287 lines
9.2 KiB
Plaintext
287 lines
9.2 KiB
Plaintext
Scriptname _00E_BardDialogueFunctions extends Quest Conditional
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Scene Property BardDialogue_Instrumental20 Auto
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Scene Property BardDialogue_LastSunset Auto
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Scene Property BardDialogue_LastSunsetInstrumental Auto
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Scene Property BardDialogue_Song06 Auto
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Scene Property BardDialogue_Song08 Auto
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Scene Property BardDialogue_Song09 Auto
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Scene Property BardDialogue_Song10 Auto
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Scene Property BardDialogue_Song11 Auto
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Scene Property BardDialogue_TheAgedMan Auto
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Scene Property BardDialogue_TheAgedManInstrumental Auto
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Scene Property BardDialogue_Vatyra Auto
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Scene Property BardDialogue_VatyraInstrumental Auto
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Scene Property BardDialogue_WaywardWanderer Auto
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Scene Property BardDialogue_WaywardWandererInstrumental Auto
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Scene Property BardDialogue_WelcomeYouDrunkards Auto
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Scene Property BardDialogue_Whisperwood Auto
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Scene Property BardDialogue_SongWaageScene Auto ; Added in FS
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ReferenceAlias Property SingingBard Auto
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LocationAlias Property Location_Alias Auto
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Quest Property BardAudience Auto
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Location Property _00E_DunevilleInteriorLocation auto
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Location Property _00E_FlusshaimTaverneLocation auto
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Location Property _00E_SuntempleQuarters auto
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Location Property _00E_UEEntr_FalseDog_Location auto
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Location Property BauernkuesteRoterOchseLocation auto
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Location Property CapitalCityTheFatLeoranLocation auto
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Location Property SchneefelstaverneInteriorLocation auto
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Idle Property IdleStop Auto
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Scene[] BardSongList
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Int nBardSongsTotal
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Bool bSongHasQuestAudience = False
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Bool bQuestAudienceCheering = False
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Scene NextSongScene = None
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Scene Property LastSongScene1 Auto Conditional Hidden
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Scene LastSongScene2 = None
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Scene LastSongScene3 = None
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Int Property QUEST_AUDIENCE_CHANCE = 67 AutoReadOnly
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function Setup(Actor akBard, Scene _LastSongScene)
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bSongHasQuestAudience = False
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bQuestAudienceCheering = False
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NextSongScene = None
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LastSongScene1 = _LastSongScene
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LastSongScene2 = None
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LastSongScene3 = None
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SingingBard.ForceRefTo(akBard)
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PlayRandomSong(0.1)
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EndFunction
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Function PrepareAudience(Int iAudienceInitialStage) ; A song is about to start, prepare the audience. Called from the scenes.
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SendModEvent("BardSongStarted")
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If IsQuestAudienceLocation() && iAudienceInitialStage > 0
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bSongHasQuestAudience = True
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If BardAudience.IsRunning() == False && bQuestAudienceCheering == False
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If iAudienceInitialStage == 10
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Int iAudienceRoll = Utility.RandomInt(1, 100)
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If iAudienceRoll <= QUEST_AUDIENCE_CHANCE
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If iAudienceRoll < (QUEST_AUDIENCE_CHANCE / 2) ; Roughly a 50% chance it will be the more lively audience
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iAudienceInitialStage = 20
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EndIf
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Else
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iAudienceInitialStage = 0
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EndIf
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EndIf
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If iAudienceInitialStage > 0
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BardAudience.SetCurrentStageID(iAudienceInitialStage)
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EndIf
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EndIf
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EndIf
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bQuestAudienceCheering = False
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EndFunction
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Function OnSongStart(Scene songScene) ; The bard is actually starting to sing or make instrumental sounds. Called from the scenes.
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NextSongScene = None
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LastSongScene3 = LastSongScene2
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LastSongScene2 = LastSongScene1
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LastSongScene1 = songScene
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EndFunction
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Function CheerAudience() ; When a song ends normally, time for the audience to cheer. Called from the scenes.
