procedure start;
procedure use_p_proc;
import variable Ian_ptr;
import variable Dog_ptr;
import variable Tycho_ptr;
import variable Katja_ptr;
#include ".\HEADERS\COMMAND.H"
#include ".\HEADERS\DEFINE.H"
#define NAME SCRIPT_GENSTAIR
procedure start begin
end
procedure use_p_proc begin
script_overrides;
if (map_is(MAP_JUNKTOWN_ENTRANCE)) then begin
// MORBID'S HIDEOUT
if (self_is(obj_on_map(13099, 0, PID_LADDER3_DN))) then begin
/*
if (combat_is_initialized) then begin
critter_stop_attacking(source_obj);
end
*/
move_to(source_obj, 12498, 1);
end
if (self_is(obj_on_map(12298, 1, PID_LADDER1_UP))) then begin
move_to(source_obj, 12898, 0);
end
end
if (map_is(MAP_HUB_DOWNTOWN)) then begin
// DECKER'S HIDEOUT
if (self_is(obj_on_map(25943, 0, PID_STAIRS1_DN))) then begin
move_to(source_obj, 25927, 1);
end
if (self_is(obj_on_map(25520, 1, PID_STAIRS1_UP))) then begin
move_to(source_obj, 25740, 0);
end
end
if (map_is(MAP_HUB_OLDTOWN)) then begin
// THIEVES' CIRCLE
if (self_is(obj_on_map(18878, 0, PID_STAIRS1_DN))) then begin
move_to(source_obj, 20482, 1);
end
if (self_is(obj_on_map(19878, 1, PID_STAIRS1_UP))) then begin
move_to(source_obj, 19278, 0);
end
end
if (map_is(MAP_NECROPOLIS_HALL)) then begin
// NORTH
if (self_is(obj_on_map(17074, 1, PID_LADDER1_DN))) then begin
move_to(source_obj, 15891, 0);
end
if (self_is(obj_on_map(15488, 0, PID_LADDER1_UP))) then begin
move_to(source_obj, 17074, 1);
end
// SOUTH
if (self_is(obj_on_map(28276, 1, PID_LADDER1_DN))) then begin
move_to(source_obj, 27097, 0);
end
if (self_is(obj_on_map(26694, 0, PID_LADDER1_UP))) then begin
move_to(source_obj, 28276, 1);
end
end
if (map_is(MAP_NECROPOLIS_WATERSHED)) then begin
// SOUTH
if (self_is(obj_on_map(26656, 1, PID_LADDER1_DN))) then begin
move_to(source_obj, 24058, 0);
end
if (self_is(obj_on_map(23858, 0, PID_LADDER1_UP))) then begin
move_to(source_obj, 26857, 1);
end
// FROM WATERSHED TO VAULT
if (self_is(obj_on_map(18658, 1, PID_LADDER1_DN))) then begin
move_to(source_obj, 19653, 0);
end
if (self_is(obj_on_map(19052, 0, PID_LADDER1_UP))) then begin
move_to(source_obj, 19057, 1);
end
// TO VAULT
if (self_is(obj_on_map(20053, 0, PID_MANHOLE))) then begin
load_map("VAULTNEC.MAP", 12);
end
end
if (map_is(MAP_LA_ADYTUM)) then begin
// STORE
if (self_is(obj_on_map(11515, 0, PID_LADDER2_DN))) then begin
move_to(source_obj, 11715, 1);
end
if (self_is(obj_on_map(11315, 1, PID_LADDER1_UP))) then begin
move_to(source_obj, 11915, 0);
end
// ZIMMERMAN'S CELL
if (self_is(obj_on_map(17110, 0, PID_LADDER1_DN))) then begin
move_to(source_obj, 17111, 1);
end
if (self_is(obj_on_map(16911, 1, PID_LADDER1_UP))) then begin
move_to(source_obj, 17312, 0);
end
// FARM
if (self_is(obj_on_map(23119, 0, PID_LADDER2_DN))) then begin
move_to(source_obj, 23521, 1);
end
if (self_is(obj_on_map(23121, 1, PID_LADDER1_UP))) then begin
move_to(source_obj, 23519, 0);
end
end
if (map_is(MAP_LA_RIPPERS)) then begin
// STAIR
if (self_is(obj_on_map(13686, 0, PID_STAIRS1_DN))) then begin
move_to(source_obj, 14495, 1);
end
if (self_is(obj_on_map(13888, 1, PID_STAIRS1_UP))) then begin
move_to(source_obj, 14283, 0);
end
// TANGLER'S ROOM
if (self_is(obj_on_map(19478, 0, PID_LADDER1_DN))) then begin
move_to(source_obj, 19678, 1);
end
if (self_is(obj_on_map(19278, 1, PID_LADDER1_UP))) then begin
move_to(source_obj, 19879, 0);
end
end
/*
if (map_is(MAP_LA_GUN_RUNNERS)) then begin
end
*/
if (map_is(MAP_LA_FOLLOWERS)) then begin
if (self_is(obj_on_map(15069, 0, PID_STAIRS1_DN))) then begin
move_to(source_obj, 15072, 1);
end
if (self_is(obj_on_map(15066, 1, PID_STAIRS1_UP))) then begin
move_to(source_obj, 15268, 0);
end
end
if (map_is(MAP_CATHEDRAL)) then begin
// FROM HALL TO MASTER'S LAIR
if (self_is(obj_on_map(12108, 0, PID_STAIRS2_DN))) then begin
load_map("MSTRLR12.MAP", 0);
end
// FROM HALL TO TOWER
if (self_is(obj_on_map(12678, 0, PID_STAIRS2_UP))) then begin
load_map("CHILDRN2.MAP", 0);
end
end
if (map_is(MAP_CATHEDRAL_TOWER)) then begin
// FROM LEVEL 1 TO HALL
if (self_is(obj_on_map(18894, 0, PID_STAIRS2_DN))) then begin
load_map("CHILDRN1.MAP", 4);
end
// FROM LEVEL 1 TO LEVEL 2
if (self_is(obj_on_map(19096, 0, PID_STAIRS2_UP))) then begin
move_to(source_obj, 19101, 1);
end
// FROM LEVEL 2 TO LEVEL 1
if (self_is(obj_on_map(18894, 1, PID_STAIRS2_DN))) then begin
move_to(source_obj, 19101, 0);
end
// FROM LEVEL 2 TO LEVEL 3
if (self_is(obj_on_map(19096, 1, PID_STAIRS2_UP))) then begin
move_to(source_obj, 19294, 2);
end
// FROM LEVEL 3 TO LEVEL 2
if (self_is(obj_on_map(18894, 2, PID_STAIRS2_DN))) then begin
move_to(source_obj, 19101, 1);
end
end
if (map_is(MAP_MASTERS_LAIR_12)) then begin
// FROM MASTER'S LAIR TO HALL
if (self_is(obj_on_map(20732, 0, PID_STAIRS2_UP))) then begin
load_map("CHILDRN1.MAP", 3);
end
end
if (dude_is_source) then begin
if (global_var(GVAR_KATJA_STATUS) == 1) then begin
reg_anim_clear(Katja_ptr);
end
if (global_var(GVAR_DOG_EMPATHY) == 1) then begin
reg_anim_clear(Dog_ptr);
end
reg_anim_clear(dude_obj);
reg_anim_begin;
reg_anim(dude_obj, ANIM_STAND, -1);
reg_anim_end;
end
end