enderalse/source/scripts/_00e_playerhousingmaster.psc

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scriptname _00E_PlayerhousingMaster extends Quest Conditional
Actor Property player Auto
ReferenceAlias Property currentHousingObjectInTranslation Auto
ReferenceAlias Property currentHousingObjectInManipulation Auto
Message Property _00E_Playerhousing_CannotPlaceObjectsHere Auto
Message Property _00E_Playerhousing_ContainerContentMove Auto
Message Property _00E_Playerhousing_StartTutorial Auto
Message Property _00E_Playerhousing_ExpansionBoardTutorial Auto
Message Property _00E_Playerhousing_TranslationMode Auto
Message Property _00E_Playerhousing_TranslationModeTutorial Auto
Message Property _00E_Playerhousing_TranslationModeTutorial_Gamepad Auto
Message Property _00E_Playerhousing_ManipulationMode Auto
Message Property _00E_Playerhousing_ManipulationModeTutorial Auto
Message Property _00E_Playerhousing_ManipulationModeTutorial_Gamepad Auto
Sound Property UIMenuActive Auto
GlobalVariable Property _00E_Meditate_Allowed Auto
GlobalVariable Property _00E_Phasmalist_TankMode Auto
GlobalVariable Property _00E_DisableCraftingTutorials Auto
_00E_Playerhousing_Furniture currentHousingObject
Bool Property bIsInPlacementMode = False Auto Conditional
Bool Property bDisableNormalActivation = False Auto Conditional
Bool bGamepadMode = False
Bool bDroppedFromInventory = False
Int iPickupKey
Float fStoredOffsetAngleZ
Float fStoredOffsetPositionZ
String Property CONTROL_ACTIVATE = "Activate" AutoReadOnly
String Property CONTROL_SHEATH = "Ready Weapon" AutoReadOnly
;=====================================================================================
; GLOBAL FUNCTIONS
;=====================================================================================
int function _GetScriptVersion() Global
return 1
endFunction
_00E_PlayerhousingMaster Function GetMaster() Global
Return Game.GetFormFromFile(0x00043270, "Skyrim.esm") as _00E_PlayerhousingMaster
EndFunction
Bool Function ReferenceCanBeActivated(ObjectReference ref) Global
If (ref as _00E_Playerhousing_Furniture)
_00E_PlayerhousingMaster master = GetMaster()
If master
Return master.IsNormalActivationEnabled()
EndIf
EndIf
Return True
EndFunction
;=====================================================================================
; TUTORIALS
;=====================================================================================
Bool bStartTutorialShown = False
Bool bHideTranslationTutorial = False
Bool bHideTranslationTutorial_Gamepad = False
Bool bHideManipulationTutorial = False
Bool bHideManipulationTutorial_Gamepad = False
Function ShowStartBuildModeTutorial()
If _00E_DisableCraftingTutorials.GetValueInt() == 0 && bStartTutorialShown == False
bStartTutorialShown = True
_00E_Playerhousing_StartTutorial.Show()
EndIf
EndFunction
Function ShowExpansionBoardTutorial()
; Called from _00E_Game_Playerhouse_BoardSC
If _00E_Playerhousing_ExpansionBoardTutorial.Show() == 1
bHideTranslationTutorial = False
bHideTranslationTutorial_Gamepad = False
bHideManipulationTutorial = False
bHideManipulationTutorial_Gamepad = False
EndIf
EndFunction
Bool Function _ShowPlacementModeTutorial(Message msgTutorial, Bool bHideFlag)
If bHideFlag == False
Return (msgTutorial.Show() == 1)
Else
Return bHideFlag
EndIf
EndFunction
Function ShowTranslationModeTutorial()
If bGamepadMode
bHideTranslationTutorial_Gamepad = _ShowPlacementModeTutorial(_00E_Playerhousing_TranslationModeTutorial_Gamepad, bHideTranslationTutorial_Gamepad)
Else
bHideTranslationTutorial = _ShowPlacementModeTutorial(_00E_Playerhousing_TranslationModeTutorial, bHideTranslationTutorial)
EndIf
EndFunction
Function ShowManipulationModeTutorial()
If bGamepadMode
bHideManipulationTutorial_Gamepad = _ShowPlacementModeTutorial(_00E_Playerhousing_ManipulationModeTutorial_Gamepad, bHideManipulationTutorial_Gamepad)
Else
bHideManipulationTutorial = _ShowPlacementModeTutorial(_00E_Playerhousing_ManipulationModeTutorial, bHideManipulationTutorial)
EndIf
EndFunction
