ACE3/TO_MERGE/ace/sys_cargo/fnc_menuDef.sqf

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2015-01-29 23:18:45 +00:00
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
#include "\a3\editor_f\Data\Scripts\dikCodes.h"
private ["_menuDef", "_target", "_params", "_menuName", "_menuRsc", "_menus"];
private ["_vehicle", "_displayNameVehicle","_exit","_nearestVehicle"];
private ["_canDrag","_canPush"];
private ["_weight"];
PARAMS_2(_target,_params);
_menuDef = [];
if (typeOf _target == "Weaponholder") exitWith { closeDialog 0; _menuDef };
// Needs to be fixed in CBA if possible, objects that inherit from any class used for interaction, but should not be able to interacted with,
// e.g class Weaponholder, which inherits from Reammobox!
_menuName = "";
_menuRsc = "popup";
if (typeName _params == typeName []) then {
if (count _params < 1) exitWith {diag_log format["Error: Invalid params: %1, %2", _this, __FILE__];};
_menuName = _params select 0;
_menuRsc = if (count _params > 1) then {_params select 1} else {_menuRsc};
} else {
_menuName = _params;
};
//-----------------------------------------------------------------------------
// TODO: Sort functions and scripts!
// Hacked
if (_target isKindOf "ACE_Arty_AimingStakes") exitWith {_menuDef};
// Only allow loading of ammoboxes atm. Later extend to different vehicles (small) or objects
_loadthing = (getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canBeLoad") == 1);
_gearthing = (getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canGear") == 1);
// Get exceptional vehicle that can only store gear parts (used in sys_eject - weaponcheck)
// This is used to allow players access the cargo space of non-sys_cargo vehicles!
if (_gearthing) then {
_loadthing = true;
};
_cargothing = getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canBeCargo") == 1;
_canBeCarried = getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canBeCarried") == 1;
_onSling = _target getVariable ["ace_sys_slingload_isLoaded",false];
TRACE_5("",_target,_loadthing,_cargothing,_gearthing,_canBeCarried);
if !(_loadthing || {_cargothing} || {_canBeCarried}) exitWith {_menuDef};
#define __TMW getNumber(configFile >> "CfgVehicles" >> typeOf _vehicle >> "transportMaxWeapons")
#define __TMM getNumber(configFile >> "CfgVehicles" >> typeOf _vehicle >> "transportMaxMagazines")
GVAR(target) = _target;
_displayNameCargo = getText (configFile >> "CfgVehicles" >> typeOf _target >> "displayNameShort");
if (_displayNameCargo == "") then {_displayNameCargo = typeOf _target};
_nearestVehicle = objNull;
if (isNull _target) then {objNull} else {
_ar = nearestObjects [_target, ["Car", "Ship", "Air","Tank"], 8];
_filter_ar = [_ar, {_x isKindOf "ACE_JerryCan"}] call BIS_fnc_conditionalSelect;
if (count _filter_ar > 0) then {
_ar = _ar - _filter_ar;
};
if (count _ar > 0) then { _nearestVehicle = _ar select 0 };
};
_nearestVehicleDistance = _target distance _nearestVehicle; // Loading distance. Should normally be relatively small
_vehicle = if (!isNull _nearestVehicle && {_nearestVehicleDistance < (2 + (_nearestVehicle call BIS_fnc_boundingCircle)/2)}) then {_nearestVehicle} else {objNull};
GVAR(vehicle) = _vehicle; // Set the cargo vehicle to the target, unless a different vehicle was found near
TRACE_2("TARGET & VEHICLE",_target,_vehicle);
_vehicleAvailable = !isNull _vehicle && {alive _vehicle};
if (_vehicleAvailable) then {
_displayNameVehicle = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
if (_displayNameVehicle == "") then {_displayNameVehicle = typeOf _vehicle};
TRACE_2("Found",GVAR(vehicle),_vehicleAvailable);
// Check if found vehicle has cargo capacity
if (getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> "ACE_canBeLoad") != 1 || {(__TMW == 0 && {__TMM == 0})} || {_vehicle getVariable [QGVAR(busy),false]}) exitWith {
_vehicleAvailable = false;
TRACE_1("...Vehicle cannot transport anything","");
TRACE_1("...Vehicle has no cargo space","");
};
};
// Check wether player isInFront of vehicle or behind it.
_inFront = if !(isNull GVAR(vehicle)) then { [GVAR(vehicle),player,0.1] call ACE_fnc_inFront; } else { false };
_currentCargo = _target getVariable [QGVAR(content),[]];
_currentCargo_front = _target getVariable [QGVAR(content_front),[]];
_type = [_target,"check"] call FUNC(determineCargo);
private ["_canLoadFront","_frontLoadFree"];
if (!isNull GVAR(vehicle)) then {
_frontLoading = GVAR(vehicle) call FUNC(determineFrontCargo);
_canLoadFront = _frontLoading select 0;
_frontLoadFree = _frontLoading select 1;
} else {
_canLoadFront = false;
_frontLoadFree = false;
};
_isCarryingFrontLoadItem = false;
if (player getVariable [QGVAR(carrying),false]) then {
_frontCargoItem = player getVariable QGVAR(carried_object);
if (getNumber (configFile >> "CfgVehicles" >> typeOf _frontCargoItem >> "ACE_canLoadFront") == 1) then {
_isCarryingFrontLoadItem = true;
};
};
// Carry in pairs stuff
// ----------------------------------
_helperNear = false;
_helper = objNull;
if (_type in [4,5]) then {
_potHelper = (position player) nearEntities ["CaManBase",5] - [player];
if (player in _potHelper) then {
_potHelper = _potHelper - [player];
};
if (count _potHelper > 0) then {
_isPlayer = false;
{
if (isplayer _x) exitWith { _helperNear = true; _helper = _x; }; /// ADD "!" to 'isplayer check' if TESTING in SP !!!!!
