enderalse/source/scripts/playerbookshelfcontainerscript.psc

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Scriptname PlayerBookShelfContainerScript extends ObjectReference
import debug
import utility
Form Property LItemBookClutter Auto
{Clutter item list to fill the shelf with}
Keyword Property BookShelfBook01 Auto
Keyword Property BookShelfBook02 Auto
Keyword Property BookShelfBook03 Auto
Keyword Property BookShelfBook04 Auto
Keyword Property BookShelfBook05 Auto
Keyword Property BookShelfBook06 Auto
Keyword Property BookShelfBook07 Auto
Keyword Property BookShelfBook08 Auto
Keyword Property BookShelfBook09 Auto
Keyword Property BookShelfBook10 Auto
Keyword Property BookShelfBook11 Auto
Keyword Property BookShelfBook12 Auto
Keyword Property BookShelfBook13 Auto
Keyword Property BookShelfBook14 Auto
Keyword Property BookShelfBook15 Auto
Keyword Property BookShelfBook16 Auto
Keyword Property BookShelfBook17 Auto
Keyword Property BookShelfBook18 Auto
Keyword Property BookShelfTrigger01 Auto
Keyword Property BookShelfTrigger02 Auto
Keyword Property BookShelfTrigger03 Auto
Keyword Property BookShelfTrigger04 Auto
{List of required Keywords}
ObjectReference Property BookMarker01 Auto Hidden
ObjectReference Property BookMarker02 Auto Hidden
ObjectReference Property BookMarker03 Auto Hidden
ObjectReference Property BookMarker04 Auto Hidden
ObjectReference Property BookMarker05 Auto Hidden
ObjectReference Property BookMarker06 Auto Hidden
ObjectReference Property BookMarker07 Auto Hidden
ObjectReference Property BookMarker08 Auto Hidden
ObjectReference Property BookMarker09 Auto Hidden
ObjectReference Property BookMarker10 Auto Hidden
ObjectReference Property BookMarker11 Auto Hidden
ObjectReference Property BookMarker12 Auto Hidden
ObjectReference Property BookMarker13 Auto Hidden
ObjectReference Property BookMarker14 Auto Hidden
ObjectReference Property BookMarker15 Auto Hidden
ObjectReference Property BookMarker16 Auto Hidden
ObjectReference Property BookMarker17 Auto Hidden
ObjectReference Property BookMarker18 Auto Hidden
ObjectReference Property BookShelfTrigger01Ref Auto Hidden
ObjectReference Property BookShelfTrigger02Ref Auto Hidden
ObjectReference Property BookShelfTrigger03Ref Auto Hidden
ObjectReference Property BookShelfTrigger04Ref Auto Hidden
Int Property MaxBooksAllowed Auto Hidden
{Max books allowed on this partciular shelf}
Int Property CurrentBookAmount Auto Hidden
{The current amount of books placed on the shelf}
Form Property EmptyForm Auto Hidden
{Null Form}
ObjectReference Property EmptyRef Auto Hidden
{Null Ref}
Form Property CurrentBookForm Auto Hidden
{Book Form we are working with at any one time}
ObjectReference Property CurrentBookRef Auto Hidden
{Book Ref we are working with at any one time}
Form Property PlacedBook01 Auto Hidden
Form Property PlacedBook02 Auto Hidden
Form Property PlacedBook03 Auto Hidden
Form Property PlacedBook04 Auto Hidden
Form Property PlacedBook05 Auto Hidden
Form Property PlacedBook06 Auto Hidden
Form Property PlacedBook07 Auto Hidden
Form Property PlacedBook08 Auto Hidden
Form Property PlacedBook09 Auto Hidden
Form Property PlacedBook10 Auto Hidden
Form Property PlacedBook11 Auto Hidden
Form Property PlacedBook12 Auto Hidden
Form Property PlacedBook13 Auto Hidden
Form Property PlacedBook14 Auto Hidden
Form Property PlacedBook15 Auto Hidden
Form Property PlacedBook17 Auto Hidden
Form Property PlacedBook16 Auto Hidden
