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SCRIPTS.LST comment Francis in Broken Hills
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Transcript

/*
        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
        Name: Francis
        Location: Broken Hills
        Description:
        Log:
            NEED TO GIVE FRANCIS A SCHEDULE...CURRENTLY HE STAYS IN HIS ROOM
            AFTER THE GIMP SCENARIO.
           Created: June 4, 1998
           Updated:
*/
/* Include Files */
/* Note, the Following Lines need to be in this order so that
   the script will be compilable. The define Name is referenced
   in a module from define.h and used in command.h. Please do
   not change the ordering.
        -rwh2 11/13/97
*/
#include "..\headers\define.h"
#include "..\headers\broken.h"
#include "..\headers\broken1.h"
#define NAME SCRIPT_HCFRANCI
#define TOWN_REP_VAR (GVAR_TOWN_REP_BROKEN_HILLS)
#include "..\headers\command.h"
#include "..\headers\ModReact.h"
#define SPOT1_NEAR_BED 19476
#define SPOT2_NEAR_BED 19475
/* Standard Script Procedures */
procedure start;
procedure critter_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure description_p_proc;
procedure use_skill_on_p_proc;
procedure damage_p_proc;
procedure map_enter_p_proc;
procedure timed_event_p_proc;
procedure combat;
procedure armwrestle;
procedure Node998; // This Node is Always Combat
procedure Node999; // This Node is Always Ending
// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE
procedure Node001;
procedure Node002;
procedure Node003;
procedure Node004;
procedure Node005;
procedure Node006;
procedure Node007;
procedure Node008;
procedure Node009;
procedure Node010;
procedure Node011;
procedure Node012;
procedure Node013;
procedure Node014;
procedure Node015;
procedure Node016;
procedure Node017;
procedure Node018;
procedure Node019;
procedure Node020;
procedure Node021;
procedure Node022;
procedure Node023;
procedure Node024;
procedure Node025;
procedure Node026;
procedure Node027;
procedure Node027a;
//~~~~~~~~~~~~~~~~ DESIGN TOOL ENDS HERE
// The Following lines are for anything that is not needed to be
// seen by the design Tool
/* Local Variables which are saved. All Local Variables need to be
   prepended by LVAR_ */
#define LVAR_Herebefore (4)
#define LVAR_Hostile (5)
#define LVAR_Personal_Enemy (6)
#define LVAR_03_before (7)
#define LVAR_19_before (8)
#define LVAR_Down_React_1 (9)
#define LVAR_Town_Down_React (10)
/* Imported variables from the Map scripts. These should only be
   pointers and variables that need not be saved. If a variable
   Needs to be saved, make it a map variable (MVAR_) */
import variable Phil_Ptr;
#define float_phil(x) if( map_var( MVAR_Phil_Dead ) == 0 ) then \
                                    float_msg(Phil_Ptr, message_str(NAME,x), FLOAT_MSG_GREEN)
#define float_dude(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_MSG_BLUE)
/* Local variables which do not need to be saved between map changes. */
variable Only_Once:=0;
variable Start_Gimp := 0;
variable you_lose := 0;
variable fight_response := 0;
variable fight_round := 0;
variable Player_Start := 0;
variable Francis_Start := 0;
variable Francis_Leaves := 0;
procedure start begin
end
/* This procedure will get called each time that the map is first entered. It will
   set up the Team number and AI packet for this critter. This will override the
   default from the prototype, and needs to be set in scripts. */
procedure map_enter_p_proc begin
   Only_Once:=0;
   you_lose := 0;
   fight_response := 0;
   Francis_Leaves := 0;
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_BROKEN_HILLS);
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_TOUGH_CITIZEN);
   if( ( global_var( GVAR_BH_CONSPIRACY ) == CONSPIRACY_SUCCESSFUL ) or ( global_var( GVAR_BH_FTM ) == FTM_SUCCESSFUL ) ) then
      set_obj_visibility( self_obj, true );
   else
      set_obj_visibility( self_obj, false );
end
procedure timed_event_p_proc begin
   if( fixed_param == 1 ) then begin
      float_msg(self_obj, " ", FLOAT_COLOR_NORMAL);
      float_msg(dude_obj, " ", FLOAT_COLOR_NORMAL);
      if( map_var( MVAR_Phil_Dead ) == 0 ) then
         float_msg(Phil_Ptr, " ", FLOAT_COLOR_NORMAL);
      float_msg_clear(self_obj);
      float_msg_clear(dude_obj);
      if( map_var( MVAR_Phil_Dead ) == 0 ) then
         float_msg_clear(Phil_Ptr);
      if( fight_round == 0 ) then begin
         game_ui_disable;
         gfade_out( 600 );
         //set_obj_visibility( self_obj, true );
         //set_obj_visibility( dude_obj, true );
         Francis_Start := tile_num( self_obj );
         Player_Start := tile_num( dude_obj );
         move_to( self_obj, 20689, 0 );
         //set_obj_visibility( self_obj, false );
         critter_attempt_placement( self_obj, 20689, 0 );
         move_to( dude_obj, 21089, 0 );
         //set_obj_visibility( dude_obj, false );
         critter_attempt_placement( dude_obj, 21089, 0 );
         Face_Critter( self_obj, dude_obj );
         Face_Critter( dude_obj, self_obj );
         gfade_in( 600 );
      end
      // Handle arm-wrestling floats.