;=====================================================================================
; SERVICE FUNCTIONS
;=====================================================================================
Bool Function CanEnterPlacementMode()
Return (_00E_Meditate_Allowed.GetValue() != 0.0 && _00E_Phasmalist_TankMode.GetValue() == 0.0)
EndFunction
Float fPlacementModeCarryWeightMod = 0.0
Function EnterPlacementMode()
If bIsInPlacementMode == False
bIsInPlacementMode = True
_00E_Meditate_Allowed.SetValueInt(0)
Game.SetInChargen(true, true, false) ; Forbid saving the game while placing stuff
; Make the player over encumbered to prevent them from the default running and in general to slow them down
fPlacementModeCarryWeightMod = Player.GetActorValue("CarryWeight") * 2.0
If fPlacementModeCarryWeightMod < 1000.0
fPlacementModeCarryWeightMod = 1000.0
EndIf
Player.ModActorValue("CarryWeight", -fPlacementModeCarryWeightMod)
bGamepadMode = Game.UsingGamepad()
If bGamepadMode == False
iPickupKey = Input.GetMappedKey(CONTROL_SHEATH, 0)
Else
iPickupKey = 277
EndIf
EndIf
EndFunction
Function ExitPlacementMode()
If bIsInPlacementMode
bIsInPlacementMode = False
If fPlacementModeCarryWeightMod != 0.0
Player.ModActorValue("CarryWeight", fPlacementModeCarryWeightMod)
fPlacementModeCarryWeightMod = 0.0
EndIf
Game.SetInChargen(false, true, false) ; Re-allow saving
_00E_Meditate_Allowed.SetValueInt(1)
EndIf
currentHousingObject = None ; Prevent persistence
EndFunction
Function PickUpHousingObject()
; Clear currentHousingObject ASAP because of possible race conditions
_00E_Playerhousing_Furniture furnitureRef = (currentHousingObject as _00E_Playerhousing_Furniture)
currentHousingObject = None
Form furnBaseObject = furnitureRef.GetBaseObject()
If (furnBaseObject as ActorBase) || (furnBaseObject as Container)
If furnitureRef.GetNumItems() > 0
furnitureRef.RemoveAllItems(Player)
_00E_Playerhousing_ContainerContentMove.Show()
Else
; Whatever...
furnitureRef.RemoveAllItems(Player)
EndIf
EndIf
Player.AddItem(furnitureRef.GetInventoryItem(), 1, False)
furnitureRef.Disable()
_00E_Phasmalist_Workbench worbenchRef = (furnitureRef as ObjectReference) as _00E_Phasmalist_Workbench
If worbenchRef
worbenchRef.OnPickUp()
EndIf
furnitureRef.Delete()
EndFunction
Function FinishPlacingHousingObject()
; Clear currentHousingObject ASAP because of possible race conditions
_00E_Playerhousing_Furniture furnitureRef = (currentHousingObject as _00E_Playerhousing_Furniture)
currentHousingObject = None
Utility.Wait(0.05) ; Wait for the shaders to stop for sure
furnitureRef.finishPlacement()
PlaySwitchSound()
EndFunction
Function PlaySwitchSound()
UIMenuActive.Play(player)
EndFunction
Function RegisterNewHousingObjectOffsets(Float fNewOffsetAngleZ, Float fNewOffsetPositionZ)
fStoredOffsetAngleZ = fNewOffsetAngleZ
fStoredOffsetPositionZ = fNewOffsetPositionZ
EndFunction
;=====================================================================================
; CONTROLS
;=====================================================================================
Bool bLockActions = False
Bool bActiveActivate = False
Function LockActions()
bLockActions = True
InterruptActivate()
EndFunction
Function UnlockActions()
bLockActions = False
InterruptActivate()
EndFunction
Function InterruptActivate()
If bActiveActivate
bActiveActivate = False
UnregisterForUpdate()
EndIf
EndFunction
Function EnableBuildmodeControls()
RegisterForControl(CONTROL_ACTIVATE)
If bIsInPlacementMode && iPickupKey > 0
RegisterForKey(iPickupKey)
EndIf
UnlockActions()
EndFunction
Function DisableBuildmodeControls()
LockActions()
UnregisterForAllControls()
UnregisterForAllKeys()
UnregisterForUpdate()
EndFunction
Event OnControlDown(String control)
If control == CONTROL_ACTIVATE
If bActiveActivate
bActiveActivate = False
bDisableNormalActivation = True
UnregisterForUpdate()
ElseIf bLockActions == False
bActiveActivate = True
bDisableNormalActivation = False
RegisterForSingleUpdate(1.1)
EndIf
EndIf
EndEvent
Event OnControlUp(String control, Float holdTime)
If control == CONTROL_ACTIVATE