Form Property PlacedBook18 Auto Hidden
{List of Placed Book Forms}
ObjectReference Property PlacedBook01Ref Auto Hidden
ObjectReference Property PlacedBook02Ref Auto Hidden
ObjectReference Property PlacedBook03Ref Auto Hidden
ObjectReference Property PlacedBook04Ref Auto Hidden
ObjectReference Property PlacedBook05Ref Auto Hidden
ObjectReference Property PlacedBook06Ref Auto Hidden
ObjectReference Property PlacedBook07Ref Auto Hidden
ObjectReference Property PlacedBook08Ref Auto Hidden
ObjectReference Property PlacedBook09Ref Auto Hidden
ObjectReference Property PlacedBook10Ref Auto Hidden
ObjectReference Property PlacedBook11Ref Auto Hidden
ObjectReference Property PlacedBook12Ref Auto Hidden
ObjectReference Property PlacedBook13Ref Auto Hidden
ObjectReference Property PlacedBook14Ref Auto Hidden
ObjectReference Property PlacedBook15Ref Auto Hidden
ObjectReference Property PlacedBook17Ref Auto Hidden
ObjectReference Property PlacedBook16Ref Auto Hidden
ObjectReference Property PlacedBook18Ref Auto Hidden
{List of Placed Book Refs}
Bool Property AlreadyLoaded = FALSE Auto Hidden
{Whether this scritp has already went through it's OnCellLoad() Event}
Bool Property BlockBooks = FALSE Auto Hidden
{Used for when you can't place any more books}
Message Property BookShelfFirstActivateMESSAGE Auto
{Display message when the player activates a bookshelf for the first time. Only displays once.}
Message Property BookShelfNoMoreRoomMESSAGE Auto
{Displayed message for when the amount of books the player is placing excedes the shelf limit.}
Message Property BookShelfNotABookMESSAGE Auto
{Message displayed when the player places a non book form in the container.}
Message Property BookShelfRoomLeftMESSAGE Auto
{Notification that tells the player how much room is left on the shelf upon first activating it.}
GlobalVariable Property BookShelfGlobal Auto
{Global showing whether or not the player has ever activated a bookshelf}
EVENT OnCellLoad()
if AlreadyLoaded == FALSE
;Trace("BOOKCASE - Running OnCellLoad()")
; Get all the book markers
BookMarker01 = GetLinkedRef(BookShelfBook01)
BookMarker02 = GetLinkedRef(BookShelfBook02)
BookMarker03 = GetLinkedRef(BookShelfBook03)
BookMarker04 = GetLinkedRef(BookShelfBook04)
BookMarker05 = GetLinkedRef(BookShelfBook05)
BookMarker06 = GetLinkedRef(BookShelfBook06)
BookMarker07 = GetLinkedRef(BookShelfBook07)
BookMarker08 = GetLinkedRef(BookShelfBook08)
BookMarker09 = GetLinkedRef(BookShelfBook09)
BookMarker10 = GetLinkedRef(BookShelfBook10)
BookMarker11 = GetLinkedRef(BookShelfBook11)
BookMarker12 = GetLinkedRef(BookShelfBook12)
BookMarker13 = GetLinkedRef(BookShelfBook13)
BookMarker14 = GetLinkedRef(BookShelfBook14)
BookMarker15 = GetLinkedRef(BookShelfBook15)
BookMarker16 = GetLinkedRef(BookShelfBook16)
BookMarker17 = GetLinkedRef(BookShelfBook17)
BookMarker18 = GetLinkedRef(BookShelfBook18)
BookShelfTrigger01Ref = (GetLinkedRef(BookShelfTrigger01) as PlayerBookShelfTriggerSCRIPT)
BookShelfTrigger02Ref = (GetLinkedRef(BookShelfTrigger02) as PlayerBookShelfTriggerSCRIPT)
BookShelfTrigger03Ref = (GetLinkedRef(BookShelfTrigger03) as PlayerBookShelfTriggerSCRIPT)
BookShelfTrigger04Ref = (GetLinkedRef(BookShelfTrigger04) as PlayerBookShelfTriggerSCRIPT)
; Count how many books can be placed on this shelf
CountMaxBooks()
AlreadyLoaded = TRUE
endif
endEVENT
EVENT OnActivate(ObjectReference akActionRef)
; Removing all items from container as a precaution
;Trace("BOOKCASE - I've been ACTIVATED!")