} foreach _potHelper;
};
};
// Check if component has a front carrier, so the HELP XX CARRYING option comes alive
_canBeCarriedInPairs = (isNil {_target getVariable [QGVAR(carrier_front), nil]});
// Check if component has a back carrier
_hasCarrierBack = (!isNil {_target getVariable [QGVAR(carrier_back), nil]});
_hasCarrierFront = (!isNil {_target getVariable [QGVAR(carrier_front), nil]});
// Check if component is busy, i.e about to become loaded into something
_nameCarrierFront = if (_hasCarrierFront) then { name (_target getVariable QGVAR(carrier_front)) } else { "" };
TRACE_4("",_canBeCarriedInPairs,_hasCarrierBack,_hasCarrierFront,_nameCarrierFront);
GVAR(helper) = _helper; TRACE_1("",_helper);
_menus = [
[
["main", "", _menuRsc],
[
[format [localize "STR_ACE_CARGO_CARRY",_displayNameCargo], // Carry alone
{ [GVAR(target)] spawn FUNC(carry) },
"", "", "", -1,
//1, ({alive _x} count (crew _target) == 0) && {alive _target} && {_cargothing} && {_type == 1} && {!(_target getVariable [QGVAR(attached_front),false])} && {!(player getVariable [QGVAR(carrying),false])}],
1, _canBeCarried && {ACE_SELFINTERACTION_RESTRICTED} || {({alive _x} count (crew _target) == 0) && {alive _target} && {_cargothing} && {_type == 1} && {!(_target getVariable [QGVAR(attached_front),false])} && {!(player getVariable [QGVAR(carrying),false])} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}}],
[format [localize "STR_ACE_CARGO_CARRY2",_displayNameCargo], // Carry in pairs
{ [GVAR(target),player, "CARRIER"] spawn FUNC(carry2) },
"", "", "", -1,
_helperNear, _canBeCarriedInPairs && {alive _target} && {!_hasCarrierFront} && {_cargothing} && {_type in [2,4,5]} && {!(_target getVariable [QGVAR(attached_front),false])} && {!(player getVariable [QGVAR(carrying),false])} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
[format [localize "STR_ACE_CARGO_CARRY2_HELP",_nameCarrierFront], // Carry in pairs Help
{ [GVAR(target),player, "HELPER"] spawn FUNC(carry2) },
"", "", "", -1,
1, _hasCarrierFront && {!_hasCarrierBack} && {alive _target} && {_cargothing} && {_type in [4,5]} && {!(_target getVariable [QGVAR(attached_front),false])} && {!(player getVariable [QGVAR(carrying),false])} && {ACE_SELFINTERACTION_RESTRICTED}],
[localize "STR_ACE_CARGO_DRAG", // Drag
{ [GVAR(target)] spawn FUNC(drag) },
"", "", "", -1,
1, ({alive _x} count (crew _target) == 0) && {alive _target} && {_cargothing} && {(player == vehicle player)} && {_type in [2,5]} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
[format [localize "STR_ACE_CARGO_PUSH",_displayNameCargo], // Push
{ [GVAR(target)] spawn FUNC(push) },
"", "", "", -1,
1, alive _target && {_cargothing} && {_type == 3} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
[format[localize "STR_ACE_LOADCARGO", _displayNameVehicle], // Loading cargo is now only at the vehicles trunk!
{[GVAR(target),GVAR(vehicle)] spawn FUNC(load) },
"", "", "", -1,
GVAR(vehicle) != GVAR(target) && {_type in [1,2,4,5]}, _vehicleAvailable && {_cargothing} && {alive _target} && {!_inFront} && {!(player getVariable [QGVAR(carrying),false])} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
["Attach in front", //TODO: localize // Attaching stuff on the front of the vehicle (looks kool but maybe useless)
{[(player getVariable QGVAR(carried_object)),GVAR(vehicle)] spawn FUNC(attachToFront) },
"", "", "", -1,
GVAR(vehicle) != GVAR(target), _loadthing && {alive _target} && {_inFront} && {_canLoadFront} && {_isCarryingFrontLoadItem} && {_frontLoadFree} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
[localize "STR_ACE_SHOWCARGO", // Cargo access is now only at the vehicles trunk!
{ closeDialog 0; createDialog "ACE_Cargo_List" },
"", "", "", -1,
count _currentCargo > 0, alive _target && {_loadthing} && {getPos _target select 2 < 2} && {!_inFront} && {ACE_SELFINTERACTION_RESTRICTED}],
[localize "STR_ACE_SHOWCARGO", // Cargo access for items attached to vehicle front
{ closeDialog 0; createDialog "ACE_CargoFront_List" },
"", "", "", -1,
count _currentCargo_front > 0, alive _target && {_loadthing} && {getPos _target select 2 < 2} && {_inFront} && {ACE_SELFINTERACTION_RESTRICTED}]
]
]
];
//-----------------------------------------------------------------------------
{
if (_x select 0 select 0 == _menuName) exitWith {_menuDef = _x};
} forEach _menus;
if (count _menuDef == 0) then {
hintC format ["Error: Menu not found: %1\n%2\n%3", str _menuName, if (_menuName == "") then {_this} else {""}, __FILE__];
diag_log format ["Error: Menu not found: %1, %2, %3", str _menuName, _this, __FILE__];
};
_menuDef // return value