Script:Files:script/tools/spike meditech.script

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Revision as of 18:17, 2 November 2007 by Wizz (talk | contribs)
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/***********************************************************************

spike_meditech.script

***********************************************************************/

object spike_meditech : weapon_base {

    void        init();
    void        destroy();

    void        Raise();
    void        Idle();
    void        Attack();

    boolean        CheckAttack();

    void        Implant();
    void        Revive();

    void        LeaveSprint( string newState, float blend );
    void        Sprint();
    void        Shock();

    void        ToolTipThread_Raise();

    float        meleeDistance;

    string        spawnHostDef;

    entity        targetPlayer;
    float        fireRate;

    float        cachedAction;
}

void spike_meditech::init() {
    meleeDistance        = getFloatKey( "melee_distance" );
    fireRate            = getFloatKeyWithDefault( "fire_rate", 0.1 );
    spawnHostDef        = getKey( "def_spawn_host" );

    if ( myPlayer.isLocalPlayer() ) {
        thread ToolTipThread_Raise();
    }

    weaponState( "Raise", 0 );
}

void spike_meditech::destroy() {
    if ( myPlayer != $null_entity ) {
        myPlayer.AI_HOLD_WEAPON = false;
        myPlayer.SetFireAnim( "" );
    }
}

void spike_meditech::Raise() {
    UpdateCharge();

    Base_Raise();
}

void spike_meditech::LeaveSprint( string newState, float blend ) {
    playAnim( ANIMCHANNEL_ALL, "raise" );
    waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );
    weaponState( newState, blend );
}

void spike_meditech::Sprint() {
    playAnim( ANIMCHANNEL_ALL, "putaway" );
    waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );

    while ( true ) {
        if ( !myPlayer.AI_SPRINT ) {
            LeaveSprint( "Idle", 4 );
        }

        if ( WEAPON_LOWERWEAPON ) {
            LeaveSprint( "Lower", 4 );
        }

        sys.waitFrame();
    }
}

void spike_meditech::Idle() {
    weaponReady();
    playCycle( ANIMCHANNEL_ALL, "idle" );
    while( 1 ) {
        if ( WEAPON_LOWERWEAPON ) {
            myPlayer.SetProgressBarVisible( false );
            weaponState( "Lower", 4 );
        }
        if ( WEAPON_ATTACK ) {
            weaponState( "Attack", 0 );
        }
        if ( WEAPON_ALTFIRE ) {
            if ( myPlayer.getProficiency( g_proficiencyTechnician ) >= 2 ) {
                if ( !CanRemove( chargePerUse ) ) {
                    G_NotifyNoCharge( myPlayer );
                } else {
                    weaponState( "Shock", 0 );
                }
            }
        }
        UpdateCharge();

        if ( myPlayer.AI_SPRINT ) {
            weaponState( "Sprint", 4 );
        }

        sys.waitFrame();
    }
}

boolean spike_meditech::CheckAttack() {
    if ( !melee( MASK_SHOT_BOUNDINGBOX | MASK_SHOT_RENDERMODEL | CONTENTS_BODY | CONTENTS_SLIDEMOVER, meleeDistance, true, true ) ) {
        return false;
    }

    targetPlayer = getMeleeEntity();

    if ( targetPlayer != $null_entity ) {
        if ( targetPlayer.vNeedsRevive( myPlayer ) ) {
            cachedAction = AC_REVIVE;
            return true;
        }

        // spawn host them
        if ( targetPlayer.vShouldCreateSpawnHost( myPlayer ) ) {
            cachedAction = AC_SPAWNHOST;
            return true;
        }
    }

    return false;
}

void spike_meditech::Implant() {
    if ( targetPlayer.vCreateSpawnHost( myPlayer, spawnHostDef ) ) {
        if ( !sys.isClient() ) {
            targetPlayer.vForceRespawn();

