Fallout Wiki
Advertisement
Fallout Wiki
Details
Type Source file
SCRIPTS.LST comment N/A
MSG file N/A
Transcript

/*
        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
#ifndef MODREACT_H
#define MODREACT_H
/* This set of procedures will find out what the reaction level is. Additionally,
it will find out what the reaction level is in terms of Good, Neutral, or Bad.
It will also write in how to modify the reaction level by a level. */
/* Old Fallout 1 Stuff */
/*
#define NO_REACTION (0)
#define BAD (1)
#define NEUTRAL (2)
#define GOOD (3)
#define BASE_REACTION (50)
#define LOW_REACTION (25)
#define HIGH_REACTION (75)
#define MIN_REACTION (0)
#define MAX_REACTION (100)
*/
variable Static_Reaction:=0; // This adds in Reputations, Perks, Karma, and such
variable Evil_Critter:=0; // 0 == Good Critter, 1 == Bad Critter
variable Slavery_Tolerant:=2; // 0 == very intolerant, 1 == intolerant, 2 == tolerant, 3 == Happy
variable Karma_Perception:=0; // see defines for values
variable reaction_bonus_town_rep:=0;
variable reaction_bonus_karma:=0;
/* Slave Tolerance */
#define SLAVE_VERY_INTOLERANT (0)
#define SLAVE_INTOLERANT (1)
#define SLAVE_TOLERANT (2)
#define SLAVE_PROUD (3)
/* Karma Perception (in 0.x%) */
#define KARMA_PERCEPTION0 (1)
#define KARMA_PERCEPTION1 (10)
#define KARMA_PERCEPTION2 (20)
#define KARMA_PERCEPTION3 (30)
#define KARMA_PERCEPTION4 (40)
#define KARMA_PERCEPTION5 (50)
#define KARMA_PERCEPTION6 (60)
#define KARMA_PERCEPTION7 (70)
#define KARMA_PERCEPTION8 (80)
#define KARMA_PERCEPTION9 (90)
#define KARMA_PERCEPTION10 (100)
/* Misc. Defines */
#define KARMA_MODIFIER (1000)
#define TOWN_REP_MODIFIER (2)
#define CHARISMA_MODIFIER (5)
#define AVERAGE_CHARISMA (5)
#define CRITTER_CHARISMA (get_critter_stat(self_obj,STAT_ch))
#define SAME_SEX_APPEAL (-20)
#define OPPOSITE_SEX_APPEAL (20)
#define has_sex_appeal has_trait(TRAIT_TRAIT,dude_obj,TRAIT_sex_appeal)
/* Reaction Level */
#define REACTION_LEVEL_ABYSMAL (-4)
#define REACTION_LEVEL_HORRIBLE (-3)
#define REACTION_LEVEL_BAD (-2)
#define REACTION_LEVEL_POOR (-1)
#define REACTION_LEVEL_NEUTRAL (0)
#define REACTION_LEVEL_DECENT (1)
#define REACTION_LEVEL_GOOD (2)
#define REACTION_LEVEL_GREAT (3)
#define REACTION_LEVEL_EXCELLENT (4)
/* Reaction Value Min */
#define REACTION_BOTTOM (-100)
#define REACTION_ABYSMAL (-75)
#define REACTION_HORRIBLE (-50)
#define REACTION_BAD (-25)
#define REACTION_POOR (-10)
#define REACTION_NEUTRAL (0)
#define REACTION_DECENT (10)
#define REACTION_GOOD (25)
#define REACTION_GREAT (50)
#define REACTION_EXCELLENT (75)
#define REACTION_TOP (100)
/* Reaction Bonus */
//#define REACTION_BONUS_CHARISMA ((get_critter_stat(dude_obj,STAT_ch) - AVERAGE_CHARISMA) * CHARISMA_MODIFIER)
#define REACTION_BONUS_CHARISMA ((get_critter_stat(dude_obj,STAT_ch) - CRITTER_CHARISMA) * CHARISMA_MODIFIER)
#define TOWN_REPUTATION global_var(TOWN_REP_VAR)
//#define REACTION_BONUS_TOWN_REP ((TOWN_REPUTATION)/(TOWN_REP_MODIFIER))
//#define REACTION_BONUS_KARMA ((check_general_rep*Karma_Perception)/KARMA_MODIFIER)
#define REACTION_BONUS_COMP_KARMA (check_general_rep*Karma_Perception*((has_trait(TRAIT_PERK,dude_obj,PERK_karma_beacon_perk)+1)))
#define REACTION_BONUS_BERSERKER (-20)
#define REACTION_BONUS_CHAMPION (20)
#define REACTION_BONUS_CHILDKILLER (-30)
#define REACTION_BONUS_SLAVER (-25)
