etqw-sdk/base/script/items/supplypack.script

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2008-05-29 00:00:00 +00:00
/***********************************************************************
item_supplypack.script
***********************************************************************/
#define SUPPLYPACK_LOWAMMO 4
#define SUPPLYPACK_NUMPROJECTILES 1
#define SUPPLYPACK_SPREAD 0
// blend times
#define SUPPLYPACK_IDLE_TO_LOWER 2
#define SUPPLYPACK_IDLE_TO_FIRE 1
#define SUPPLYPACK_IDLE_TO_RELOAD 3
#define SUPPLYPACK_RAISE_TO_IDLE 3
#define SUPPLYPACK_FIRE_TO_IDLE 4
#define SUPPLYPACK_RELOAD_TO_IDLE 4
object item_supplypack : weapon_base {
float nextAttack;
float baseChargePerUse;
void preinit();
void init();
void destroy();
void Raise();
void Idle();
void Fire();
void Reload();
boolean AllowSprint();
void ToolTipThread_Raise();
boolean tipThreadActive;
}
void item_supplypack::preinit() {
baseChargePerUse = chargePerUse;
}
void item_supplypack::init() {
if ( myPlayer.isLocalPlayer() ) {
thread ToolTipThread_Raise();
}
nextAttack = 0;
weaponState( "Raise", 0 );
}
void item_supplypack::destroy() {
}
void item_supplypack::ToolTipThread_Raise() {
sys.wait( myPlayer.CalcTooltipWait() );
while ( myPlayer.isSinglePlayerToolTipPlaying() ) {
sys.wait( 1.0f );
}
myPlayer.cancelToolTips();
WAIT_FOR_TOOLTIP;
myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_1" ) ) );
WAIT_FOR_TOOLTIP;
myPlayer.sendToolTip( GetToolTip( getKey( "tt_intro_2" ) ) );
}
void item_supplypack::Raise() {
UpdateCharge();
Base_Raise();
}
void item_supplypack::Idle() {
weaponReady();
playCycle( ANIMCHANNEL_ALL, "idle" );
StartIdleEffect();
float weaponReadyTime;
while( 1 ) {
if ( WEAPON_LOWERWEAPON ) {
StopIdleEffect();
weaponState( "Lower", SUPPLYPACK_IDLE_TO_LOWER );
}
if ( WEAPON_ATTACK ) {
if ( !mainFireDown ) {
myPlayer.disableSprint( 1.f );
mainFireDown = true;
if ( sys.getTime() >= nextAttack ) {
if ( CanRemove( chargePerUse ) ) {
StopIdleEffect();
weaponState( "Fire", SUPPLYPACK_IDLE_TO_FIRE );
} else {
if ( myPlayer.isLocalPlayer() ) {
myPlayer.sendToolTip( GetToolTip( getKey( "tt_need_charge" ) ) );
sys.startSoundDirect( getKey( "snd_need_charge" ), SND_ANY );
G_NotifyNoCharge( myPlayer );
}
weaponReloading();
weaponReadyTime = sys.getTime() + 2.f;
}
}
}
} else {
mainFireDown = false;
if ( AllowSprint() ) {
myPlayer.disableSprint( 0.f );
if ( myPlayer.AI_SPRINT ) {
StopIdleEffect();
weaponState( "Sprint", 4 );
}
} else {
myPlayer.disableSprint( 1.f );
}
}
UpdateCharge();
if ( weaponReadyTime != 0.f ) {
if ( sys.getTime() > weaponReadyTime ) {
weaponReady();
weaponReadyTime = 0.f;
}
}
sys.waitFrame();
}
}
void item_supplypack::Reload() {
weaponReloading();
sys.wait( 0.1f );
weaponState( "Idle", SUPPLYPACK_RAISE_TO_IDLE );
}
void item_supplypack::Fire() {
boolean launched;
Remove( chargePerUse );
UpdateCharge();
float launchDelay = sys.getTime() + triggerDelay;
nextAttack = sys.getTime() + fireRate;
fired();
playAnim( ANIMCHANNEL_ALL, "fire" );
while( !animDone( ANIMCHANNEL_ALL, SUPPLYPACK_FIRE_TO_IDLE ) ) {
sys.waitFrame();
if( !launched && ( sys.getTime() > launchDelay ) ) {
