ATSRTRP8.SSL

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File:Transcript.png
/\*

        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.

\*/

/\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*

   Filename: SprTrp0.ssl

   Purpose: This script is a spatial/scenery script for a spear

            trap. Basically, trap will be hidden until the player

            makes a successful stat roll (vs. Perception). Once

            Found, the trap will become visible and the player

            will have to try to disarm it.

   Created: December 18, 1997 RWH2

   Updated:

\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*/

/\* Include Files \*/

#include "..\headers\define.h"

#define NAME SCRIPT\_SPRTRP0

#define CUR\_SCRIPT SCRIPT\_ATSRTRP8

#include "..\headers\command.h"

#include "..\headers\arcaves.h"

#define TRAP\_BONUS (0)

#define PERCEPTION\_BONUS (0)

#define AGILITY\_BONUS (0)

#define DIST\_BONUS (2)

#define TRAP\_EXP EXP\_TRAPS\_NORMAL

#define TRAP\_TIME (0) // In Seconds

#define MIN\_DMG (1)

#define MAX\_DMG (4)

#define INITIAL\_TILE (20095) // Tile num spear is fired from

#define PROJECTILE\_ROF (500)

#define TRAP\_MVAR MVAR\_Arroyo\_Trial\_Spear12

procedure start;

procedure spatial\_p\_proc;

procedure use\_skill\_on\_p\_proc;

procedure look\_at\_p\_proc;

procedure description\_p\_proc;

procedure timed\_event\_p\_proc;

procedure Missile\_Fired;

procedure Check\_Hit;

#define LVAR\_Trap\_Found (0)

#define LVAR\_Trap\_Exploded (1)

#define LVAR\_Gave\_Exp (2)

#define LVAR\_Got\_Perception\_Roll (3)

#define LVAR\_Extended\_Look (4)

variable Projectile;

variable Final\_Hex;

variable Projectile\_Dir;

procedure start begin

end

procedure spatial\_p\_proc begin

   variable Range;

   variable Range\_Mod;

   variable Detection\_Roll;

   variable Trap;

   if (obj\_type(source\_obj) == 1) then begin

       Range:=get\_critter\_stat(source\_obj,STAT\_pe) + PERCEPTION\_BONUS;

       Range\_Mod:=Range - (tile\_distance\_objs(self\_obj,source\_obj)\*DIST\_BONUS);

       if ((tile\_distance\_objs(self\_obj,source\_obj) <= Range) and

           (local\_var(LVAR\_Trap\_Found) == 0) and (local\_var(LVAR\_Trap\_Exploded) == 0)) then begin

           if (Range\_Mod > PERCEPTION\_BONUS) then

               Range\_Mod:= PERCEPTION\_BONUS;

           Detection\_Roll:=do\_check(source\_obj,STAT\_pe,Range\_Mod);

           if (is\_success(Detection\_Roll)) then begin

               if (not(dude\_is\_running)) then begin

                   set\_local\_var(LVAR\_Trap\_Found,1);

                   reg\_anim\_clear(source\_obj);

                   Trap:=create\_object\_sid(PID\_CAVE\_FLOOR\_TRAP\_VISIBLE,tile\_num(self\_obj),elevation(self\_obj),CUR\_SCRIPT);

               end

               if (is\_critical(Detection\_Roll)) then begin

                   if (source\_obj == dude\_obj) then

                       display\_msg(mstr(100));

                   else if ((proto\_data(obj\_pid(source\_obj),cr\_body\_type) == CR\_BODY\_BIPED) and (obj\_can\_see\_obj(source\_obj,dude\_obj))) then

                       display\_msg(obj\_name(source\_obj)+mstr(101));

               end

               else begin

                   if (source\_obj == dude\_obj) then

                       display\_msg(mstr(102));

                   else if ((proto\_data(obj\_pid(source\_obj),cr\_body\_type) == CR\_BODY\_BIPED) and (obj\_can\_see\_obj(source\_obj,dude\_obj))) then

                       display\_msg(obj\_name(source\_obj)+mstr(103));

               end

           end

       end

       if ((tile\_distance\_objs(self\_obj,source\_obj) == 0) and

           (local\_var(LVAR\_Trap\_Exploded) == 0) and (map\_var(TRAP\_MVAR) == 0)) then begin

           game\_ui\_disable;

           debug\_msg("Set off the Trap!");