#define REACTION_BONUS_SLAVE_OWNER (-20)
#define REACTION_BONUS_PRESENCE (10 * dude_presence)
#define REACTION_BONUS_HOLY (20)
#define REACTION_BONUS_GUARDIAN (15)
#define REACTION_BONUS_SHIELD (10)
#define REACTION_BONUS_DEFENDER (5)
#define REACTION_BONUS_WANDERER (0)
#define REACTION_BONUS_BETRAYER (-5)
#define REACTION_BONUS_SWORD (-10)
#define REACTION_BONUS_SCOURGE (-15)
#define REACTION_BONUS_DEMON (-20)
#define TINY_DROP (-5)
#define MINOR_DROP (-10)
#define MODERATE_DROP (-20)
#define MAJOR_DROP (-30)
#define HUGE_DROP (-50)
#define TINY_BOOST (5)
#define MINOR_BOOST (10)
#define MODERATE_BOOST (20)
#define MAJOR_BOOST (30)
#define HUGE_BOOST (50)
// LOCAL VARS WHICH WILL BE SAVED FOR EACH CRITTER
#define LVAR_reaction (0) // Holds reaction number value.
#define LVAR_reaction_level (1) // Holds reaction level: BAD, NEUTRAL, GOOD.
#define LVAR_got_reaction (2) // Makes sure to modify reaction only once.
#define LVAR_base_reaction (3)
// Manipulation of Reaction Levels
// Checks the reaction_levels from a critter
#define horrible_critter_reaction (local_var(LVAR_reaction_level) <= REACTION_LEVEL_HORRIBLE)
#define bad_critter_reaction (local_var(LVAR_reaction_level) <= REACTION_LEVEL_BAD)
#define neutral_critter_reaction (local_var(LVAR_reaction_level) == REACTION_LEVEL_NEUTRAL)
#define good_critter_reaction (local_var(LVAR_reaction_level) >= REACTION_LEVEL_GOOD)
// Takes the reaction value and translates it into a level.
#define ReactToLevel if (local_var(LVAR_reaction) <= REACTION_ABYSMAL) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_ABYSMAL); \
                                        else if (local_var(LVAR_reaction) <= REACTION_HORRIBLE) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_HORRIBLE); \
                                        else if (local_var(LVAR_reaction) <= REACTION_BAD) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_BAD); \
                                        else if (local_var(LVAR_reaction) <= REACTION_POOR) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_POOR); \
                                        else if (local_var(LVAR_reaction) <= REACTION_DECENT) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_NEUTRAL); \
                                        else if (local_var(LVAR_reaction) <= REACTION_GOOD) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_DECENT); \
                                        else if (local_var(LVAR_reaction) <= REACTION_GREAT) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_GOOD); \
                                        else if (local_var(LVAR_reaction) <= REACTION_EXCELLENT) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_GREAT); \
                                        else \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_EXCELLENT)
/*
#define ReactToLevel if (local_var(LVAR_reaction) <= LOW_REACTION) then \
                                            set_local_var(LVAR_reaction_level,BAD); \
                                        else if (local_var(LVAR_reaction) <= HIGH_REACTION) then \
                                            set_local_var(LVAR_reaction_level,NEUTRAL); \
                                        else \
                                            set_local_var(LVAR_reaction_level,GOOD)
*/
// Takes a reaction level and generates a random reaction value.
