ACE3/addons/laser_selfdesignate/functions/fnc_laserHudDesignateOn.sqf

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//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
#define FCS_UPDATE_DELAY 1
FUNC(magnitude) = {
_this distance [0, 0, 0]
};
FUNC(mat_normalize3d) = {
private ["_mag"];
PARAMS_3(_vx,_vy,_vz);
_mag = _this call FUNC(magnitude);
if (_mag == 0) then {_mag = 1};
[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
};
FUNC(laserHudDesignatePFH) = {
private["_args", "_laserTarget", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turret", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
_args = _this select 0;
_laserTarget = _args select 0;
_shooter = _args select 1;
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TRACE_1("", _args);
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if(!alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(active) ) exitWith {
[_vehicle, _shooter, _laserTarget] call FUNC(laserHudDesignateOff);
};
if(!([ACE_player] call FUNC(unitTurretHasDesignator)) ) exitWith {
[_vehicle, _shooter, _laserTarget] call FUNC(laserHudDesignateOff);
};
if( (count _args) < 3) then {
_args set[2, diag_tickTime + FCS_UPDATE_DELAY];
};
_forceUpdateTime = _args select 2;
_vehicle = vehicle _shooter;
_weapon = currentWeapon _vehicle;
// Retrieve the gunner and turret memory point information
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
_turretInfo = [_vehicle, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
_povPos = _turretInfo select 0;
_povDir = _turretInfo select 1;
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_targetInfo = _vehicle getVariable[QGVAR(currentTarget), [] ];
if( (count _targetInfo) > 0) then {
if(_laserTarget != (_targetInfo select 0) ) then {
_targetInfo = []
};
};
if( (count _targetInfo) < 1) then {
_targetInfo = [_laserTarget, 1001]; // TODO: set laser code
_vehicle setVariable[QGVAR(currentTarget), _targetInfo, true];
_laserTarget setVariable[QGVAR(owner), _vehicle, true];
};
_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
if((count _result) > 0) then {
_resultPositions = _result select 2;
if((count _resultPositions) > 0) then {
_firstResult = _resultPositions select 0;
_pos = _firstResult select 0;
// If the laser has moved less than a half meter, then dont move it.
// Just regular use of lasers will commonly make them move this much,
// but not across multiple close frames.
// This loses accuracy a little, but saves position updates per frame.
TRACE_5("", diag_tickTime, _forceUpdateTime, getPosASL _laserTarget, _pos, ((getPosASL _laserTarget) distance _pos));
if(diag_tickTime > _forceUpdateTime) then {
TRACE_1("FCS Update", "");
["ace_fcs_forceUpdate", []] call ace_common_fnc_localEvent;
};
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if( (_laserTarget distance _pos) > 0.1) then {
TRACE_1("LaserPos Update", "");
_laserTarget setPosATL (ASLToATL _pos);
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};
if(diag_tickTime > _forceUpdateTime) then {
_args set[2, diag_tickTime + FCS_UPDATE_DELAY];
};
#ifdef DEBUG_MODE_FULL
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], (getPosATL _laserTarget), 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
{
private["_position"];
_position = _x select 0;
drawLine3d [ASLToATL _povPos, ASLToATL _position, [0,0,1,1] ];
} forEach _resultPositions;
#endif
};
};
_this set[0, _args];
};
private "_laserTarget";
private "_handle";
if(isNil QGVAR(laser)) then {
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_laserTarget = "LaserTargetW" createVehicle (getpos ACE_player);
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GVAR(active) = true;
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_handle = [FUNC(laserHudDesignatePFH), 0.1, [_laserTarget, ACE_player]] call cba_fnc_addPerFrameHandler;
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
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// Clear the vehicle parameters
_vehicle setVariable[QGVAR(currentTarget), [], true];
GVAR(laser) = _laserTarget;
} else {
[] call FUNC(laserHudDesignateOff);
[] call FUNC(laserHudDesignateOn);
};