BlockActivate()
;Trace("BOOKCASE - Blocking activate on all books")
;Trace("BOOKCASE - BookShelfTrigger01Ref = " + BookShelfTrigger01Ref)
BookShelfRoomLeftMESSAGE.Show((MaxBooksAllowed - CurrentBookAmount))
;debug.Notification("You can place " + (MaxBooksAllowed - CurrentBookAmount) + " more books on this shelf.")
if (BookShelfGlobal.GetValue() == 0)
BookShelfFirstActivateMESSAGE.Show()
BookShelfGlobal.SetValue(1)
endif
;CurrentBookAmount = 0
if BookShelfTrigger01Ref
;Trace("BOOKCASE - Setting FIRST trigger to GoToState IgnoreBooks")
BookShelfTrigger01Ref.GoToState("IgnoreBooks")
endif
if BookShelfTrigger02Ref
;Trace("BOOKCASE - Setting SECOND trigger to GoToState IgnoreBooks")
BookShelfTrigger02Ref.GoToState("IgnoreBooks")
endif
if BookShelfTrigger03Ref
;Trace("BOOKCASE - Setting THIRD trigger to GoToState IgnoreBooks")
BookShelfTrigger03Ref.GoToState("IgnoreBooks")
endif
if BookShelfTrigger04Ref
;Trace("BOOKCASE - Setting FOURTH trigger to GoToState IgnoreBooks")
BookShelfTrigger04Ref.GoToState("IgnoreBooks")
endif
Wait(0.25)
; The following will fire when the player leaves inventory
;Trace("BOOKCASE - Out of Inventory so placing all the books")
UpdateBooks()
if BookShelfTrigger01Ref
;Trace("BOOKCASE - Setting FIRST trigger to GoToState WaitForBooks")
BookShelfTrigger01Ref.GoToState("WaitForBooks")
endif
if BookShelfTrigger02Ref
;Trace("BOOKCASE - Setting SECOND trigger to GoToState WaitForBooks")
BookShelfTrigger02Ref.GoToState("WaitForBooks")
endif
if BookShelfTrigger03Ref
;Trace("BOOKCASE - Setting THIRD trigger to GoToState WaitForBooks")
BookShelfTrigger03Ref.GoToState("WaitForBooks")
endif
if BookShelfTrigger04Ref
;Trace("BOOKCASE - Setting FOURTH trigger to GoToState WaitForBooks")
BookShelfTrigger04Ref.GoToState("WaitForBooks")
endif
endEVENT
Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
if (akBaseItem as Book)
if BlockBooks == FALSE
; If the item is a book find the corresponding book reference and remove it.
;Trace("BOOKCASE - Form being Removed " + akBaseItem + " is a Book! Remove it from the list")
RemoveBooks(akBaseItem, aiItemCount)
CurrentBookAmount = CurrentBookAmount - aiItemCount
else
BlockBooks = FALSE
endif
endif
endEvent
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
;Trace("BOOKCASE - Adding " + akBaseItem + " to the Book Container")
if (akBaseItem as Book)
; If the item being added is a book then check to see if there is room in on the shelf.
;Trace("BOOKCASE - Form being Added " + akBaseItem + " is a Book!")
if ((aiItemCount + CurrentBookAmount) <= MaxBooksAllowed)
; There's room on teh shelf, manage the book placement
;Trace("BOOKCASE - " + CurrentBookAmount + "/" + MaxBooksAllowed + " There is room for another book, lets place it on the shelf.")
