# Jedi Knight Cog Script
#
# KYLE.COG
#
# Main script for the player. Handles things like saber info,
# saber blocking animations, invulnerability at respawn, etc.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
#
# [ Modified by FastGamerr for JK13 ]

symbols

thing       player                           local

int         nextBlock=0                      local
int         bin                              local
int         rank                             local

int         force_blinding=0                 local
int         blindingEffectHandle=-1          local
int         PulledWeapon                     local

int         playersector                     local
vector      playerpos                        local
int         bub                              local

template    tpl=+FPBryarPistol               local
template    tpl1=+FPBryarPistol              local
template    tpl2=+FPBryarPistol              local
template    tpl3=+FPSTrifle                  local
template    tpl4=+FPDetonator                local
template    tpl5=+FPCrossbow                 local
template    tpl6=+FPRepeaterGun              local
template    tpl7=+FPRailGun                  local
template    tpl8=+FPSeqCharge                local
template    tpl9=+FPConcRifle                local

template    smoke_tpl=+heavysmoke            local
int         smoke                            local

template    teleport_particles=+telesparks   local
sound       teleportsnd=ForceThrow01.WAV     local

template    bubble_tpl=bubble                local
template    bubble_tpl2=bubble2              local
template    bubble_tpl3=bubble3              local

template    splash_tpl=+watersplash          local
template    splash_tpl2=+watersplash2        local
int         a_splash                         local
int         sender                           local
int         source                           local

keyframe    povBlockAnim0=SabVblk0.key       local
keyframe    povBlockAnim1=SabVblk1.key       local
keyframe    povBlockAnim2=SabVblk2.key       local

keyframe    blockAnim0=KYblock0.key          local
keyframe    blockAnim1=KYblock1.key          local
keyframe    blockAnim2=KYblock2.key          local

int         dummy=0                          local
int         blockPOVTrack=-1                 local
int         blockTrack=-1                    local

int         griptrackID=-1                   local

message     startup
message     killed
message     newplayer
message     timer
message     blocked
message     skill
message     damaged
message     splash
message     user0
message		pulse

end

# ========================================================================================

code

startup:
   player = GetLocalPlayerThing();

   if(!IsMulti()) call init_kyle;

   // Bubbles
   if(IsMulti())
      SetTimerEx(4 + 5 * rand(), 2, 0, 0);
   else
      SetTimerEx(2 + 5 * rand(), 2, 0, 0);
   
   jkSetSaberFaceFlags(player, 0x2);

	setpulse(0.01);

   Return;

# ........................................................................................

killed:
   if(player != GetSenderRef()) Return;

   if(IsMulti())
   {
      CreateBackpack(player);
      ClearActorFlags(player, 0x2000);
   }

   // clean up force powers stuff
   if(blindingEffectHandle!=-1)
   {
      freeColorEffect(blindingEffectHandle);
      blindingEffectHandle = -1;
   }
   ClearActorFlags(player, 0x800);
   KillTimerEx(27);
   force_blinding = 0;

   ClearActorFlags(player, 0x40000);

   if(griptrackID != -1)
   {
      StopKey(player, griptrackID, 0.1);
      griptrackID = -1;
   }

   Return;

# ........................................................................................

damaged:
   if(GetParam(1) == 32) call make_bubbles;

   ReturnEx(GetParam(0));
   Return;

# ........................................................................................

make_bubbles:
   playersector = GetThingSector(player);
   playerpos    = VectorAdd(GetThingPos(player), '0 0 0.075');

   for(bub = 1; bub < 1 + 3 * rand(); bub = bub + 1)
   {
      CreateThingAtPosNR(bubble_tpl[3 * rand()], playersector, VectorAdd(playerpos, VectorScale(VectorNorm(VectorSet(rand()-0.5, rand()-0.5, rand()-0.5)), 0.05)), '0 0 0');
      Sleep(0.05);

      // Don't create too many bubbles over the network...
      if(!IsMulti())
      {
         CreateThingAtPos(bubble_tpl3, playersector, VectorAdd(playerpos, VectorScale(VectorNorm(VectorSet(rand()-0.5, rand()-0.5, rand()-0.5)), 0.05)), '0 0 0');
         Sleep(0.05);
      }
   }

   Return;

# ........................................................................................

newplayer:

   call init_kyle;

   // If it's multiplayer
   if(IsMulti()) call init_multi_kyle;

   // Start Bubbles
   SetTimerEx(2 + 5 * rand(), 2, 0, 0);

	setpulse(0.01);

   jkSetSaberFaceFlags(player, 0x2);

   Return;

