ACE3/addons/medical_treatment/functions/fnc_treatment.sqf
2016-12-05 21:34:20 +01:00

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/*
* Author: Glowbal, KoffeinFlummi
* Starts the treatment process
*
* Arguments:
* 0: The medic <OBJECT>
* 1: The patient <OBJECT>
* 2: Body part <STRING>
* 3: Treatment class name <STRING>
*
* Return Value:
* Succesful treatment started <BOOL>
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_caller", "_target", "_bodyPart", "_className"];
// if the cursorMenu is open, the loading bar will fail. If we execute the function one frame later, it will work fine
if (uiNamespace getVariable [QEGVAR(interact_menu,cursorMenuOpened), false]) exitWith {
[DFUNC(treatment), _this] call CBA_fnc_execNextFrame;
};
if !([_caller, _target, _bodyPart, _className] call FUNC(canTreat)) exitWith {false};
private _config = configFile >> QGVAR(Actions) >> _className;
// handle items
private _items = getArray (_config >> "items");
private _consumeItems = 0;
if (isNumber (_config >> "itemConsumed")) then {
_consumeItems = getNumber (_config >> "itemConsumed");
} else {
if (isText (_config >> "itemConsumed")) then {
_consumeItems = missionNamespace getVariable [getText (_config >> "itemConsumed"), 0];
};
};
private _usersOfItems = [];
if (_consumeItems > 0) then {
_usersOfItems = ([_caller, _target, _items] call FUNC(useItems)) select 1;
};
// parse the config for the progress callback
private _callbackProgress = getText (_config >> "callbackProgress");
if (_callbackProgress isEqualTo "") then {
_callbackProgress = "true";
};
if (isNil _callbackProgress) then {
_callbackProgress = compile _callbackProgress;
} else {
_callbackProgress = missionNamespace getVariable _callbackProgress;
};
// play patient animation
private _patientAnim = getText (_config >> "animationPatient");
if (_target getVariable ["ACE_isUnconscious", false] && EGVAR(medical,allowUnconsciousAnimationOnTreatment)) then {
if !(animationState _target in (getArray (_config >> "animationPatientUnconsciousExcludeOn"))) then {
_patientAnim = getText (_config >> "animationPatientUnconscious");
};
};
private _isSelf = _caller isEqualTo _target;
if (!_isSelf && {vehicle _target == _target} && {_patientAnim != ""}) then {
if (_target getVariable ["ACE_isUnconscious", false]) then {
[_target, _patientAnim, 2, true] call EFUNC(common,doAnimation);
} else {
[_target, _patientAnim, 1, true] call EFUNC(common,doAnimation);
};
};
// play animation
private "_callerAnim";
if (_isSelf) then {
_callerAnim = getText (_config >> ["animationCallerSelf", "animationCallerSelfProne"] select (stance _caller == "PRONE"));
} else {
_callerAnim = getText (_config >> ["animationCaller", "animationCallerProne"] select (stance _caller == "PRONE"));
};
_caller setVariable [QGVAR(selectedWeaponOnTreatment), weaponState _caller];
private _wpn = ["non", "rfl", "lnr", "pst"] param [["", primaryWeapon _caller, secondaryWeapon _caller, handgunWeapon _caller] find currentWeapon _caller, "non"];
_callerAnim = [_callerAnim, "[wpn]", _wpn] call CBA_fnc_replace;
// this one is missing
if (_callerAnim == "AinvPknlMstpSlayWlnrDnon_medic") then {
_callerAnim = "AinvPknlMstpSlayWlnrDnon_medicOther";
};
private _animDuration = GVAR(animDurations) getVariable _callerAnim;
// these animations have transitions that take a bit longer...
if (weaponLowered _caller) then {
_animDuration = _animDuration + 0.5;
// fix problems with lowered weapon transitions by raising the weapon first
if (currentWeapon _caller != "" && {_callerAnim != ""}) then {
_caller action ["WeaponInHand", _caller];
};
};
if (binocular _caller != "" && {binocular _caller == currentWeapon _caller}) then {
_animDuration = _animDuration + 1.0;
};
if (vehicle _caller == _caller && {_callerAnim != ""}) then {
private _endInAnim = "AmovP[pos]MstpS[stn]W[wpn]Dnon";
private _pos = ["knl", "pne"] select (stance _caller == "PRONE");
private _stn = "non";
if (_wpn != "non") then {
_stn = ["ras", "low"] select (weaponLowered _caller);
};
_endInAnim = [_endInAnim, "[pos]", _pos] call CBA_fnc_replace;
_endInAnim = [_endInAnim, "[stn]", _stn] call CBA_fnc_replace;
_endInAnim = [_endInAnim, "[wpn]", _wpn] call CBA_fnc_replace;
TRACE_1("",_endInAnim);
[_caller, _callerAnim] call EFUNC(common,doAnimation);
[_caller, _endInAnim] call EFUNC(common,doAnimation);
_caller setVariable [QGVAR(endInAnim), _endInAnim];
};
// get treatment time
private _treatmentTime = 0;
// reads number from config. supports variables and code expressions
if (isNumber (_config >> "treatmentTime")) then {
_treatmentTime = getNumber (_config >> "treatmentTime");
} else {
if (isText (_config >> "treatmentTime")) then {
_treatmentTime = getText (_config >> "treatmentTime");
if (isNil _treatmentTime) then {
_treatmentTime = compile _treatmentTime;
} else {
_treatmentTime = missionNamespace getVariable _treatmentTime;
};
if !(_treatmentTime isEqualType 0) then {
_treatmentTime = call _treatmentTime;
};
};
};
TRACE_1("",_treatmentTime);
if (_treatmentTime == 0) exitWith { false };
// speed up animation depending on treatment time
if (!isNil "_animDuration") then {
[QEGVAR(common,setAnimSpeedCoef), [_caller, _animDuration / _treatmentTime]] call CBA_fnc_globalEvent;
TRACE_2("",_animDuration,_treatmentTime);
};
// play sound
if (isArray (_config >> "sounds")) then {
selectRandom getArray (_config >> "sounds") params ["_file", ["_volume", 1], ["_pitch", 1], ["_distance", 0]];
TRACE_4("playSound3D",_file,_volume,_pitch,_distance);
playSound3D [
_file,
objNull,
false,
getPosASL _caller,
_volume,
_pitch,
_distance
];
};
// start treatment
[
_treatmentTime,
[_caller, _target, _bodyPart, _className, _items, _usersOfItems],
DFUNC(treatment_success),
DFUNC(treatment_failure),
getText (_config >> "displayNameProgress"),
_callbackProgress,
["isnotinside"]
] call EFUNC(common,progressBar);
// display icon
private _iconDisplayed = getText (_config >> "actionIconPath");
if (_iconDisplayed != "") then {
[QGVAR(treatmentActionIcon), true, _iconDisplayed, [1,1,1,1], getNumber (_config >> "actionIconDisplayTime")] call EFUNC(common,displayIcon);
};
// handle display of text/hints
private _displayText = getText (_config >> ["displayTextOther", "displayTextSelf"] select _isSelf);
if (_displayText != "") then {
[QEGVAR(common,displayTextStructured), [[_displayText, _caller call EFUNC(common,getName), _target call EFUNC(common,getName)], 1.5, _caller], _caller] call CBA_fnc_targetEvent;
};
true