ACE3/addons/medical_treatment/functions/fnc_treatment.sqf

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#include "script_component.hpp"
/*
* Author: Glowbal, KoffeinFlummi, mharis001
* Starts the treatment process.
*
* Arguments:
* 0: Medic <OBJECT>
* 1: Patient <OBJECT>
* 2: Body Part <STRING>
* 3: Treatment <STRING>
*
* Return Value:
* Treatment Started <BOOL>
*
* Example:
* [player, cursorObject, "Head", "BasicBandage"] call ace_medical_treatment_fnc_treatment
*
* Public: No
*/
params ["_medic", "_patient", "_bodyPart", "_classname"];
// Delay by a frame if cursor menu is open to prevent progress bar failing
if (uiNamespace getVariable [QEGVAR(interact_menu,cursorMenuOpened), false]) exitWith {
[FUNC(treatment), _this] call CBA_fnc_execNextFrame;
};
if !(_this call FUNC(canTreat)) exitWith {false};
private _config = configFile >> QGVAR(actions) >> _classname;
// Get treatment time from config, exit if treatment time is zero
private _treatmentTime = if (isText (_config >> "treatmentTime")) then {
GET_FUNCTION(_treatmentTime,_config >> "treatmentTime");
if (_treatmentTime isEqualType {}) then {
_treatmentTime = call _treatmentTime;
};
_treatmentTime
} else {
getNumber (_config >> "treatmentTime");
};
if (_treatmentTime == 0) exitWith {false};
// Consume one of the treatment items if needed
// Store item user so that used item can be returned on failure
private _userAndItem = if (GET_NUMBER_ENTRY(_config >> "consumeItem") == 1) then {
[_medic, _patient, getArray (_config >> "items")] call FUNC(useItem);
} else {
[objNull, ""]; // Treatment does not require items to be consumed
};
_userAndItem params ["_itemUser", "_usedItem"];
// Get treatment animation for the medic
private _medicAnim = if (_medic isEqualTo _patient) then {
getText (_config >> ["animationMedicSelf", "animationMedicSelfProne"] select (stance _medic == "PRONE"));
} else {
getText (_config >> ["animationMedic", "animationMedicProne"] select (stance _medic == "PRONE"));
};
_medic setVariable [QGVAR(selectedWeaponOnTreatment), weaponState _medic];
// Adjust animation based on the current weapon of the medic
private _wpn = ["non", "rfl", "lnr", "pst"] param [["", primaryWeapon _medic, secondaryWeapon _medic, handgunWeapon _medic] find currentWeapon _medic, "non"];
_medicAnim = [_medicAnim, "[wpn]", _wpn] call CBA_fnc_replace;
// This animation is missing, use alternative
if (_medicAnim == "AinvPknlMstpSlayWlnrDnon_medic") then {
_medicAnim = "AinvPknlMstpSlayWlnrDnon_medicOther";
};
// Determine the animation length
private _animDuration = GVAR(animDurations) getVariable _medicAnim;
if (isNil "_animDuration") then {
WARNING_2("animation [%1] for [%2] has no duration defined",_medicAnim,_classname);
_animDuration = 10;
};
// These animations have transitions that take a bit longer...
if (weaponLowered _medic) then {
_animDuration = _animDuration + 0.5;
// Fix problems with lowered weapon transitions by raising the weapon first
if (currentWeapon _medic != "" && {_medicAnim != ""}) then {
_medic action ["WeaponInHand", _medic];
};
};
if (binocular _medic != "" && {binocular _medic == currentWeapon _medic}) then {
_animDuration = _animDuration + 1;
};
// Play treatment animation for medic and determine the ending animation
if (vehicle _medic == _medic && {_medicAnim != ""}) then {
// Speed up animation based on treatment time (but cap max to prevent odd animiations/cam shake)
private _animRatio = _animDuration / _treatmentTime;
TRACE_3("setAnimSpeedCoef",_animRatio,_animDuration,_treatmentTime);
// Don't slow down animation too much to prevent it looking funny.
if (_animRatio < ANIMATION_SPEED_MIN_COEFFICIENT) then {
_animRatio = ANIMATION_SPEED_MIN_COEFFICIENT;
};
// Skip animation enitrely if progress bar too quick.
if (_animRatio > ANIMATION_SPEED_MAX_COEFFICIENT) exitWith {};
[QEGVAR(common,setAnimSpeedCoef), [_medic, _animRatio]] call CBA_fnc_globalEvent;
// Play animation
private _endInAnim = "AmovP[pos]MstpS[stn]W[wpn]Dnon";
private _pos = ["knl", "pne"] select (stance _medic == "PRONE");
private _stn = "non";
if (_wpn != "non") then {
_stn = ["ras", "low"] select (weaponLowered _medic);
};
_endInAnim = [_endInAnim, "[pos]", _pos] call CBA_fnc_replace;
_endInAnim = [_endInAnim, "[stn]", _stn] call CBA_fnc_replace;
_endInAnim = [_endInAnim, "[wpn]", _wpn] call CBA_fnc_replace;
[_medic, _medicAnim] call EFUNC(common,doAnimation);
[_medic, _endInAnim] call EFUNC(common,doAnimation);
_medic setVariable [QGVAR(endInAnim), _endInAnim];
if (!isNil QEGVAR(advanced_fatigue,setAnimExclusions)) then {
EGVAR(advanced_fatigue,setAnimExclusions) pushBack QUOTE(ADDON);
};
};
// Play a random treatment sound globally if defined
if (isArray (_config >> "sounds")) then {
selectRandom getArray (_config >> "sounds") params ["_file", ["_volume", 1], ["_pitch", 1], ["_distance", 10]];
playSound3D [_file, objNull, false, getPosASL _medic, _volume, _pitch, _distance];
};
GET_FUNCTION(_callbackStart,_config >> "callbackStart");
GET_FUNCTION(_callbackProgress,_config >> "callbackProgress");
if (_callbackProgress isEqualTo {}) then {
_callbackProgress = {true};
};
[_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem] call _callbackStart;
["ace_treatmentStarted", [_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem]] call CBA_fnc_localEvent;
[
_treatmentTime,
[_medic, _patient, _bodyPart, _classname, _itemUser, _usedItem],
FUNC(treatmentSuccess),
FUNC(treatmentFailure),
getText (_config >> "displayNameProgress"),
_callbackProgress,
["isNotInside", "isNotSwimming"]
] call EFUNC(common,progressBar);
true