If bActiveActivate
bActiveActivate = False
UnregisterForUpdate()
If bLockActions == False
activateShortPressed()
EndIf
EndIf
EndIf
EndEvent
Event OnUpdate()
If bActiveActivate
bActiveActivate = False
bDisableNormalActivation = True
If bLockActions == False
activateLongPressed()
EndIf
EndIf
EndEvent
Event OnKeyDown(Int iKeyCode)
If iKeyCode == iPickupKey
If bLockActions == False
pickUpPressed()
EndIf
EndIf
EndEvent
;=====================================================================================
; DEFAULT STATE
;=====================================================================================
Event OnBeginState()
ExitPlacementMode()
bDisableNormalActivation = False
EndEvent
Function playerItemDropped(_00E_Playerhousing_FurnitureItem akItemReference)
; Called from _00E_Playerhousing_FurnitureItem on a placeable dropped from the inventory
Player.AddItem(akItemReference, 1, False)
_00E_Playerhousing_CannotPlaceObjectsHere.Show()
EndFunction
Function activateShortPressed()
; Process short activate press
EndFunction
Function activateLongPressed()
; Process long activate press
EndFunction
Function pickUpPressed()
; Process pick up key press
EndFunction
Function enableBuildmode()
; Enter the build mode when the player enters their house
ShowStartBuildModeTutorial()
GoToState("Buildmode")
EndFunction
Function disableBuildmode()
; Exit a build mode when the player leaves their house
EndFunction
Bool Function IsNormalActivationEnabled()
; The player can activate a placeable furniture normally
Return True
EndFunction
;=====================================================================================
; STATE Buildmode
;=====================================================================================
STATE Buildmode
; The player can enter the manipulation or translation mode by choosing a housing object or dropping a housing item
Event OnBeginState()
ExitPlacementMode()
bDisableNormalActivation = True
EnableBuildmodeControls()
EndEvent
Event OnEndState()
DisableBuildmodeControls()
EndEvent
Function playerItemDropped(_00E_Playerhousing_FurnitureItem akItemReference)
If CanEnterPlacementMode() == False || bLockActions ; Locked by something else
Player.AddItem(akItemReference, 1, False)
Return
EndIf
LockActions()
currentHousingObject = akItemReference.placeFurnitureAtMe()
If currentHousingObject == None
; Some error happened
Player.AddItem(akItemReference, 1, False)
UnlockActions()
Return
EndIf
DisableBuildmodeControls()
akItemReference.Disable()
currentHousingObject.InventoryItem = akItemReference.GetBaseObject()
akItemReference.Delete()
bDroppedFromInventory = True
GoToState("Translation")
EndFunction
Function activateLongPressed()
LockActions()
_00E_Playerhousing_Furniture targetRef = Game.GetCurrentCrosshairRef() as _00E_Playerhousing_Furniture
If targetRef && targetRef.IsFurnitureInUse() == False && Utility.IsInMenuMode() == False && CanEnterPlacementMode()
currentHousingObject = targetRef
GoToState("Translation")
Else
UnlockActions()
EndIf
EndFunction
Function activateShortPressed()
ObjectReference targetRef = Game.GetCurrentCrosshairRef()
If (targetRef as _00E_Playerhousing_Furniture) && (bLockActions == False)
If (targetRef as _00E_Playerhousing_FurnitureItem)
; Activate() would mean "Take" for this misc. object, so do nothing
ElseIf (targetRef as _00E_Playerhousing_MannequinControl) || (targetRef as _00E_BedScript) || (targetRef as _00E_Phasmalist_Workbench) || (targetRef as _00E_PlaceableGrammophonPlay)
; 2.1 TODO: Add crafting workbenches
; These objects do activation themselves in OnActivate event
Else
targetRef.Activate(player, true)
EndIf
EndIf
EndFunction
Function enableBuildmode()
; Do nothing
EndFunction
Function disableBuildmode()
GoToState("")
EndFunction
Bool Function IsNormalActivationEnabled()
Return ((bDisableNormalActivation == False) && (bLockActions == False))
EndFunction
ENDSTATE
;=====================================================================================
; STATE Translation