           Projectile:=create\_object(PID\_FLYING\_SPEAR,INITIAL\_TILE,elevation(self\_obj));

           Face\_Critter(source\_obj,Projectile);

           if (tile\_contains\_obj\_pid(tile\_num(self\_obj),elevation(self\_obj),PID\_CAVE\_FLOOR\_TRAP\_VISIBLE)) then begin

               debug\_msg("Destroying Visible Trap");

               destroy\_object(tile\_contains\_pid\_obj(tile\_num(self\_obj),elevation(self\_obj),PID\_CAVE\_FLOOR\_TRAP\_VISIBLE));

               debug\_msg("Destroyed Visible Trap");

           end

           Trap:=create\_object(PID\_CAVE\_FLOOR\_TRAP\_DEPRESSED,tile\_num(self\_obj),elevation(self\_obj));

           call Check\_Hit;

           set\_local\_var(LVAR\_Trap\_Exploded,1);

           set\_map\_var(TRAP\_MVAR,1);

       end

   end

end

procedure use\_skill\_on\_p\_proc begin

   variable Traps\_Roll;

   variable Trap;

   if ((local\_var(LVAR\_Trap\_Exploded) == 0) and (map\_var(TRAP\_MVAR) == 0) and (action\_being\_used == SKILL\_TRAPS)) then begin

       script\_overrides;

       Traps\_Roll:=roll\_vs\_skill(source\_obj,SKILL\_TRAPS,TRAP\_BONUS);

       if (source\_obj == dude\_obj) then begin

           if (is\_success(Traps\_Roll)) then begin

               Trap:=create\_object\_sid(PID\_CAVE\_FLOOR\_TRAP\_DISARMED,tile\_num(self\_obj),elevation(self\_obj),CUR\_SCRIPT);

               set\_local\_var(LVAR\_Trap\_Exploded,1);

               set\_map\_var(TRAP\_MVAR,1);

               display\_msg(message\_str(SCRIPT\_GENERIC,102));

               if (local\_var(LVAR\_Gave\_Exp) == 0) then begin

                   set\_local\_var(LVAR\_Gave\_Exp,1);

                   give\_xp(TRAP\_EXP);

               end

           end

           else if (is\_critical(Traps\_Roll)) then begin

               set\_local\_var(LVAR\_Trap\_Exploded,1);

               set\_map\_var(TRAP\_MVAR,1);

               display\_msg(message\_str(SCRIPT\_GENERIC,104));

               if (tile\_contains\_obj\_pid(tile\_num(self\_obj),elevation(self\_obj),PID\_CAVE\_FLOOR\_TRAP\_VISIBLE)) then begin

                   debug\_msg("Destroying Visible Trap");

                   destroy\_object(tile\_contains\_pid\_obj(tile\_num(self\_obj),elevation(self\_obj),PID\_CAVE\_FLOOR\_TRAP\_VISIBLE));

                   debug\_msg("Destroyed Visible Trap");

               end

               Trap:=create\_object\_sid(PID\_CAVE\_FLOOR\_TRAP\_DEPRESSED,tile\_num(self\_obj),elevation(self\_obj),CUR\_SCRIPT);

               call Check\_Hit;

           end

           else begin

               display\_msg(message\_str(SCRIPT\_GENERIC,103));

           end

       end

       else begin

           if (is\_success(Traps\_Roll)) then begin

               Trap:=create\_object\_sid(PID\_CAVE\_FLOOR\_TRAP\_DISARMED,tile\_num(self\_obj),elevation(self\_obj),CUR\_SCRIPT);

               set\_map\_var(TRAP\_MVAR,1);

               display\_msg(obj\_name(source\_obj)+message\_str(SCRIPT\_GENERIC,105));

               if (local\_var(LVAR\_Gave\_Exp) == 0) then begin

                   set\_local\_var(LVAR\_Gave\_Exp,1);

                   give\_xp(TRAP\_EXP);

               end

           end

           else if (is\_critical(Traps\_Roll)) then begin

               set\_local\_var(LVAR\_Trap\_Exploded,1);

               set\_map\_var(TRAP\_MVAR,1);

               display\_msg(obj\_name(source\_obj)+message\_str(SCRIPT\_GENERIC,107));

               if (tile\_contains\_obj\_pid(tile\_num(self\_obj),elevation(self\_obj),PID\_CAVE\_FLOOR\_TRAP\_VISIBLE)) then begin

