Added (2) Castle Interior overrides, continued making static NPCs & stores dynamic. added more DMFI language tokens, started working on mod onEnter scripting, got NPCs to fire emotes while walking around.
161 lines
7.4 KiB
Plaintext
161 lines
7.4 KiB
Plaintext
/*/////////////////////// [On Conversation] ////////////////////////////////////
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Filename: J_AI_OnConversat or nw_c2_default4
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///////////////////////// [On Conversation] ////////////////////////////////////
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OnConversation/ Listen to shouts.
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Documented, and checked. -Working-
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Added spawn in condition - Never clear actions when talking.
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - Added in conversation thing - IE we can set speakstrings, no need for conversation file.
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- Sorted more shouts out.
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- Should work right, and not cause too many actions (as we ignore
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shouts for normally 12 or so seconds before letting them affect us again).
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1.4 - Deafness incorpreated.
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///////////////////////// [Workings] ///////////////////////////////////////////
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Uses RespondToShout to react to allies' shouts, and just attacks any enemy
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who speaks, or at least moves to them. (OK, dumb if they are invisible, but
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oh well, they shouldn't talk so loud!)
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Remember, whispers are never heard if too far away, speakstrings don't go
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through walls, and shouts are always heard (so we don't go off to anyone
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not in our area, remember)
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Deafness causes us to never hear battle, so unless we see the target speaking
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we do not react. Doesn't apply to normal conversations - although if we cannot
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talk (also restricted by deafness) then so be it.
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: GetListenPatternNumber, GetLastSpeaker, TestStringAgainstPattern,
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GetMatchedSubstring
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///////////////////////// [On Conversation] //////////////////////////////////*/
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#include "J_INC_OTHER_AI"
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void main()
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{
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// Pre-conversation-event. Returns TRUE if we interrupt this script call.
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if(FirePreUserEvent(AI_FLAG_UDE_ON_DIALOGUE_PRE_EVENT, EVENT_ON_DIALOGUE_PRE_EVENT)) return;
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// AI status check. Is the AI on?
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if(GetAIOff()) return;
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// Declarations
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int nMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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string sSpoken = GetMatchedSubstring(0);
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// We can ignore everything under special cases - EG no valid shouter,
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// we are fleeing, its us, or we are not in the same area.
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// - We break out of the script if this happens.
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if(!GetIsObjectValid(oShouter) || /* Must be a valid speaker! */
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oShouter == OBJECT_SELF || /* Not us! */
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GetIsPerformingSpecialAction() || /* Not fleeing */
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GetIgnore(oShouter) || /* Not ignoring the shouter */
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GetArea(oShouter) != GetArea(OBJECT_SELF))/* Same area (Stops loud yellow shouts getting NPCs) */
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{
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// Fire End of Dialogue event
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FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
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return;
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}
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// Conversation if not a shout.
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if(nMatch == -1)
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{
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// * Don't speak when dead. 1.4 change (an obvious one to make)
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if(CanSpeak())
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{
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// Make sure it is a PC and we are not fighting.
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if(!GetIsFighting() && (GetIsPC(oShouter) || GetIsDMPossessed(oShouter)))
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{
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// If we have something random (or not) to say instead of
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// the conversation, we will say that.
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if(GetLocalInt(OBJECT_SELF, ARRAY_SIZE + AI_TALK_ON_CONVERSATION))
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{
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ClearAllActions();// Stop
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SetFacingPoint(GetPosition(oShouter));// Face
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SpeakArrayString(AI_TALK_ON_CONVERSATION);// Speak string
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PlayAnimation(ANIMATION_LOOPING_TALK_NORMAL, 1.0, 3.0);// "Talk", then resume potitions.
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ActionDoCommand(ExecuteScript(FILE_WALK_WAYPOINTS, OBJECT_SELF));
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}
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else
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{
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// If we are set to NOT clear all actions, we won't.
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if(!GetSpawnInCondition(AI_FLAG_OTHER_NO_CLEAR_ACTIONS_BEFORE_CONVERSATION, AI_OTHER_MASTER))
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{
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ClearAllActions();
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}
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BeginConversation();
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}
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}
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}
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}
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// If it is a valid shout...and a valid shouter.
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// - Not a DM. Not ignoring shouting. Not a Debug String.
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else if(!GetLocalTimer(AI_TIMER_SHOUT_IGNORE_ANYTHING_SAID) &&// Not listening (IE heard already)
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!GetIsDM(oShouter) && FindSubString(sSpoken, "[Debug]") == -1 &&
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// 1.4 - Deafness (or they are seen) check, for fun.
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(!GetHasEffect(EFFECT_TYPE_DEAF) || GetObjectSeen(oShouter)))
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{
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if(GetIsFriend(oShouter) || GetFactionEqual(oShouter))
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{
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// If they are a friend, not a PC, and a valid number, react.
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// In the actual RespondToShout call, we do check to see if we bother.
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// - Is PC - or is...master?
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// - Shouts which are not negative, and not AI_ANYTHING_SAID_CONSTANT.
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if(nMatch >= 0 && nMatch != AI_SHOUT_ANYTHING_SAID_CONSTANT &&
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!GetIsPC(oShouter) && !GetIsPC(GetMaster(oShouter)))
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{
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// Respond to the shout
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RespondToShout(oShouter, nMatch);
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}
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// Else either is PC or is shout 0 (everything!)
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// - not if we are in combat, or they are not.
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else if(!CannotPerformCombatRound() &&
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GetIsInCombat(oShouter) &&
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GetObjectType(oShouter) == OBJECT_TYPE_CREATURE)
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{
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// 57: "[Shout] Friend (may be PC) in combat. Attacking! [Friend] " + GetName(oShouter)
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DebugActionSpeakByInt(57, oShouter);
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// Respond to oShouter
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IWasAttackedResponse(oShouter);
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}
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}
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else if(GetIsEnemy(oShouter) && GetObjectType(oShouter) == OBJECT_TYPE_CREATURE)
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{
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// If we hear anything said by an enemy, and are not fighting, attack them!
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if(!CannotPerformCombatRound())
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// the negatives are associate shouts, Normally (!)
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// 0+ are my shouts. 0 is anything
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{
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// We make sure it isn't an emote (set by default)
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if(nMatch == AI_SHOUT_ANYTHING_SAID_CONSTANT &&
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GetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER))
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{
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// Jump out if its an emote - "*Nods*"
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if(GetStringLeft(sSpoken, 1) == EMOTE_STAR &&
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GetStringRight(sSpoken, 1) == EMOTE_STAR)
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{
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// Fire End of Dialogue event
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FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
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return;
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}
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}
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// 58: "[Shout] Responding to shout [Enemy] " + GetName(oShouter) + " Who has spoken!"
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DebugActionSpeakByInt(58, oShouter);
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// Short non-respond
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SetLocalTimer(AI_TIMER_SHOUT_IGNORE_ANYTHING_SAID, 6.0);
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// Attack the enemy!
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ClearAllActions();
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DetermineCombatRound(oShouter);
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// Shout to allies to attack the shouter
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AISpeakString(AI_SHOUT_I_WAS_ATTACKED);
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}
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}
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}
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// Fire End of Dialogue event
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FireUserEvent(AI_FLAG_UDE_ON_DIALOGUE_EVENT, EVENT_ON_DIALOGUE_EVENT);
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}
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