AddBooks(akBaseItem, aiItemCount)
CurrentBookAmount = CurrentBookAmount + aiItemCount
else
; There is no room on the shelf. Tell the player this and give him his book back.
;Trace("BOOKCASE - " + CurrentBookAmount + "/" + MaxBooksAllowed + " There's no more room for books on this shelf.")
utility.waitMenuMode(0)
;MessageBox("You can't place that many books on this shelf")
BookShelfNoMoreRoomMESSAGE.Show()
;Trace("BOOKCASE - Remove it from this container...")
BlockBooks = TRUE
self.RemoveItem(akBaseItem, aiItemCount, true, Game.GetPlayer())
;Trace("BOOKCASE - ...and give it back to the player")
endif
else
; The item placed in the container isn't a book, so give the player back and tell him only books are allowed.
;Trace("BOOKCASE - Form " + akBaseItem + " is NOT a Book!")
;Trace("BOOKCASE - Since the placed item wasn't a book remove it from the container...")
self.RemoveItem(akBaseItem, aiItemCount, true, Game.GetPlayer())
;Trace("BOOKCASE - ...and give it back to the player")
;(Game.GetPlayer()).AddItem(akBaseItem, aiItemCount, True)
utility.WaitMenuMode(0)
;MessageBox("You can only place books on this shelf")
BookShelfNotABookMESSAGE.Show()
endif
endEvent
Function BlockActivate()
if Placedbook01Ref
PlacedBook01Ref.BlockActivation(TRUE)
endif
if Placedbook02Ref
PlacedBook02Ref.BlockActivation(TRUE)
endif
if Placedbook03Ref
PlacedBook03Ref.BlockActivation(TRUE)
endif
if Placedbook04Ref
PlacedBook04Ref.BlockActivation(TRUE)
endif
if Placedbook05Ref
PlacedBook05Ref.BlockActivation(TRUE)
endif
if Placedbook06Ref
PlacedBook06Ref.BlockActivation(TRUE)
endif
if Placedbook07Ref
PlacedBook07Ref.BlockActivation(TRUE)
endif
if Placedbook08Ref
PlacedBook08Ref.BlockActivation(TRUE)
endif
if Placedbook09Ref
PlacedBook09Ref.BlockActivation(TRUE)
endif
if Placedbook10Ref
PlacedBook10Ref.BlockActivation(TRUE)
endif
if Placedbook11Ref
PlacedBook11Ref.BlockActivation(TRUE)
endif
if Placedbook12Ref
PlacedBook12Ref.BlockActivation(TRUE)
endif
if Placedbook13Ref
PlacedBook13Ref.BlockActivation(TRUE)
endif
if Placedbook14Ref
PlacedBook14Ref.BlockActivation(TRUE)
endif
if Placedbook15Ref
PlacedBook15Ref.BlockActivation(TRUE)
endif
if Placedbook16Ref
PlacedBook16Ref.BlockActivation(TRUE)
endif
if Placedbook17Ref
PlacedBook17Ref.BlockActivation(TRUE)
endif
if Placedbook18Ref
PlacedBook18Ref.BlockActivation(TRUE)
endif
;Trace("BOOKCASE - All book activation has been blocked")
endFunction
Function UnBlockActivate()
if Placedbook01Ref
PlacedBook01Ref.BlockActivation(FALSE)
endif
if Placedbook02Ref
PlacedBook02Ref.BlockActivation(FALSE)
endif
if Placedbook03Ref
PlacedBook03Ref.BlockActivation(FALSE)
endif
if Placedbook04Ref
PlacedBook04Ref.BlockActivation(FALSE)
endif
if Placedbook05Ref
PlacedBook05Ref.BlockActivation(FALSE)
endif
if Placedbook06Ref
PlacedBook06Ref.BlockActivation(FALSE)
endif
if Placedbook07Ref
PlacedBook07Ref.BlockActivation(FALSE)
endif
if Placedbook08Ref
PlacedBook08Ref.BlockActivation(FALSE)
endif
if Placedbook09Ref
