ACE3/addons/interact_menu/functions/fnc_renderActionPoints.sqf

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#include "script_component.hpp"
/*
* Author: NouberNou and esteldunedain
* Render all action points
*
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* Arguments:
* None
*
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* Return Value:
* None
*
* Example:
* call ACE_interact_menu_fnc_renderActionPoints
*
* Public: No
*/
GVAR(currentOptions) = [];
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private _player = ACE_player;
GVAR(cameraPosASL) = AGLtoASL (positionCameraToWorld [0, 0, 0]);
GVAR(cameraDir) = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff GVAR(cameraPosASL);
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private _fnc_renderNearbyActions = {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
GVAR(foundActions) = [];
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GVAR(lastTimeSearchedActions) = diag_tickTime;
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private _numInteractObjects = 0;
private _nearestObjects = nearestObjects [ACE_player, ["All"], 13];
{
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private _target = _x;
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// Quick oclussion test. Skip objects more than 1 m behind the camera plane
private _lambda = ((getPosASL _x) vectorDiff GVAR(cameraPosASL)) vectorDotProduct GVAR(cameraDir);
if ((_lambda > -1) && {!isObjectHidden _target}) then {
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private _numInteractions = 0;
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// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
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// Iterate through object actions, find base level actions and render them if appropiate
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
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if ((_x select 1) isEqualTo []) then {
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// Try to render the menu
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private _action = _x;
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if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
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};
};
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nil
} count GVAR(objectActionList);
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// Iterate through base level class actions and render them if appropiate
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private _namespace = GVAR(ActNamespace);
private _classActions = _namespace getVariable typeOf _target;
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{
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private _action = _x;
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// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
};
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nil
} count _classActions;
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// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
};
};
};
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if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
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nil
} count _nearestObjects;
};
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private _fnc_renderLastFrameActions = {
{
_x params ["_target", "_action", "_objectActionList"];
GVAR(objectActionList) = _objectActionList;
[_target, _action] call FUNC(renderBaseMenu);
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nil
} count GVAR(foundActions);
};
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private _fnc_renderSelfActions = {
private _target = _this;
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// Set object actions for collectActiveActionTree
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
// Iterate through base level class actions and render them if appropiate
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private _namespace = GVAR(ActSelfNamespace);
private _classActions = _namespace getVariable typeOf _target;
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private _pos = if !(GVAR(useCursorMenu)) then {
//Convert to ASL, add offset and then convert back to AGL (handles waves when over water)
ASLtoAGL ((AGLtoASL (positionCameraToWorld [0, 0, 0])) vectorAdd GVAR(selfMenuOffset));
} else {
[0.5, 0.5]
};
{
_action = _x;
[_target, _action, _pos] call FUNC(renderBaseMenu);
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nil
} count _classActions;
};
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private _fnc_renderZeusActions = {
{
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private _action = _x;
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[_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu);
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nil
} count GVAR(ZeusActions);
};
GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
if (isNull curatorCamera) then {
if (!(isNull (ACE_controlledUAV select 0))) then {
// Render UAV self actions when in control of UAV AI
(ACE_controlledUAV select 0) call _fnc_renderSelfActions;
} else {
if (vehicle ACE_player == ACE_player) then {
if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then {
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
call _fnc_renderNearbyActions;
} else {
// The rest of the frames just draw the same action points rendered the last frame
call _fnc_renderLastFrameActions;
};
} else {
// Render vehicle self actions when in vehicle
(vehicle ACE_player) call _fnc_renderSelfActions;
};
};
} else {
// Render zeus actions when zeus open
(getAssignedCuratorLogic player) call _fnc_renderZeusActions;
};
} else {
ACE_player call _fnc_renderSelfActions;
};
if (count GVAR(collectedActionPoints) > 1) then {
// Do the oclusion pass
// Order action points according to z
GVAR(collectedActionPoints) sort true;
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for [{private _i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
for [{private _j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
// Check if action point _i is ocluded by _j
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private _delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
// If _i is inside a cone with 20º half angle with origin on _j
if ((_delta select 2 > 0.94) && {((GVAR(collectedActionPoints) select _i select 1) distance2d (GVAR(collectedActionPoints) select _j select 1)) < 0.1}) exitWith {
GVAR(collectedActionPoints) deleteAt _i;
};
};
};
};
// Render the non-ocluded points
{
_x params ["_z", "_sPos", "_activeActionTree"];
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
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nil
} count GVAR(collectedActionPoints);