# ........................................................................................

timer:
   if(GetSenderId() == 1)                    // Invulnerable for a while
   {
      // jkSetInvulnerable(GetParam(0), 0);
      ClearActorFlags(GetParam(0), 8);
      Return;
   }
   else
   if(GetSenderId() == 2)                    // Bubbles check
   {
      if(GetThingHealth(player) < 1) Return;

      if((GetThingFlags(player) & 0x2000000) && !(GetPhysicsFlags(player) & 0x100000))
         call make_bubbles;

      if(IsMulti())
         SetTimerEx(4 + 5 * rand(), 2, 0, 0);
      else
         SetTimerEx(2 + 5 * rand(), 2, 0, 0);

      Return;
   }
   else
   if(GetSenderId() == 24)
   {
      // A pulled weapon must be made takeable again
      SetCollideType(GetParam(0), 1);
      Return;
   }
   else
   if(GetSenderId() == 27)
   {
      if(blindingEffectHandle!=-1)
      {
         freeColorEffect(blindingEffectHandle);
         blindingEffectHandle = -1;
      }
      // Get the effect ramping down
      AddDynamicTint(player, 200 + 8 * rank, 210 + 10 * rank, 200 + 8 * rank);
      ClearActorFlags(player, 0x800);
      force_blinding = 0;
      Return;
   }
   else
   if(GetSenderId() == 31)
   {
      if(griptrackID != -1)
      {
         StopKey(player, griptrackID, 0.1);
         griptrackID = -1;
      }
      ClearActorFlags(player, 0x40000);
      Return;
   }

   Return;

# ........................................................................................

blocked:
   if(player != GetSenderRef()) Return;

   if (blockPOVTrack != -1)
   {
      jkStopPOVKey( player, blockPOVTrack, 0.1 );
      blockPOVTrack = -1;
   }
   if (blockTrack != -1)
   {
      StopKey( player, blockTrack, 0.1 );
      blockTrack = -1;
   }

   // PlaySoundThing(hitSound14, player, 1.0, -1, -1, 0);
   blockPOVTrack = jkPlayPOVKey(player, povBlockAnim0[nextBlock], 2, 0x1a);
   blockTrack = PlayKey(player, blockAnim0[nextBlock], 2, 0x1a);

   nextBlock = nextBlock + 1;
   if(nextBlock > 2)
      nextBlock = 0;

   Return;

# ........................................................................................

// This message is sent from the weap_saber.cog
user0:
   if (blockPOVTrack != -1)
   {
      jkStopPOVKey( player, blockPOVTrack, 0.1 );
      blockPOVTrack = -1;
   }
   if (blockTrack != -1)
   {
      StopKey( player, blockTrack, 0.1 );
      blockTrack = -1;
   }
   Return;

# ........................................................................................

skill:

   // player might be dead when skill: arrives over the net...
   if(GetThingHealth(player) <= 0) Return;

   // Handle multiplayer force power effects
   bin = GetParam(0);
   rank = GetParam(1);

   if(bin == 24)                             // Force Pull
   {
      ReturnEx(0);
      if(!IsInvActivated(player, 28))        // Absorb makes player immune to Pull
      {
         if((GetCurWeapon(player) != 1) && (GetCurWeapon(player) != 10))
         {
            // Create a powerup corresponding to the current weapon
            PulledWeapon = CreateThingAtPos(tpl[GetCurWeapon(player)], GetThingSector(player), GetThingPos(player), '0 0 0');

            // Make the powerup collide later
            SetTimerEx(0.2, 24, PulledWeapon, 0);

            // Duplicate for internet games
            SetTimerEx(0.25, 24, PulledWeapon, 0);

            // Throw the powerup at the player
            ApplyForce(PulledWeapon, VectorScale(VectorNorm(VectorSub(GetThingPos(GetSourceRef()), GetThingPos(player))), 30));

            // Remove the weapon from the player
            ChangeInv(player, GetCurWeapon(player), -1);

            // Switch to fists
            SelectWeapon(player, 1);

            ReturnEx(1);
         }
      }

      Return;
   }
   else
   if (bin == 27)                            // Force Blinding
   {
      if((!force_blinding) && (!IsInvActivated(player, 23)))   // Seeing makes player immune to Blinding
      {
         force_blinding = 1;
         blindingEffectHandle = newColorEffect(0, 0, 0, 0, 0, 0, 200 + 8 * rank, 210 + 10 * rank, 200 + 8 * rank, 1.0);
         SetActorFlags(player, 0x800);
         SetTimerEx(4 * rank, 27, player, 0);
         ReturnEx(1);
      }
      else
      {
         ReturnEx(0);
      }

      Return;
   }
   else
   if (bin == 31)                            // Force Grip
   {
      if(!IsInvActivated(player, 29))        // Protection makes player immune to Grip
      {
         griptrackID = PlayMode(player, 25);
         SetActorFlags(player, 0x40000);