      if( fight_round < 4 ) then begin
         floater( random( 400, 409 ) );
         float_dude( random( 400, 409 ) );
         if( map_var( MVAR_Phil_Dead ) == 0 ) then
            float_phil( random( 500, 513 ) );
         fight_round += 1;
         add_timer_event( self_obj, game_ticks(4), 1 );
      end
      else if( fight_round == 4 ) then begin
         if( you_lose == 0 ) then begin
            floater( 410 );
            float_dude( 411 );
            if( map_var( MVAR_Phil_Dead ) == 0 ) then
               float_phil(532);
         end
         else begin
            floater( 411 );
            float_dude( 410 );
            if( map_var( MVAR_Phil_Dead ) == 0 ) then begin
               if( dude_is_male ) then begin
                  float_phil(531);
               end
               else begin
                  float_phil(530);
               end
            end
         end
         fight_round += 1;
         add_timer_event( self_obj, game_ticks(4), 1 );
      end
      else if( fight_round >= 5 ) then begin
         gfade_out( 600 );
         //set_obj_visibility( self_obj, true );
         //set_obj_visibility( dude_obj, true );
         move_to( self_obj, Francis_Start, 0 );
         //set_obj_visibility( self_obj, false );
         critter_attempt_placement( self_obj, Francis_Start, 0 );
         move_to( dude_obj, Player_Start, 0 );
         //set_obj_visibility( dude_obj, false );
         critter_attempt_placement( dude_obj, Player_Start, 0 );
         Face_Critter( self_obj, dude_obj );
         Face_Critter( dude_obj, self_obj );
         gfade_in( 600 );
         game_ui_enable;
         fight_round := 0;
         fight_response := 1;
         dialogue_system_enter;
      end
   end
end
/* Every heartbeat that the critter gets, this procedure will be called. Anything from
   Movement to attacking the player on sight can be placed in here.*/
procedure critter_p_proc begin
/* If the critter is mad at the player for any reason, it will attack and remember to attack
   the player should the game be saved and loaded repeatedly. Additionally, if any special
   actions need to be taken by the critter based on previous combat, the critter will remember
   this as well. */
   if ( ( ( global_var( GVAR_ENEMY_BROKEN_HILLS ) == 1 ) or (local_var(LVAR_Hostile) == 2) ) and (obj_can_see_obj(self_obj,dude_obj))) then begin
       set_local_var(LVAR_Hostile,1);
       attack(dude_obj);
   end
end
/* Whenever the critter takes damage of any type, this procedure will be called. Things
   like setting ENEMY_ and LVAR_Personal_Enemy can be set here. */
procedure damage_p_proc begin
/* If the player causes damage to this critter, then he will instantly consider the player
   his personal enemy. In Critter_Proc or through dialog, actions will be taken against
   the player for his evil acts. */
   if (source_obj == dude_obj) then begin
       set_local_var(LVAR_Personal_Enemy,1);
       set_global_var(GVAR_ENEMY_BROKEN_HILLS,1);
   end
end
/* Any time that the player is caught stealing from this critter, Pickup_proc will be called.