;=====================================================================================
STATE Translation
; The selected housing object is moved with the player
Event OnBeginState()
Bool bEnteringPlacement = (bIsInPlacementMode == False)
Game.DisablePlayerControls(abMovement = false, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = false, abMenu = true, abActivate = true)
EnterPlacementMode()
If bEnteringPlacement && bDroppedFromInventory == False
ObjectReference housingObjRef = currentHousingObject as ObjectReference
If (housingObjRef as _00E_PlaceableGrammophonPlay)
(housingObjRef as _00E_PlaceableGrammophonPlay).StopMusic()
EndIf
EndIf
If bDroppedFromInventory == False
PlaySwitchSound()
Else
bDroppedFromInventory = False
EndIf
_00E_Playerhousing_TranslationMode.Show()
(currentHousingObjectInTranslation as _00E_PlayerhousingCurrentOTranslation).Setup(currentHousingObject, bEnteringPlacement, fStoredOffsetAngleZ, fStoredOffsetPositionZ)
ShowTranslationModeTutorial()
EnableBuildmodeControls()
EndEvent
Event OnEndState()
Game.EnablePlayerControls(abMovement = true, abFighting = true, abCamSwitch = true, abLooking = true, abSneaking = true, abMenu = true, abActivate = true)
EndEvent
Function activateShortPressed()
DisableBuildmodeControls()
(currentHousingObjectInTranslation as _00E_PlayerhousingCurrentOTranslation).Shutdown()
GoToState("Manipulation")
EndFunction
Function activateLongPressed()
DisableBuildmodeControls()
(currentHousingObjectInTranslation as _00E_PlayerhousingCurrentOTranslation).Shutdown()
FinishPlacingHousingObject()
GoToState("Buildmode")
EndFunction
Function pickUpPressed()
DisableBuildmodeControls()
(currentHousingObjectInTranslation as _00E_PlayerhousingCurrentOTranslation).Shutdown()
PickUpHousingObject()
GoToState("Buildmode")
EndFunction
Function enableBuildmode()
; Do nothing
EndFunction
Function disableBuildmode()
DisableBuildmodeControls()
(currentHousingObjectInTranslation as _00E_PlayerhousingCurrentOTranslation).Shutdown()
If currentHousingObject
PickUpHousingObject()
EndIf
GoToState("")
EndFunction
Bool Function IsNormalActivationEnabled()
Return False
EndFunction
ENDSTATE
;=====================================================================================
; STATE Manipulation
;=====================================================================================
STATE Manipulation
; The player can change orientation or altitude of the selected housing object by using the keys
Event OnBeginState()
Game.DisablePlayerControls(abMovement = false, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = false, abMenu = true, abActivate = true)
Game.SetPlayerAIDriven(True)
PlaySwitchSound()
_00E_Playerhousing_ManipulationMode.Show()
(currentHousingObjectInManipulation as _00E_PlayerhousingCurrentOManipulate).Setup(currentHousingObject)
ShowManipulationModeTutorial()
EnableBuildmodeControls()
EndEvent
Event OnEndState()
Game.SetPlayerAIDriven(False)
Game.EnablePlayerControls(abMovement = true, abFighting = true, abCamSwitch = true, abLooking = true, abSneaking = true, abMenu = true, abActivate = true)
EndEvent
Function activateShortPressed()
DisableBuildmodeControls()
(currentHousingObjectInManipulation as _00E_PlayerhousingCurrentOManipulate).Shutdown(True)
GoToState("Translation")
EndFunction
Function activateLongPressed()
DisableBuildmodeControls()
(currentHousingObjectInManipulation as _00E_PlayerhousingCurrentOManipulate).Shutdown(False)
FinishPlacingHousingObject()
GoToState("Buildmode")
EndFunction
Function pickUpPressed()
DisableBuildmodeControls()
(currentHousingObjectInManipulation as _00E_PlayerhousingCurrentOManipulate).Shutdown(False)
PickUpHousingObject()
GoToState("Buildmode")
EndFunction
Function enableBuildmode()
; Do nothing
EndFunction
Function disableBuildmode()
DisableBuildmodeControls()
(currentHousingObjectInManipulation as _00E_PlayerhousingCurrentOManipulate).Shutdown(False)
If currentHousingObject
PickUpHousingObject()
EndIf
GoToState("")
EndFunction
Bool Function IsNormalActivationEnabled()
Return False
EndFunction
ENDSTATE