PlacedBook09Ref.BlockActivation(FALSE)
endif
if Placedbook10Ref
PlacedBook10Ref.BlockActivation(FALSE)
endif
if Placedbook11Ref
PlacedBook11Ref.BlockActivation(FALSE)
endif
if Placedbook12Ref
PlacedBook12Ref.BlockActivation(FALSE)
endif
if Placedbook13Ref
PlacedBook13Ref.BlockActivation(FALSE)
endif
if Placedbook14Ref
PlacedBook14Ref.BlockActivation(FALSE)
endif
if Placedbook15Ref
PlacedBook15Ref.BlockActivation(FALSE)
endif
if Placedbook16Ref
PlacedBook16Ref.BlockActivation(FALSE)
endif
if Placedbook17Ref
PlacedBook17Ref.BlockActivation(FALSE)
endif
if Placedbook18Ref
PlacedBook18Ref.BlockActivation(FALSE)
endif
;Trace("BOOKCASE - All book activation has been UNblocked")
endFunction
Function RemoveBooks(Form BookBase, Int BookAmount)
; Find an empty book form and place the new book there
While BookAmount > 0
if PlacedBook01 == BookBase
;Trace("BOOKCASE - PlacedBook01 matches, Removing this book")
PlacedBook01 = EmptyForm
elseif PlacedBook02 == BookBase
;Trace("BOOKCASE - PlacedBook02 matches, Removing this book")
PlacedBook02 = EmptyForm
elseif PlacedBook03 == BookBase
;Trace("BOOKCASE - PlacedBook03 matches, Removing this book")
PlacedBook03 = EmptyForm
elseif PlacedBook04 == BookBase
;Trace("BOOKCASE - PlacedBook04 matches, Removing this book")
PlacedBook04 = EmptyForm
elseif PlacedBook05 == BookBase
;Trace("BOOKCASE - PlacedBook05 matches, Removing this book")
PlacedBook05 = EmptyForm
elseif PlacedBook06 == BookBase
;Trace("BOOKCASE - PlacedBook06 matches, Removing this book")
PlacedBook06 = EmptyForm
elseif PlacedBook07 == BookBase
;Trace("BOOKCASE - PlacedBook07 matches, Removing this book")
PlacedBook07 = EmptyForm
elseif PlacedBook08 == BookBase
;Trace("BOOKCASE - PlacedBook08 matches, Removing this book")
PlacedBook08 = EmptyForm
elseif PlacedBook09 == BookBase
;Trace("BOOKCASE - PlacedBook09 matches, Removing this book")
PlacedBook09 = EmptyForm
elseif PlacedBook10 == BookBase
;Trace("BOOKCASE - PlacedBook10 matches, Removing this book")
PlacedBook10 = EmptyForm
elseif PlacedBook11 == BookBase
;Trace("BOOKCASE - PlacedBook11 matches, Removing this book")
PlacedBook11 = EmptyForm
elseif PlacedBook12 == BookBase
;Trace("BOOKCASE - PlacedBook12 matches, Removing this book")
PlacedBook12 = EmptyForm
elseif PlacedBook13 == BookBase
;Trace("BOOKCASE - PlacedBook13 matches, Removing this book")
PlacedBook13 = EmptyForm
elseif PlacedBook14 == BookBase
;Trace("BOOKCASE - PlacedBook14 matches, Removing this book")
PlacedBook14 = EmptyForm
elseif PlacedBook15 == BookBase
;Trace("BOOKCASE - PlacedBook15 matches, Removing this book")
PlacedBook15 = EmptyForm
elseif PlacedBook16 == BookBase
;Trace("BOOKCASE - PlacedBook16 matches, Removing this book")
PlacedBook16 = EmptyForm
elseif PlacedBook17 == BookBase
;Trace("BOOKCASE - PlacedBook17 matches, Removing this book")
PlacedBook17 = EmptyForm
elseif PlacedBook18 == BookBase
;Trace("BOOKCASE - PlacedBook18 matches, Removing this book")
PlacedBook18 = EmptyForm
