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