   In here, various things can happen. The most common response is instant hostility which
   will be remembered. */
procedure pickup_p_proc begin
   if (source_obj == dude_obj) then begin
       set_local_var(LVAR_Hostile,2);
   end
end
/* The dialog system is setup and prepares the player to talk to this NPC. Where To Go
   written by designers are placed in here. Additionally, Reactions are generated and
   stored which affects player interactions. */
procedure talk_p_proc begin
   variable ballGag;
   GetReaction;
   Francis_Leaves := 0;
   if( fight_response == 1 ) then begin
      fight_response := 0;
      if (you_lose == 0) then begin
         start_gdialog(NAME,self_obj,4,-1,-1);
         gSay_Start;
            call Node014;
         gSay_End;
         end_dialogue;
      end
      else begin
         start_gdialog(NAME,self_obj,4,-1,-1);
         gSay_Start;
            call Node015;
         gSay_End;
         end_dialogue;
      end
   end
   else if (local_var(LVAR_Personal_Enemy) == 1) then begin
       call Node998;
   end
   else if (bad_critter_reaction) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node012;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_CHALLENGED) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node006;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_ACCEPTED) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node006;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_REJECTED) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node010;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_WON) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node016;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_LOST) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node017;
       gSay_End;
       end_dialogue;
   end
   else if (TOWN_REP_VAR < 5) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node018;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_BH_FTM) == FTM_EXPOSED) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node019;
       gSay_End;
       end_dialogue;
   end
   else if (global_var(GVAR_ENEMY_BROKEN_HILLS) == 1) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node020;
       gSay_End;
       end_dialogue;
   end
   else begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
          call Node001;
       gSay_End;
       end_dialogue;
   end
   set_local_var( LVAR_Herebefore, 1 );
   if( Start_Gimp == 1 ) then begin
      Start_Gimp := 0;
      ballGag := create_object( PID_BALL_GAG, 0, 0 );
      add_obj_to_inven( dude_obj, ballGag );
      set_global_var(GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_LOST);
      set_global_var(GVAR_GIMP_FLAG,1); // mark that player was a gimp
      gfade_out(600);
      move_to(dude_obj,SPOT1_NEAR_BED,elevation(dude_obj));
      //move_to(self_obj,SPOT2_NEAR_BED,elevation(dude_obj));
      game_time_advance(game_ticks(8*3600));//8 hours
      gfade_in(600);
      display_msg( mstr(302) );
      //fadeout. reappear in francis's home.
      //set clock to next morning. Add gimp flag. etc...
      //check design.
   end
   if( Francis_Leaves == 1 ) then begin
      set_global_var( GVAR_READ_FRANCIS_NOTE, 2 );
      Francis_Leaves := 0;
      gfade_out( 600 );
      move_to( self_obj, 0, 0 );
      gfade_in( 600 );
      destroy_object( self_obj );
   end
end
/* This procedure gets called only on the death of this NPC. Special things like
   incrementing the death count for reputation purposes and Enemy Counters are placed
   in here. */
procedure destroy_p_proc begin
/* Increment the aligned critter counter*/
   inc_good_critter
/* Set global_variable for Enemy status*/
end
/* Look_at_p_proc gets called any time that the player passes the cursor over any object.