endif
BookAmount = BookAmount - 1
endWhile
endFunction
Function AddBooks(Form BookBase, Int BookAmount)
; Find an empty book form and place the new book there
While BookAmount > 0
if PlacedBook01 == EmptyForm
;Trace("BOOKCASE - PlacedBook01 is empty, placing book there")
PlacedBook01 = BookBase
elseif PlacedBook02 == EmptyForm
;Trace("BOOKCASE - PlacedBook02 is empty, placing book there")
PlacedBook02 = BookBase
elseif PlacedBook03 == EmptyForm
;Trace("BOOKCASE - PlacedBook03 is empty, placing book there")
PlacedBook03 = BookBase
elseif PlacedBook04 == EmptyForm
;Trace("BOOKCASE - PlacedBook04 is empty, placing book there")
PlacedBook04 = BookBase
elseif PlacedBook05 == EmptyForm
;Trace("BOOKCASE - PlacedBook05 is empty, placing book there")
PlacedBook05 = BookBase
elseif PlacedBook06 == EmptyForm
;Trace("BOOKCASE - PlacedBook06 is empty, placing book there")
PlacedBook06 = BookBase
elseif PlacedBook07 == EmptyForm
;Trace("BOOKCASE - PlacedBook07 is empty, placing book there")
PlacedBook07 = BookBase
elseif PlacedBook08 == EmptyForm
;Trace("BOOKCASE - PlacedBook08 is empty, placing book there")
PlacedBook08 = BookBase
elseif PlacedBook09 == EmptyForm
;Trace("BOOKCASE - PlacedBook09 is empty, placing book there")
PlacedBook09 = BookBase
elseif PlacedBook10 == EmptyForm
;Trace("BOOKCASE - PlacedBook10 is empty, placing book there")
PlacedBook10 = BookBase
elseif PlacedBook11 == EmptyForm
;Trace("BOOKCASE - PlacedBook11 is empty, placing book there")
PlacedBook11 = BookBase
elseif PlacedBook12 == EmptyForm
;Trace("BOOKCASE - PlacedBook12 is empty, placing book there")
PlacedBook12 = BookBase
elseif PlacedBook13 == EmptyForm
;Trace("BOOKCASE - PlacedBook13 is empty, placing book there")
PlacedBook13 = BookBase
elseif PlacedBook14 == EmptyForm
;Trace("BOOKCASE - PlacedBook14 is empty, placing book there")
PlacedBook14 = BookBase
elseif PlacedBook15 == EmptyForm
;Trace("BOOKCASE - PlacedBook15 is empty, placing book there")
PlacedBook15 = BookBase
elseif PlacedBook16 == EmptyForm
;Trace("BOOKCASE - PlacedBook16 is empty, placing book there")
PlacedBook16 = BookBase
elseif PlacedBook17 == EmptyForm
;Trace("BOOKCASE - PlacedBook17 is empty, placing book there")
PlacedBook17 = BookBase
elseif PlacedBook18 == EmptyForm
;Trace("BOOKCASE - PlacedBook18 is empty, placing book there")
PlacedBook18 = BookBase
endif
BookAmount = BookAmount - 1
endWhile
endFunction
Function CountMaxBooks()
; Checks how many books can be placed on this shelf
if BookMarker01 == EmptyRef
MaxBooksAllowed = 0
elseif BookMarker02 == EmptyRef
MaxBooksAllowed = 1
elseif BookMarker03 == EmptyRef
MaxBooksAllowed = 2
elseif BookMarker04 == EmptyRef
MaxBooksAllowed = 3
elseif BookMarker05 == EmptyRef
MaxBooksAllowed = 4
elseif BookMarker06 == EmptyRef
MaxBooksAllowed = 5
elseif BookMarker07 == EmptyRef
MaxBooksAllowed = 6
elseif BookMarker08 == EmptyRef
MaxBooksAllowed = 7
elseif BookMarker09 == EmptyRef
MaxBooksAllowed = 8
elseif BookMarker10 == EmptyRef