launched = true;
if ( !sys.isClient() ) {
entity projectile;
if ( myPlayer.getProficiency( g_proficiencyFieldOps ) >= 2 && myPlayer.getPlayerClass() == g_playerClassFieldOps ) {
projectile = createProjectile( 1 );
} else {
projectile = createProjectile( 0 );
}
launchProjectiles( 1, 0, 0.f, 0, 1, 1 );
projectile.setLinearVelocity( projectile.getLinearVelocity() + myPlayer.getLinearVelocity() );
}
}
}
weaponState( "Raise", SUPPLYPACK_FIRE_TO_IDLE );
}
boolean item_supplypack::AllowSprint() {
return sys.getTime() > nextAttack;
}
// fieldops charge reduction
object item_supplypack_fieldops : item_supplypack {
void vCheckProficiency();
};
void item_supplypack_fieldops::vCheckProficiency() {
UpdateCrosshair();
}
// medic charge reduction
object item_supplypack_medic : item_supplypack {
void vCheckProficiency();
};
void item_supplypack_medic::vCheckProficiency() {
if ( myPlayer.getProficiency( g_proficiencyMedic ) >= 1 ) {
chargePerUse = baseChargePerUse * 0.8f;
}
UpdateCrosshair();
}
// medictech charge reduction
object item_supplypack_meditech : item_supplypack {
void vCheckProficiency();
};
void item_supplypack_meditech::vCheckProficiency() {
if ( myPlayer.getProficiency( g_proficiencyTechnician ) >= 1 ) {
chargePerUse = baseChargePerUse * 0.8f;
}
UpdateCrosshair();
}
// actual projectile
object supplypack {
void preinit();
void init();
void destroy();
void OnPickup( entity o );
string ignoreAbility;
handle pickupText;
boolean isAmmo;
float pickupProficiency;
}
void supplypack::preinit() {
ignoreAbility = getKey( "ability_ignore" );
pickupText = sys.localizeString( getKey( "text_pickup" ) );
isAmmo = getIntKey( "is_ammo" );
pickupProficiency = GetProficiency( getKey( "prof_pickup" ) );
}
void supplypack::init() {
setClipmask( MASK_PROJECTILE );
//mal: let the bots know there is a supply pack out there in the world.
if ( !sys.isClient() ) {
entity owner = getOwner();
if ( owner != $null_entity ) {
player p = owner;
if ( p != $null_entity ) {
p.setPlayerItemState( self, false );
}
}
}
}
void supplypack::destroy() {
//mal: by the time we reach here, any owner info has been destroyed, so we get rid of the owners tracker code side in idItem::~idItem
//mal: we need to do this, else there would be no way to see health packs that expired.
}
void supplypack::OnPickup( entity o ) {
player p = o;
if ( p != $null_entity ) {
if ( !sys.isClient() ) {
p.setPlayerItemState( self, true ); //mal: someone picked up the supply pack, let the bots know.
}
if ( p.isLocalPlayer() ) {
// FIXME: localization
//sys.consoleCommand( "addChatLine \"" + pickupText + "\"\n" );
}
if ( isAmmo ) {
p.OnAmmoPickup();
}
}
entity owner = getOwner();
if ( owner == $null_entity ) {
return;
}
if ( ignoreAbility != "" ) {
if ( p.hasAbility( ignoreAbility ) ) {
return;
}
}
team_base team = getGameTeam();
if ( team != $null ) {
string statName = team.getName() + "_supply_uses";
sys.increaseStatInt( sys.allocStatInt( statName ), owner.getEntityNumber(), 1 );
if ( pickupProficiency != -1 ) {
owner.giveProficiency( pickupProficiency, 1.f, $null, "supply success" );
}
}
}