                   debug\_msg("Destroying Visible Trap");

                   destroy\_object(tile\_contains\_pid\_obj(tile\_num(self\_obj),elevation(self\_obj),PID\_CAVE\_FLOOR\_TRAP\_VISIBLE));

                   debug\_msg("Destroyed Visible Trap");

               end

               Trap:=create\_object\_sid(PID\_CAVE\_FLOOR\_TRAP\_DEPRESSED,tile\_num(self\_obj),elevation(self\_obj),CUR\_SCRIPT);

               call Check\_Hit;

           end

           else begin

               display\_msg(obj\_name(source\_obj)+message\_str(SCRIPT\_GENERIC,106));

           end

       end

   end

end

procedure look\_at\_p\_proc begin

   script\_overrides;

   display\_msg(mstr(102));

   debug\_msg("Looking At the Trap");

end

procedure description\_p\_proc begin

   variable Perception\_Roll;

   script\_overrides;

   if (local\_var(LVAR\_Got\_Perception\_Roll) == 0) then begin

       set\_local\_var(LVAR\_Got\_Perception\_Roll,1);

       Perception\_Roll:=do\_check(dude\_obj,STAT\_pe,PERCEPTION\_BONUS);

       set\_local\_var(LVAR\_Extended\_Look,Perception\_Roll);

   end

   if (is\_critical(local\_var(LVAR\_Extended\_Look))) then begin

       if (is\_success(local\_var(LVAR\_Extended\_Look))) then

           display\_msg(mstr(100));

       else

           display\_msg(mstr(106));

   end

   else begin

       display\_msg(mstr(102));

   end

end

procedure timed\_event\_p\_proc begin

   if (fixed\_param == 1) then begin

       destroy\_object(Projectile);

       Projectile:=create\_object(PID\_SHARPENED\_POLE,Final\_Hex,elevation(self\_obj));

// Face\_Critter(source\_obj,Projectile);

// anim(Projectile,ANIMATE\_ROTATION,Projectile\_Dir);

       anim(Projectile,ANIMATE\_ROTATION,rotation\_to\_tile(INITIAL\_TILE,Final\_Hex));

       game\_ui\_enable;

   end

end

procedure Check\_Hit begin

   variable Agility\_Roll;

   Agility\_Roll:=do\_check(source\_obj,STAT\_ag,AGILITY\_BONUS);

   if (is\_success(Agility\_Roll)) then begin

       if (source\_obj == dude\_obj) then

           display\_msg(mstr(104));

       else

           display\_msg(obj\_name(source\_obj)+mstr(105));

       Final\_Hex:=tile\_num\_in\_direction(tile\_num(source\_obj),rotation\_to\_tile(INITIAL\_TILE,tile\_num(source\_obj)),3);

       call Missile\_Fired;

   end

   else begin

       critter\_dmg(source\_obj,random(MIN\_DMG,MAX\_DMG),(DMG\_normal\_dam BWOR DMG\_BYPASS\_ARMOR BWOR DMG\_NOANIMATE));

       Final\_Hex:=tile\_num(source\_obj);

       call Missile\_Fired;

   end

   add\_timer\_event(self\_obj,game\_ticks(TRAP\_TIME),1);

end

procedure Missile\_Fired begin

   variable Cur\_Tile\_Num;

   variable Counter:=0;

   set\_map\_var(TRAP\_MVAR,1);

   play\_sfx("sprtrap");

   while (tile\_num(Projectile) != Final\_Hex) do begin

       if ((Counter % PROJECTILE\_ROF) == 0) then begin

           Cur\_Tile\_Num:=tile\_num\_in\_direction(tile\_num(Projectile),rotation\_to\_tile(tile\_num(Projectile),Final\_Hex),1);

           move\_to(Projectile,Cur\_Tile\_Num,elevation(self\_obj));

           if (Final\_Hex == tile\_num(source\_obj)) then begin

               anim(source\_obj,ANIM\_hit\_from\_back,ANIMATE\_FORWARD);

           end

           else begin

               anim(source\_obj,ANIM\_dodge\_anim,ANIMATE\_FORWARD);

           end

           debug\_msg("Projectile == "+tile\_num(Projectile)+". Final\_Hex == "+Final\_Hex);

       end

       Counter+=1;

   end

end