#define LevelToReact if (local_var(LVAR_reaction_level) == REACTION_LEVEL_ABYSMAL) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_BOTTOM,REACTION_ABYSMAL)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_HORRIBLE) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_ABYSMAL,REACTION_HORRIBLE)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_BAD) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_HORRIBLE,REACTION_BAD)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_POOR) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_BAD,REACTION_POOR)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_NEUTRAL)) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_POOR,REACTION_DECENT)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_DECENT) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_DECENT,REACTION_GOOD)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_GOOD) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_GOOD,REACTION_GREAT)); \
                                        else if (local_var(LVAR_reaction_level) == REACTION_LEVEL_GREAT) then \
                                            set_local_var(LVAR_base_reaction,random(REACTION_GREAT,REACTION_EXCELLENT)); \
                                        else \
                                            set_local_var(LVAR_base_reaction,random(REACTION_EXCELLENT,REACTION_TOP))
/*
#define LevelToReact if (local_var(LVAR_reaction_level) == BAD) then \
                                            set_local_var(LVAR_reaction, random(MIN_REACTION,LOW_REACTION)); \
                                        else if (local_var(LVAR_reaction_level) == NEUTRAL) then \
                                            set_local_var(LVAR_reaction, random((MIN_REACTION+1),HIGH_REACTION)); \
                                        else \
                                            set_local_var(LVAR_reaction, random((HIGH_REACTION+1),MAX_REACTION))
*/
#define set_bad_critter_reaction set_local_var(LVAR_reaction_level, REACTION_LEVEL_BAD); \
                                        ReactToLevel
#define set_neutral_critter_reaction set_local_var(LVAR_reaction_level, REACTION_LEVEL_NEUTRAL); \
                                        ReactToLevel
#define set_good_critter_reaction set_local_var(LVAR_reaction_level, REACTION_LEVEL_GOOD); \
                                        ReactToLevel
#define ReactionAdjust(X) set_local_var(LVAR_base_reaction,(local_var(LVAR_base_reaction) + X)); \
                                        set_local_var(LVAR_reaction,(local_var(LVAR_reaction) + X)); \
                                        ReactToLevel
/* Raise Reaction */
#define UpReactTiny ReactionAdjust(TINY_BOOST)
#define UpReactMinor ReactionAdjust(MINOR_BOOST)
#define UpReactModerate ReactionAdjust(MODERATE_BOOST)
#define UpReactMajor ReactionAdjust(MAJOR_BOOST)
#define UpReactHuge ReactionAdjust(HUGE_BOOST)
#define UpReact UpReactMinor
#define BigUpReact UpReactModerate
/*
// Raises reaction value by +10, and computes new level.
#define UpReact set_local_var(LVAR_reaction,(local_var(LVAR_reaction)+10)); \
                                        ReactToLevel
// Raises reaction value by +25, and computes new level.
#define BigUpReact set_local_var(LVAR_reaction,(local_var(LVAR_reaction)+25)); \
                                        ReactToLevel
*/
// Places reaction at maximum value.
#define TopReact set_local_var(LVAR_base_reaction,REACTION_TOP); \
                                        set_local_var(LVAR_reaction_level,REACTION_LEVEL_EXCELLENT)
#define UpReactLevel set_local_var(LVAR_reaction_level,(local_var(LVAR_reaction_level)+1)); \
                                        if (local_var(LVAR_reaction_level) > REACTION_LEVEL_EXCELLENT) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_EXCELLENT); \
                                        LevelToReact
/* Lowering Reaction */
#define DownReactTiny ReactionAdjust(TINY_DROP)
#define DownReactMinor ReactionAdjust(MINOR_DROP)
#define DownReactModerate ReactionAdjust(MODERATE_DROP)
#define DownReactMajor ReactionAdjust(MAJOR_DROP)
#define DownReactHuge ReactionAdjust(HUGE_DROP)
#define DownReact DownReactMinor
#define BigDownReact DownReactModerate
/*
// Lowers reaction value by 10, and computes new level.
#define DownReact set_local_var(LVAR_reaction,(local_var(LVAR_reaction)-10)); \
                                        ReactToLevel
// Lowers reaction value by 25, and computes new level.