   This should only hold the most cursory of glances for the player. */
procedure look_at_p_proc begin
   script_overrides;
   if( local_var( LVAR_Herebefore) == 0 ) then
      display_msg(mstr(100));
   else
      display_msg(mstr(101));
end
/* The player will see more indepth descriptions from this procedure. They are actively
   looking at the critter and want more information. Things like names can be added here
   if the critter is known to the player. */
procedure description_p_proc begin
   script_overrides;
   if( global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_WON ) then
      display_msg(mstr(102));
   else
      display_msg(mstr(301));
end
/* Any time a skill is used on a critter this call is made. This can be to give examinations
   for things like Doctor skill or messages for various other skills. */
procedure use_skill_on_p_proc begin
end
procedure combat begin
end
procedure armwrestle begin
   variable dpower;
   variable fpower;
   variable diff;
   variable ddiff;
   variable fdiff;
   variable droll;
   variable froll;
   if (dude_level > 5) then begin
      //set_global_var(GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_ACCEPTED);
      you_lose:=0;
      // Give dude -10 to +5 random bonus
      dpower:= (dude_strength * dude_endurance) + random(0, 5) - random(0, 10);
      // Give Francis -5 to +10 random bonus
      fpower:=(get_critter_stat(self_obj,STAT_st)) * (get_critter_stat(self_obj,STAT_en)) + random(0, 10) - random(0, 5);
      if( dpower > fpower ) then
         you_lose := 0;
      else
         you_lose := 1;
      fight_round := 0;
      add_timer_event( self_obj, 1, 1 );
/*
      debug_msg( "Dude_power: " + dpower );
      debug_msg( "Francis_power: " + fpower );
      if (fpower > dpower) then begin
         diff:=fpower - dpower;
         if (diff > 20) then
            you_lose:=1;
      end
      if (you_lose == 0) then begin //player has a chance
         droll:=random(1,100);
         debug_msg( "Dude_random: " + droll );
         if (droll > dpower) then begin
            you_lose:=1; //nope failed his roll
         end
         else begin
            ddiff:=dpower-droll; //still has a chance
         end
         froll:=random(1,100);
         debug_msg( "Francis_random: " + froll );
         if (froll > fpower) then begin
            fdiff:=0; //Francis cannot fail unless you overpower him
         end
         else begin
            fdiff:=fpower-froll;
         end
      end
      debug_msg( "Dude_diff: " + ddiff );
      debug_msg( "Francis_diff: " + fdiff );
      if (you_lose == 0) then begin
         if (ddiff < fdiff) then begin
            you_lose:=0; //actually you win
         end
         else begin
            you_lose:=1;
         end
      end
*/
   end
   else begin
      NMessage(300);
   end
end
/* Should the Player ever cause the NPC too much discomfort that he desires to attack the player,
   this call will be made. Essentially, it stores the Hostile vaule so that the critter remembers
   he was once hostile towards the player.*/
procedure Node998 begin
   set_local_var(LVAR_Hostile,2);
end
/* Anytime that there is a need for an ending to dialog, this node is to be called. It will just
   exit from the dialog system without any reprisals from the NPC. */
procedure Node999 begin
end
// Not lines are allowed to be added below here
// The Following lines are from the Design Tool
//~~~~~~~~~~~~~~~~ DESIGN TOOL STARTS HERE
procedure Node001 begin
   Reply(103);
   if( dude_iq == 1 ) then
      NOption(104, Node002, 001);
   if( ( dude_iq == 2 ) or ( dude_iq == 3 ) ) then
      NOption(105,Node003,002);
   NOption(106,Node003,004);
   NOption(107,Node004,004);
   if ( global_var( GVAR_READ_FRANCIS_NOTE ) == 1 ) then
     NOption(599, Node025, 004 );
   if (global_var(GVAR_BH_MIGHTY_MAN) == MIGHTY_MAN_KNOWN) then
     NOption(108,Node005,004);
end
procedure Node002 begin
   NMessage(109);
end
procedure Node003 begin
   if (local_var(LVAR_03_before) == 0) then begin
      set_local_var(LVAR_03_before,1);
      if( global_var( GVAR_BH_MIGHTY_MAN ) == 0 ) then
         set_global_var( GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_KNOWN );
      Reply(110);
   end
   else begin
      Reply(111);
   end
   if( ( dude_iq == 2 ) or ( dude_iq == 3 ) ) then
      NOption(112,Node006,002);
   if (dude_strength < 8) then
      GOption(113,Node007,004);
   else
      NOption(114,Node006,004);