            // This just goes into the same slot as revive stats			
            team_base team = myPlayer.getGameTeam();        
            sys.increaseStatInt( sys.allocStatInt( team.getName() + "_revive_uses" ), myPlayer.getEntityNumber(), 1 );
        }
    }
    myPlayer.ShowProgressBar( targetPlayer, AC_SPAWNHOST );
}

void spike_meditech::Revive() {
    float healthScale = 0.5f;
    if ( myPlayer.getProficiency( g_proficiencyTechnician ) >= 4 ) {
        healthScale = 1.f;
    }

    targetPlayer.vRevive( myPlayer, healthScale );
    myPlayer.ShowProgressBar( targetPlayer, AC_REVIVE );
}

void spike_meditech::Attack() {
    myPlayer.AI_HOLD_WEAPON = true;

    playAnim( ANIMCHANNEL_ALL, "fire_start" );
    waitUntil( animDone( ANIMCHANNEL_ALL, 1 ) );

    boolean attackValid;

    float reFire;
    float nextAttackTime = sys.getTime() + 0.1;
    while ( true ) {
        if ( sys.getTime() > reFire ) {
            attackValid = CheckAttack();
            if ( attackValid ) {
                if ( cachedAction == AC_SPAWNHOST ) {
                    Implant();
                } else if ( cachedAction == AC_REVIVE ) {
                    Revive();
                }
            }

            reFire = sys.getTime() + fireRate;
         }

        if ( !WEAPON_ATTACK ) {
            break;
        }

        if ( WEAPON_LOWERWEAPON ) {
            break;
        }

        if ( animDone( ANIMCHANNEL_ALL, PLIERS_PUNCH_TO_IDLE ) ) {
            playAnim( ANIMCHANNEL_ALL, "fire" );
            if ( nextAttackTime == 0.f ) {
                nextAttackTime = sys.getTime() + 0.1f;
            }
        }

        if ( nextAttackTime != 0.f && sys.getTime() > nextAttackTime ) {
            nextAttackTime = 0.f;

            if ( !attackValid ) {
                melee( MASK_SHOT_RENDERMODEL | CONTENTS_BODY | CONTENTS_SLIDEMOVER, meleeDistance, true, true );
                player meleeEnt = getMeleeEntity();

                float hit = meleeAttack( 1.0f );
                myPlayer.AI_WEAPON_FIRED = false; // Gordon: melee attack will set this, but we've already triggered the animation anyway, so reset it
                if ( !sys.isClient() ) {
                    if ( meleeEnt != $null_entity ) {
                        if ( myPlayer.getEntityAllegiance( meleeEnt ) == TA_ENEMY ) {
                            float maxAmmo = myPlayer.getMaxAmmo( g_ammoStroyent );
                            float current = myPlayer.getAmmo( g_ammoStroyent ) + 20;
                            if ( current > maxAmmo ) {
                                current = maxAmmo;
                            }
                            myPlayer.setAmmo( g_ammoStroyent, current );
                        }
                    }
                }
            }
        }

        sys.waitFrame();
    }

    myPlayer.AI_HOLD_WEAPON = false;

    playAnim( ANIMCHANNEL_ALL, "fire_end" );
    waitUntil( animDone( ANIMCHANNEL_ALL, 1 ) );

    weaponState( "Idle", 1 );
}

void spike_meditech::ToolTipThread_Raise() {
    myPlayer.cancelToolTips();
    sys.wait( myPlayer.CalcTooltipWait() );

    WAIT_FOR_TOOLTIP;
    myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_1" ) ) );

    WAIT_FOR_TOOLTIP;
    myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_2" ) ) );

    if ( myPlayer.getProficiency( g_proficiencyTechnician ) >= 2 ) {
        WAIT_FOR_TOOLTIP;
        myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_3" ) ) );
    }
}

void spike_meditech::Shock() {
    myPlayer.SetFireAnim( "shock_self" );

    Remove( chargePerUse );

    fired();
    playAnim( ANIMCHANNEL_ALL, "reload" );
//	playAnim( ANIMCHANNEL_ALL, "shock" );

    sys.wait( 0.7 );

    myPlayer.setHealth( myPlayer.getHealth() + 20.f ); // Gordon: this allows > maxhealth

    while ( !animDone( ANIMCHANNEL_ALL, 4 ) ) {
        sys.waitFrame();
    }

    myPlayer.SetFireAnim( "" );

    weaponState( "Idle", 1 );
}