#define BigDownReact set_local_var(LVAR_reaction,(local_var(LVAR_reaction)-25)); \
                                        ReactToLevel
*/
// Places reaction at minimum value.
#define BottomReact set_local_var(LVAR_reaction_level,REACTION_LEVEL_ABYSMAL); \
                                        set_local_var(LVAR_base_reaction,REACTION_BOTTOM)
// Lowers reaction one level.
#define DownReactLevel set_local_var(LVAR_reaction_level,(local_var(LVAR_reaction_level)-1)); \
                                        if (local_var(LVAR_reaction_level) < REACTION_LEVEL_ABYSMAL) then \
                                            set_local_var(LVAR_reaction_level,REACTION_LEVEL_ABYSMAL); \
                                        LevelToReact
// Generates initial reaction.
#define GetReaction if (local_var(LVAR_got_reaction) == 0) then begin \
                                            set_local_var(LVAR_got_reaction,1); \
                                            set_local_var(LVAR_base_reaction,REACTION_BONUS_CHARISMA); \
                                            debug_msg("Base Reaction == "+local_var(LVAR_base_reaction)); \
                                        end \
                                        Static_Reaction:=0; \
                                        set_local_var(LVAR_reaction,0); \
                                        debug_msg("Start Reaction == "+local_var(LVAR_reaction)); \
                                        if (REACTION_BONUS_KARMA >= 0) then \
                                            reaction_bonus_karma:=(REACTION_BONUS_KARMA/KARMA_MODIFIER); \
                                        else \
                                            reaction_bonus_karma:=-1*(-1*REACTION_BONUS_KARMA/KARMA_MODIFIER); \
                                        if (TOWN_REPUTATION >= 0) then \
                                            reaction_bonus_town_rep:=(TOWN_REPUTATION/TOWN_REP_MODIFIER); \
                                        else \
                                            reaction_bonus_town_rep:=-1*(-1*TOWN_REPUTATION/TOWN_REP_MODIFIER); \
                                        if (has_sex_appeal) then begin \
                                            if (get_critter_stat(dude_obj,STAT_gender) == get_critter_stat(self_obj,STAT_gender)) then \
                                                Static_Reaction:=Static_Reaction + SAME_SEX_APPEAL; \
                                            else \
                                                Static_Reaction:=Static_Reaction + OPPOSITE_SEX_APPEAL; \
                                            debug_msg("Sex Appeal Bonus == "+Static_Reaction); \
                                        end \
                                        else \
                                            debug_msg("Sex Appeal Bonus == 0"); \
                                        if (Evil_Critter == 1) then begin \
                                            Static_Reaction:=Static_Reaction - reaction_bonus_karma; \
                                            debug_msg("Karma Reaction Bonus == "+Static_Reaction); \
                                            Static_Reaction:=Static_Reaction - reaction_bonus_town_rep; \
                                            debug_msg("Town Rep Bonus == "+Static_Reaction); \
                                            CheckKarma; \
                                            if (has_rep_holy_warrior) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_HOLY; \
                                            else if (has_rep_guardian) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_GUARDIAN; \
                                            else if (has_rep_shield) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_SHIELD; \
                                            else if (has_rep_defender) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_DEFENDER; \
                                            else if (has_rep_wanderer) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_WANDERER; \
                                            else if (has_rep_betrayer) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_BETRAYER; \
                                            else if (has_rep_sword) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_SWORD; \
                                            else if (has_rep_scourge) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_SCOURGE; \
                                            else \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_DEMON; \
                                            debug_msg("Bad Person Reaction Bonus == "+Static_Reaction); \
                                        end \
                                        else begin \
                                            Static_Reaction:=Static_Reaction + reaction_bonus_karma; \
                                            debug_msg("Karma Reaction Bonus == "+Static_Reaction); \
                                            Static_Reaction:=Static_Reaction + reaction_bonus_town_rep; \
                                            debug_msg("Town Rep Bonus == "+Static_Reaction); \
                                            CheckKarma; \
                                            if (has_rep_holy_warrior) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_HOLY; \
                                            else if (has_rep_guardian) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_GUARDIAN; \