   GOption(115,Node007,004);
end
procedure Node004 begin
   Reply(116);
   BOption(117,Node008,004);
   NOption(118,Node009,004);
   NOption(119,Node021,004);
end
procedure Node005 begin
   //set_global_var(GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_CHALLENGED);
   Reply(120);
   BOption(121,Node010,004);
   NOption(122,Node013,004);
   NOption(123,Node006,004);
end
procedure Node006 begin
   if (dude_strength < 8) then
      Reply(124);
   else
      Reply(125);
   if( ( dude_iq == 2 ) or ( dude_iq == 3 ) ) then begin
      if (dude_strength >= 8) then begin
         NOption(126,Node011,002);
         NOption(127,armwrestle,002);
      end
      else
         NOption(800,Node999,002);
   end
   if (dude_strength >= 8) then begin
      NOption(128,Node011,004);
      NOption(129,armwrestle,004);
      BOption(130,Node013,004);
   end
   else
      NOption(800,Node999,004);
end
procedure Node007 begin
   Reply(131);
   NOption(132,Node999,004);
   BOption(133,Node012,004);
end
procedure Node008 begin
   NMessage(134);
end
procedure Node009 begin
   Reply(135);
   NOption(201,Node999,001);
end
procedure Node010 begin
   if( local_var(LVAR_Down_React_1) == 0 ) then begin
      set_local_var( LVAR_Down_React_1, 1 );
      DownReactMinor;
   end
   Reply(136);
   NOption(137,Node006,001);
   BOption(138,Node013,001);
   if ( global_var( GVAR_READ_FRANCIS_NOTE ) == 1 ) then
     NOption(599, Node025, 004 );
end
procedure Node011 begin
   //set_global_var(GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_CHALLENGED);
   NMessage(139);
end
procedure Node012 begin
   NMessage(140);
   BottomReact;
end
procedure Node013 begin
   if( local_var(LVAR_Town_Down_React) == 0 ) then begin
      set_local_var( LVAR_Town_Down_React, 1 );
      set_global_var(GVAR_TOWN_REP_BROKEN_HILLS,TOWN_REPUTATION - 5);
   end
   set_global_var(GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_REJECTED);
   Reply(141);
   NOption(142,Node006,004);
   NOption(143,Node999,004);
end
procedure Node014 begin
   variable item;
   set_global_var(GVAR_BH_MIGHTY_MAN, MIGHTY_MAN_WON);
   item:=create_object(PID_POWER_FIST,0,0);
   add_obj_to_inven(dude_obj,item);
   display_msg( mstr(700) );
   give_xp(EXP_MIGHTY_SUCCESS);
   set_global_var( GVAR_TOWN_REP_BROKEN_HILLS, (global_var(GVAR_TOWN_REP_BROKEN_HILLS) + REP_TOWN_MIGHTY_SUCCESS ) );
   Reply(144);
   NOption(202,Node999,004);
end
procedure Node015 begin
   Start_Gimp := 1;
   NMessage(145);
end
procedure Node016 begin
   Reply(146);
   if ( global_var( GVAR_READ_FRANCIS_NOTE ) == 1 ) then
     NOption(599, Node025, 004 );
   NOption(201,Node999,001);
end
procedure Node017 begin
   Reply(147);
   NOption(148,armwrestle,004);
   if ( global_var( GVAR_READ_FRANCIS_NOTE ) == 1 ) then
     NOption(599, Node025, 004 );
   NOption(149,Node999,004);
end
procedure Node018 begin
   Reply(150); //if townrep low
   if ( global_var( GVAR_READ_FRANCIS_NOTE ) == 1 ) then
     NOption(599, Node025, 004 );
   NOption(200,Node999,004);
end
procedure Node019 begin
   variable item;
   if (local_var(LVAR_19_before) == 0) then begin
      set_local_var(LVAR_19_before,1);
      item:=create_object(PID_BEER,0,0);
      add_obj_to_inven(dude_obj,item);
      NMessage(151); //add beer to inventory, check other flags
   end
   else begin
   //if 2nd or > time
      NMessage(152); //check other flags...what does Colin mean by this?
   end
end
procedure Node020 begin
   floater(153);
   call Node998;
end
procedure Node021 begin
   Reply(154);
   GOption(155,Node022,004);
   NOption(156,Node023,004);
   BOption(157,Node024,004); //town rep down med
end
procedure Node022 begin
   Reply(158);
   NOption(202,Node999,004);
end
procedure Node023 begin
   Reply(160);
   NOption(161,Node999,004);
end
procedure Node024 begin
   BottomReact;
   BMessage(162);
end
procedure Node025 begin
   Reply(600);
   NOption(601, Node026, 004);
   NOption(602, Node027, 004);
end
procedure Node026 begin
   Reply(603);
   NOption(604, Node027, 004);
   BOption(605, Node998, 004);
end
procedure Node027 begin
   Reply(606);
   NOption(607, Node027a, 004);
   BOption(608, Node998, 004);
end
procedure Node027a begin
   display_msg( mstr(701) );
   give_xp( EXP_CONFRONTED_FRANCIS );
   set_global_var( GVAR_TOWN_REP_BROKEN_HILLS, (global_var(GVAR_TOWN_REP_BROKEN_HILLS) + REP_TOWN_CONFRONTED_FRANCIS ) );
   Francis_Leaves := 1;
end
//xxxxxxxxxxxxxxxxxxxx

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