         // Print("You are taking Grip damage");
         jkPrintUNIString(player, 300);
         DamageThing(player, 2 * rank, 0x8, GetSourceRef());
         SetTimerEx(0.5, 31, player, 0);
         ReturnEx(1);
      }
      else
      {
         ReturnEx(0);
      }

      Return;
   }
   else
   if (bin == 34)                            // Deadly Sight
   {
      // Print("You are taking Deadly Sight damage");
      jkPrintUNIString(player, 301);
      DamageThing(player, 4 * rank, 0x8, GetSourceRef());
      smoke = CreateThingAtPosNR(smoke_tpl, GetThingSector(player), GetThingPos(player), '0 0 0');
      // Raise the tint above the normal damage tint
      if(GetCurrentCamera() == 0)
         AddDynamicTint(player, 0.15, 0.0, 0.07);
      ReturnEx(1);
      Return;
   }

   ReturnEx(-1);
   Return;

# ........................................................................................

splash:
   // splash: messages are only sent to the local player's cogs
   // (class cog and capture cog) for performance reasons...

   sender = GetSenderRef();
   source = GetSourceRef();

   // actor or player ?
   if((GetThingType(sender) == 2) || (GetThingType(sender) == 10))
   {
      // whatever source (i.e. enter or leave, don't care)
      a_splash = CreateThingAtPosNR(splash_tpl2, GetThingSector(sender), GetThingPos(sender), '0 0 0');
   }
   // these are mostly the projectiles...
   else
   {
      // on entering only
      if(source == 1)
         // not if player is submerged, but still do it if he's on the surface
         if(!(GetThingFlags(player) & 0x2000000) || (GetPhysicsFlags(player) & 0x100000))
            a_splash = CreateThingNR(splash_tpl, sender);
   }

   Return;

# ........................................................................................

init_kyle:
   SetActorFlags(player, 8);
   SetTimerEx(1.50, 1, player, 0);

   // Set Health to full
   SetThingHealth(player, 100);

   // Set Mana to full
   SetInv(player, 14, GetInv(player, 20) * 50);

   // Set Shields to 100 minimum
   if(GetInv(player, 60) < 100) SetInv(player, 60, 100);

   // Set Battery to 100 minimum
   if(GetInv(player, 13) < 100) SetInv(player, 13, 100);

   // Set the power boost to 1.0
   SetInv(player, 63, 1.0);

   // When player starts, give him fists, and a bryar.
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 1.0);

   // Give 50 energy minimum
   if(GetInv(player, 11) < 50) SetInv(player, 11, 50.0);

   // Bacta
   if(GetInv(player, 40) == 0)
      SetInvAvailable(player, 40, 0);
   else
      SetInvAvailable(player, 40, 1);

   // IR Goggles
   if(GetInv(player, 41))
      SetInvAvailable(player, 41, 1);
   else
      SetInvAvailable(player, 41, 0);
   SetInvActivated(player, 41, 0);

   // Field Light
   SetInv(player, 42, 1);
   SetInvAvailable(player, 42, 1);
   SetInvActivated(player, 42, 0);
   ClearActorFlags(player, 4);

	setpulse(0.01);

   jkEndTarget();

   Return;

# ........................................................................................

init_multi_kyle:

   // Set Weapons
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 1.0);
   SetInv(player, 3, 0.0);
   SetInv(player, 4, 0.0);
   SetInv(player, 5, 0.0);
   SetInv(player, 6, 0.0);
   SetInv(player, 7, 0.0);
   SetInv(player, 8, 0.0);
   SetInv(player, 9, 0.0);
   SetInv(player, 10, 1.0);

   // Set Ammo
   SetInv(player, 11, 50.0);
   SetInv(player, 12, 0.0);
   SetInv(player, 15, 0.0);

   // Remove bacta tank and IR goggles
   SetInv(player, 40, 0);
   SetInv(player, 41, 0);
   SetInvAvailable(player, 40, 0);
   SetInvAvailable(player, 41, 0);

   // Set shields to 100
   SetInv(player, 60, 100);

   // Do respawn effects
   dummy = CreateThingAtPos(teleport_particles, GetThingSector(player), GetThingPos(player), '0 0 0');
   dummy = PlaySoundThing(teleportsnd, player, 1.0, -1, -1, 0x180);

   SetFireWait(player, -1);
   SetMountWait(player, 0);
   SetCurInvWeapon(player, 0);
   SelectWeapon(player, AutoSelectWeapon(player, 1));

   jkSetSaberFaceFlags(player, 0x2);

   Return;

pulse:

   jkSetSaberFaceFlags(player, 0x2);
	return;

end