                                            else if (has_rep_shield) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_SHIELD; \
                                            else if (has_rep_defender) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_DEFENDER; \
                                            else if (has_rep_wanderer) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_WANDERER; \
                                            else if (has_rep_betrayer) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_BETRAYER; \
                                            else if (has_rep_sword) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_SWORD; \
                                            else if (has_rep_scourge) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_SCOURGE; \
                                            else \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_DEMON; \
                                            debug_msg("Good Person Reaction Bonus == "+Static_Reaction); \
                                        end \
                                        if (Slavery_Tolerant == SLAVE_VERY_INTOLERANT) then begin \
                                            if (has_rep_slaver) then \
                                                Static_Reaction:=Static_Reaction + (2*REACTION_BONUS_SLAVER); \
                                        end \
                                        else if (Slavery_Tolerant == SLAVE_INTOLERANT) then begin \
                                            if (has_rep_slaver) then \
                                                Static_Reaction:=Static_Reaction + REACTION_BONUS_SLAVER; \
                                        end \
                                        else if (Slavery_Tolerant == SLAVE_PROUD) then begin \
                                             if (has_rep_slaver) then \
                                                Static_Reaction:=Static_Reaction - REACTION_BONUS_SLAVER; \
                                       end \
                                       debug_msg("Slaver + Aligned Reaction == "+Static_Reaction); \
                                       Static_Reaction:=Static_Reaction + REACTION_BONUS_PRESENCE; \
                                       debug_msg("Presence Reaction == "+Static_Reaction); \
                                       if (has_rep_childkiller) then \
                                            Static_Reaction:=Static_Reaction + REACTION_BONUS_CHILDKILLER; \
                                       debug_msg("Childkiller Reaction == "+Static_Reaction); \
                                       set_local_var(LVAR_reaction,(local_var(LVAR_base_reaction) + Static_Reaction)); \
                                       debug_msg("Initial Reaction == "+local_var(LVAR_reaction))
/*
#define GetReaction if (local_var(LVAR_got_reaction) == 0) then begin \
                                            set_local_var(LVAR_got_reaction,1); \
                                            set_local_var(LVAR_base_reaction,REACTION_NEUTRAL); \
                                        end \
                                        set_local_var(LVAR_reaction,(local_var(LVAR_reaction) + 5*(dude_charisma) - 25)); \
                                        set_local_var(LVAR_reaction,(local_var(LVAR_reaction) + 10*(dude_presence))); \
                                        if (has_rep_childkiller) then begin \
                                            set_local_var(LVAR_reaction,(local_var(LVAR_reaction) - 30)); \
                                        end \
                                        if (has_rep_berserker) then begin \
                                            set_local_var(LVAR_reaction,(local_var(LVAR_reaction) - 20)); \
                                        end \
                                        if (has_rep_champion) then begin \
                                            set_local_var(LVAR_reaction,(local_var(LVAR_reaction) + 20)); \
                                        end \
                                        if (has_trait(TRAIT_PERK,dude_obj,PERK_cult_of_personality)) then begin \
                                            if (check_general_rep > 0) then begin \
                                                set_local_var(LVAR_reaction,(local_var(LVAR_reaction) + check_general_rep)); \
                                            end \
                                            else begin \
                                                set_local_var(LVAR_reaction,(local_var(LVAR_reaction) - check_general_rep)); \
                                            end \
                                        end \
                                        else if (Evil_Critter == 1) then begin \
                                            set_local_var(LVAR_reaction,(local_var(LVAR_reaction) - check_general_rep)); \
                                        end \
                                        else begin \
                                            set_local_var(LVAR_reaction,(local_var(LVAR_reaction) + check_general_rep)); \
                                        end \
                                        ReactToLevel
*/
#undef check_barterable
#define check_barterable
#undef check_barterable_float
// trust me, this needs to be this way
#define check_barterable_float if (false) then begin \
                                       end
#endif // MODREACT_H

Advertisement