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SendModEvent("BardSongApplaud")
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If IsQuestAudienceLocation() && BardAudience.IsRunning()
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Int iCurrentAudienceStage = BardAudience.GetCurrentStageID()
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If iCurrentAudienceStage >= 10 && iCurrentAudienceStage <= 20
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BardAudience.SetCurrentStageID(100)
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bQuestAudienceCheering = True
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EndIf
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EndIf
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EndFunction
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Function OnSongEnd() ; When a song ends normally or is interrupted. Called from the scenes.
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Actor akBard = SingingBard.GetActorReference() ; If akBard is None in OnSongEnd, most likely it's the player just left the cell and the quest is stopping
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Bool bLongDelay = False
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If akBard
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akBard.PlayIdle(IdleStop)
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EndIf
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SendModEvent("BardSongEnded")
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If bSongHasQuestAudience == False && BardAudience.IsRunning() && BardAudience.GetCurrentStageID() < 100
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BardAudience.Stop()
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EndIf
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If akBard
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Float fNextSongDelay
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If bQuestAudienceCheering
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; A longer gap between songs is needed if the quest audience is applauding
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; because otherwise the bard fails to properly pick up the "play intrument" animation at the start of the next song
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fNextSongDelay = Utility.RandomFloat(5.0, 6.0)
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Else
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fNextSongDelay = Utility.RandomFloat(1.5, 3.0)
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EndIf
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PlayRandomSong(fNextSongDelay)
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EndIf
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EndFunction
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Function PlayRandomSong(Float fDelay)
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LockNextSongUpdate()
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If NextSongScene == None
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BuildSongList(False)
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PickRandomSongFromSongList()
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EndIf
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UnlockNextSongUpdate()
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RegisterForSingleUpdate(fDelay)
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EndFunction
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Function PlayRequestedSong(Scene requestedSongScene)
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LockNextSongUpdate()
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If requestedSongScene
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NextSongScene = requestedSongScene
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Else
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BuildSongList(True)
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PickRandomSongFromSongList()
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EndIf
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UnlockNextSongUpdate()
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RegisterForSingleUpdate(0.1)
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EndFunction
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Event OnUpdate()
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Actor akBard = SingingBard.GetActorReference()
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If akBard == None
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Stop()
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Return
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EndIf
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If akBard.IsInDialogueWithPlayer()
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RegisterForSingleUpdate(1.0)
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Return
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EndIf
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bSongHasQuestAudience = False
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If NextSongScene
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NextSongScene.ForceStart()
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EndIf
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EndEvent
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Function BuildSongList(Bool bOnlyVocalSongs)
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BardSongList = New Scene[16]
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nBardSongsTotal = 0
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Location bardLoc = Location_Alias.GetLocation()
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If bardLoc == CapitalCityTheFatLeoranLocation || bardLoc == _00E_DunevilleInteriorLocation || bardLoc == _00E_UEEntr_FalseDog_Location ; VT_Gerril
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AddSongToList(BardDialogue_WaywardWanderer)
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AddSongToList(BardDialogue_TheAgedMan)
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AddSongToList(BardDialogue_LastSunset)
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AddSongToList(BardDialogue_Whisperwood)
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AddSongToList(BardDialogue_Song06) ; Black Guardian
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AddSongToList(BardDialogue_Vatyra)
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AddSongToList(BardDialogue_Song08) ; Wild Mages
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AddSongToList(BardDialogue_Song09) ; Lost Ones
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AddSongToList(BardDialogue_Song10) ; Crimson Star
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AddSongToList(BardDialogue_Song11) ; Winter Sky (Firmament)
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AddSongToList(BardDialogue_WelcomeYouDrunkards)
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ElseIf bardLoc == _00E_FlusshaimTaverneLocation || bardLoc == _00E_SuntempleQuarters ; VT_Liliath
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AddSongToList(BardDialogue_WaywardWanderer)