MaxBooksAllowed = 9
elseif BookMarker11 == EmptyRef
MaxBooksAllowed = 10
elseif BookMarker12 == EmptyRef
MaxBooksAllowed = 11
elseif BookMarker13 == EmptyRef
MaxBooksAllowed = 12
elseif BookMarker14 == EmptyRef
MaxBooksAllowed = 13
elseif BookMarker15 == EmptyRef
MaxBooksAllowed = 14
elseif BookMarker16 == EmptyRef
MaxBooksAllowed = 15
elseif BookMarker17 == EmptyRef
MaxBooksAllowed = 16
elseif BookMarker18 == EmptyRef
MaxBooksAllowed = 17
elseif BookMarker18
MaxBooksAllowed = 18
endif
;Trace("BOOKCASE - " + MaxBooksAllowed + " books can be placed on this shelf")
endFunction
ObjectReference Function UpdateSingleBook(Form TargetBook, ObjectReference PlacedBookRef, ObjectReference TargetMarker)
ObjectReference retVal ; We return the book we placed (or None)
; Note - it would be more efficient to move the book to its home position if the desired
; book matches the placed book, but MoveTo doesn't work correctly with multi-part dynamic
; objects. So we sidestep the issue by always deleting and placing
if PlacedBookRef
PlacedBookRef.Disable()
PlacedBookRef.Delete()
endIf
if TargetBook
retVal = TargetMarker.PlaceAtMe(TargetBook)
retVal.BlockActivation()
endIf
return retVal
EndFunction
Function UpdateBooks()
GoToState("PlacingBooks") ; Future calls should not mess with this stuff
PlacedBook01Ref = UpdateSingleBook(PlacedBook01, PlacedBook01Ref, BookMarker01)
PlacedBook02Ref = UpdateSingleBook(PlacedBook02, PlacedBook02Ref, BookMarker02)
PlacedBook03Ref = UpdateSingleBook(PlacedBook03, PlacedBook03Ref, BookMarker03)
PlacedBook04Ref = UpdateSingleBook(PlacedBook04, PlacedBook04Ref, BookMarker04)
PlacedBook05Ref = UpdateSingleBook(PlacedBook05, PlacedBook05Ref, BookMarker05)
PlacedBook06Ref = UpdateSingleBook(PlacedBook06, PlacedBook06Ref, BookMarker06)
PlacedBook07Ref = UpdateSingleBook(PlacedBook07, PlacedBook07Ref, BookMarker07)
PlacedBook08Ref = UpdateSingleBook(PlacedBook08, PlacedBook08Ref, BookMarker08)
PlacedBook09Ref = UpdateSingleBook(PlacedBook09, PlacedBook09Ref, BookMarker09)
PlacedBook10Ref = UpdateSingleBook(PlacedBook10, PlacedBook10Ref, BookMarker10)
PlacedBook11Ref = UpdateSingleBook(PlacedBook11, PlacedBook11Ref, BookMarker11)
PlacedBook12Ref = UpdateSingleBook(PlacedBook12, PlacedBook12Ref, BookMarker12)
PlacedBook13Ref = UpdateSingleBook(PlacedBook13, PlacedBook13Ref, BookMarker13)
PlacedBook14Ref = UpdateSingleBook(PlacedBook14, PlacedBook14Ref, BookMarker14)
PlacedBook15Ref = UpdateSingleBook(PlacedBook15, PlacedBook15Ref, BookMarker15)
PlacedBook16Ref = UpdateSingleBook(PlacedBook16, PlacedBook16Ref, BookMarker16)
PlacedBook17Ref = UpdateSingleBook(PlacedBook17, PlacedBook17Ref, BookMarker17)
PlacedBook18Ref = UpdateSingleBook(PlacedBook18, PlacedBook18Ref, BookMarker18)
UnBlockActivate() ; Allow the player to mess with them
GoToState("") ; Now allow books to be updated again
EndFunction
State PlacingBooks
Function UpdateBooks()
; Already updating books, so ignore
EndFunction
EndState