HoS_PRC8/_mod/_module/nss/npcact_h_anim.nss
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Merged redundant hak files.  Moved hak scripts into module.  Updated gitignore.  Full Compile.  Added release folder & archive.
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////////////////////////////////////////////////////////////////////////////////
// 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(){}