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AddSongToList(BardDialogue_TheAgedMan)
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AddSongToList(BardDialogue_LastSunset)
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AddSongToList(BardDialogue_Whisperwood)
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AddSongToList(BardDialogue_Song06) ; Black Guardian
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AddSongToList(BardDialogue_Vatyra)
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AddSongToList(BardDialogue_Song08) ; Wild Mages
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AddSongToList(BardDialogue_Song09) ; Lost Ones
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AddSongToList(BardDialogue_Song10) ; Crimson Star
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ElseIf bardLoc == BauernkuesteRoterOchseLocation ; VT_FS_Bard
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AddSongToList(BardDialogue_Vatyra)
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AddSongToList(BardDialogue_Song11) ; Winter Sky (Firmament)
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AddSongToList(BardDialogue_TheAgedMan)
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AddSongToList(BardDialogue_SongWaageScene)
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AddSongToList(BardDialogue_Song10) ; Crimson Star
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AddSongToList(BardDialogue_WelcomeYouDrunkards)
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ElseIf bardLoc == SchneefelstaverneInteriorLocation ; VT_Lara
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If bOnlyVocalSongs
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LastSongScene3 = None ; The list is too short
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EndIf
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AddSongToList(BardDialogue_WaywardWanderer)
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AddSongToList(BardDialogue_Vatyra)
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AddSongToList(BardDialogue_Song11) ; Winter Sky (Firmament)
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Else
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If bardLoc
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Debug.Notification("ERROR BardDialogue: unsupported location!")
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Debug.Trace("ERROR BardDialogue: unsupported location (" + bardLoc + ")")
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EndIf
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Return
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EndIf
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If bOnlyVocalSongs == False
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AddSongToList(BardDialogue_VatyraInstrumental)
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AddSongToList(BardDialogue_WaywardWandererInstrumental)
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AddSongToList(BardDialogue_TheAgedManInstrumental)
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AddSongToList(BardDialogue_LastSunsetInstrumental)
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AddSongToList(BardDialogue_Instrumental20) ; Drum Instrumental
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EndIf
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EndFunction
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Function AddSongToList(Scene songScene)
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If songScene == LastSongScene1 || songScene == LastSongScene2 || songScene == LastSongScene3
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Return ; Has been already played recently
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EndIf
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If nBardSongsTotal >= BardSongList.Length
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Debug.Notification("ERROR BardDialogue: out of free slots for songs!")
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Debug.Trace("ERROR BardDialogue: out of free slots for songs")
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Return
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EndIf
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BardSongList[nBardSongsTotal] = songScene
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nBardSongsTotal += 1
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EndFunction
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Function PickRandomSongFromSongList()
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If nBardSongsTotal == 1
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NextSongScene = BardSongList[0]
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ElseIf nBardSongsTotal > 1
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NextSongScene = BardSongList[Utility.RandomInt(0, nBardSongsTotal - 1)]
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Else ; nBardSongsTotal < 1
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NextSongScene = None
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EndIf
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EndFunction
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Actor Function GetSingingBardActor()
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Return SingingBard.GetActorReference()
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EndFunction
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Bool Function IsQuestAudienceLocation()
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Location bardLoc = Location_Alias.GetLocation()
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If bardLoc == _00E_FlusshaimTaverneLocation || bardLoc == _00E_DunevilleInteriorLocation || bardLoc == _00E_UEEntr_FalseDog_Location
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Return True
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Else
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Return False
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EndIf
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EndFunction
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;=====================================================================================
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; NEXT SONG LOCK
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;=====================================================================================
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Bool bNextSongUpdateLocked = False
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Function LockNextSongUpdate()
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While bNextSongUpdateLocked
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Utility.WaitMenuMode(0.1)
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EndWhile
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bNextSongUpdateLocked = True
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EndFunction
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Function UnlockNextSongUpdate()
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bNextSongUpdateLocked = False
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EndFunction
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