=ANIMATION_FIREFORGET_VICTORY3; else if (nNum==15) nAnim=ANIMATION_LOOPING_DEAD_FRONT; else if (nNum==16) nAnim=ANIMATION_LOOPING_GET_LOW; else if (nNum==17) nAnim=ANIMATION_LOOPING_GET_MID; else if (nNum==18) nAnim=ANIMATION_LOOPING_LISTEN; else if (nNum==19) nAnim=ANIMATION_LOOPING_LOOK_FAR; else if (nNum==20) nAnim=ANIMATION_LOOPING_MEDITATE; else if (nNum==21) nAnim=ANIMATION_LOOPING_PAUSE; else if (nNum==22) nAnim=ANIMATION_LOOPING_PAUSE_DRUNK; else if (nNum==23) nAnim=ANIMATION_LOOPING_PAUSE_TIRED; else if (nNum==24) nAnim=ANIMATION_LOOPING_PAUSE2; else if (nNum==25) nAnim=ANIMATION_LOOPING_SIT_CHAIR; else if (nNum==26) nAnim=ANIMATION_LOOPING_SIT_CROSS; else if (nNum==27) nAnim=ANIMATION_LOOPING_TALK_FORCEFUL; else if (nNum==28) nAnim=ANIMATION_LOOPING_TALK_LAUGHING; else if (nNum==29) nAnim=ANIMATION_LOOPING_TALK_NORMAL; else if (nNum==30) nAnim=ANIMATION_LOOPING_TALK_PLEADING; else if (nNum==31) nAnim=ANIMATION_LOOPING_WORSHIP; else if (nNum==32) nAnim=ANIMATION_FIREFORGET_DODGE_DUCK; else if (nNum==33) nAnim=ANIMATION_FIREFORGET_DODGE_SIDE; else if (nNum==34) nAnim=ANIMATION_FIREFORGET_SPASM; else if (nNum==35) nAnim=ANIMATION_LOOPING_CONJURE1; else if (nNum==36) nAnim=ANIMATION_LOOPING_CONJURE2; else if (nNum==37) nAnim=ANIMATION_LOOPING_CUSTOM1; else if (nNum==38) nAnim=ANIMATION_LOOPING_CUSTOM2; else if (nNum==39) nAnim=ANIMATION_LOOPING_DEAD_BACK; else if (nNum==40) nAnim=ANIMATION_LOOPING_SPASM; else if (nNum==41) nAnim=ANIMATION_LOOPING_CUSTOM3; else if (nNum==42) nAnim=ANIMATION_LOOPING_CUSTOM4; else if (nNum==43) nAnim=ANIMATION_LOOPING_CUSTOM5; else if (nNum==44) nAnim=ANIMATION_LOOPING_CUSTOM6; else if (nNum==45) nAnim=ANIMATION_LOOPING_CUSTOM7; else if (nNum==46) nAnim=ANIMATION_LOOPING_CUSTOM8; else if (nNum==47) nAnim=ANIMATION_LOOPING_CUSTOM9; else if (nNum==48) nAnim=ANIMATION_LOOPING_CUSTOM10; return nAnim; } // fnNPCACTAnimMagicNumberActual() int fnNPCACTAnimMagicShorthand(string sNum) { // PURPOSE: To enable people to use words to represent the // animations instead of requiring numbers int nAnim=0; if (sNum=="BOW"||sNum=="BW") nAnim=1; else if (sNum=="DRIN"||sNum=="DR") nAnim=2; else if (sNum=="GRET"||sNum=="GR") nAnim=3; else if (sNum=="HTL") nAnim=4; else if (sNum=="HTR") nAnim=5; else if (sNum=="BORD"||sNum=="BO") nAnim=6; else if (sNum=="SCRT"||sNum=="SH") nAnim=7; else if (sNum=="READ"||sNum=="RD") nAnim=8; else if (sNum=="SALT"||sNum=="SA") nAnim=9; else if (sNum=="STEAL") nAnim=10; else if (sNum=="TAUNT") nAnim=11; else if (sNum=="VIC1"||sNum=="V1") nAnim=12; else if (sNum=="VIC2"||sNum=="V2") nAnim=13; else if (sNum=="VIC3"||sNum=="V3") nAnim=14; else if (sNum=="DEADF") nAnim=15; else if (sNum=="LOW"||sNum=="LW") nAnim=16; else if (sNum=="MID"||sNum=="MD") nAnim=17; else if (sNum=="LIST"||sNum=="LI") nAnim=18; else if (sNum=="LOOK"||sNum=="LK") nAnim=19; else if (sNum=="MEDI"||sNum=="ME") nAnim=20; else if (sNum=="PAU1"||sNum=="P1") nAnim=21; else if (sNum=="DRUN"||sNum=="DK") nAnim=22; else if (sNum=="TIRD"||sNum=="TI") nAnim=23; else if (sNum=="PAU2"||sNum=="P2") nAnim=24; else if (sNum=="SIT"||sNum=="SI") nAnim=25; else if (sNum=="SITC"||sNum=="SC") nAnim=26; else if (sNum=="TAFO"||sNum=="TF") nAnim=27; else if (sNum=="TALA"||sNum=="TL") nAnim=28; else if (sNum=="TANM"||sNum=="TN") nAnim=29; else if (sNum=="TAPL"||sNum=="TP") nAnim=30; else if (sNum=="WORS"||sNum=="WS") nAnim=31; else if (sNum=="DUCK") nAnim=32; else if (sNum=="SIDE") nAnim=33; else if (sNum=="FFSPASM") nAnim=34; else if (sNum=="CONJ1") nAnim=35; else if (sNum=="CONJ2") nAnim=36; else if (sNum=="CUST1") nAnim=37; else if (sNum=="CUST2") nAnim=38; else if (sNum=="DEADB") nAnim=39; else if (sNum=="SPASM") nAnim=40; else if (sNum=="CUST3") nAnim=41; else if (sNum=="CUST4") nAnim=42; else if (sNum=="CUST5") nAnim=43; else if (sNum=="CUST6") nAnim=44; else if (sNum=="CUST7") nAnim=45; else if (sNum=="CUST8") nAnim=46; else if (sNum=="CUST9") nAnim=47; else if (sNum=="CUST10") nAnim=48; return nAnim; } // fnNPCACTAnimMagicShorthand() int fnNPCACTAnimMagicNumber(string sNum) { // PURPOSE: To return the magic number based on the # or // based on the shorthand int nAnim=0; int nN=0; if (StringToInt(sNum)>0) nAnim=fnNPCACTAnimMagicNumberActual(StringToInt(sNum)); else { // possibly shorthand nN=fnNPCACTAnimMagicShorthand(sNum); if (nN>0) nAnim=fnNPCACTAnimMagicNumberActual(nN); } // possibly shorthand return nAnim; } // fnNPCACTAnimMagicNumber() //void main(){}