mirror of
https://github.com/acemod/ACE3.git
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207 lines
9.9 KiB
Plaintext
207 lines
9.9 KiB
Plaintext
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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#include "\a3\editor_f\Data\Scripts\dikCodes.h"
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private ["_menuDef", "_target", "_params", "_menuName", "_menuRsc", "_menus"];
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private ["_vehicle", "_displayNameVehicle","_exit","_nearestVehicle"];
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private ["_canDrag","_canPush"];
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private ["_weight"];
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PARAMS_2(_target,_params);
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_menuDef = [];
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if (typeOf _target == "Weaponholder") exitWith { closeDialog 0; _menuDef };
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// 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,
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// e.g class Weaponholder, which inherits from Reammobox!
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_menuName = "";
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_menuRsc = "popup";
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if (typeName _params == typeName []) then {
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if (count _params < 1) exitWith {diag_log format["Error: Invalid params: %1, %2", _this, __FILE__];};
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_menuName = _params select 0;
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_menuRsc = if (count _params > 1) then {_params select 1} else {_menuRsc};
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} else {
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_menuName = _params;
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};
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//-----------------------------------------------------------------------------
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// TODO: Sort functions and scripts!
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// Hacked
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if (_target isKindOf "ACE_Arty_AimingStakes") exitWith {_menuDef};
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// Only allow loading of ammoboxes atm. Later extend to different vehicles (small) or objects
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_loadthing = (getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canBeLoad") == 1);
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_gearthing = (getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canGear") == 1);
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// Get exceptional vehicle that can only store gear parts (used in sys_eject - weaponcheck)
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// This is used to allow players access the cargo space of non-sys_cargo vehicles!
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if (_gearthing) then {
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_loadthing = true;
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};
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_cargothing = getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canBeCargo") == 1;
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_canBeCarried = getNumber (configFile >> "CfgVehicles" >> typeOf _target >> "ACE_canBeCarried") == 1;
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_onSling = _target getVariable ["ace_sys_slingload_isLoaded",false];
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TRACE_5("",_target,_loadthing,_cargothing,_gearthing,_canBeCarried);
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if !(_loadthing || {_cargothing} || {_canBeCarried}) exitWith {_menuDef};
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#define __TMW getNumber(configFile >> "CfgVehicles" >> typeOf _vehicle >> "transportMaxWeapons")
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#define __TMM getNumber(configFile >> "CfgVehicles" >> typeOf _vehicle >> "transportMaxMagazines")
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GVAR(target) = _target;
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_displayNameCargo = getText (configFile >> "CfgVehicles" >> typeOf _target >> "displayNameShort");
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if (_displayNameCargo == "") then {_displayNameCargo = typeOf _target};
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_nearestVehicle = objNull;
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if (isNull _target) then {objNull} else {
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_ar = nearestObjects [_target, ["Car", "Ship", "Air","Tank"], 8];
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_filter_ar = [_ar, {_x isKindOf "ACE_JerryCan"}] call BIS_fnc_conditionalSelect;
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if (count _filter_ar > 0) then {
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_ar = _ar - _filter_ar;
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};
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if (count _ar > 0) then { _nearestVehicle = _ar select 0 };
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};
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_nearestVehicleDistance = _target distance _nearestVehicle; // Loading distance. Should normally be relatively small
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_vehicle = if (!isNull _nearestVehicle && {_nearestVehicleDistance < (2 + (_nearestVehicle call BIS_fnc_boundingCircle)/2)}) then {_nearestVehicle} else {objNull};
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GVAR(vehicle) = _vehicle; // Set the cargo vehicle to the target, unless a different vehicle was found near
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TRACE_2("TARGET & VEHICLE",_target,_vehicle);
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_vehicleAvailable = !isNull _vehicle && {alive _vehicle};
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if (_vehicleAvailable) then {
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_displayNameVehicle = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
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if (_displayNameVehicle == "") then {_displayNameVehicle = typeOf _vehicle};
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TRACE_2("Found",GVAR(vehicle),_vehicleAvailable);
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// Check if found vehicle has cargo capacity
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if (getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> "ACE_canBeLoad") != 1 || {(__TMW == 0 && {__TMM == 0})} || {_vehicle getVariable [QGVAR(busy),false]}) exitWith {
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_vehicleAvailable = false;
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TRACE_1("...Vehicle cannot transport anything","");
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TRACE_1("...Vehicle has no cargo space","");
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};
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};
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// Check wether player isInFront of vehicle or behind it.
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_inFront = if !(isNull GVAR(vehicle)) then { [GVAR(vehicle),player,0.1] call ACE_fnc_inFront; } else { false };
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_currentCargo = _target getVariable [QGVAR(content),[]];
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_currentCargo_front = _target getVariable [QGVAR(content_front),[]];
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_type = [_target,"check"] call FUNC(determineCargo);
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private ["_canLoadFront","_frontLoadFree"];
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if (!isNull GVAR(vehicle)) then {
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_frontLoading = GVAR(vehicle) call FUNC(determineFrontCargo);
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_canLoadFront = _frontLoading select 0;
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_frontLoadFree = _frontLoading select 1;
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} else {
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_canLoadFront = false;
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_frontLoadFree = false;
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};
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_isCarryingFrontLoadItem = false;
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if (player getVariable [QGVAR(carrying),false]) then {
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_frontCargoItem = player getVariable QGVAR(carried_object);
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if (getNumber (configFile >> "CfgVehicles" >> typeOf _frontCargoItem >> "ACE_canLoadFront") == 1) then {
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_isCarryingFrontLoadItem = true;
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};
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};
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// Carry in pairs stuff
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// ----------------------------------
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_helperNear = false;
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_helper = objNull;
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if (_type in [4,5]) then {
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_potHelper = (position player) nearEntities ["CaManBase",5] - [player];
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if (player in _potHelper) then {
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_potHelper = _potHelper - [player];
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};
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if (count _potHelper > 0) then {
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_isPlayer = false;
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{
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if (isplayer _x) exitWith { _helperNear = true; _helper = _x; }; /// ADD "!" to 'isplayer check' if TESTING in SP !!!!!
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} foreach _potHelper;
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};
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};
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// Check if component has a front carrier, so the HELP XX CARRYING option comes alive
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_canBeCarriedInPairs = (isNil {_target getVariable [QGVAR(carrier_front), nil]});
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// Check if component has a back carrier
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_hasCarrierBack = (!isNil {_target getVariable [QGVAR(carrier_back), nil]});
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_hasCarrierFront = (!isNil {_target getVariable [QGVAR(carrier_front), nil]});
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// Check if component is busy, i.e about to become loaded into something
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_nameCarrierFront = if (_hasCarrierFront) then { name (_target getVariable QGVAR(carrier_front)) } else { "" };
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TRACE_4("",_canBeCarriedInPairs,_hasCarrierBack,_hasCarrierFront,_nameCarrierFront);
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GVAR(helper) = _helper; TRACE_1("",_helper);
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_menus = [
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[
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["main", "", _menuRsc],
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[
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[format [localize "STR_ACE_CARGO_CARRY",_displayNameCargo], // Carry alone
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{ [GVAR(target)] spawn FUNC(carry) },
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"", "", "", -1,
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//1, ({alive _x} count (crew _target) == 0) && {alive _target} && {_cargothing} && {_type == 1} && {!(_target getVariable [QGVAR(attached_front),false])} && {!(player getVariable [QGVAR(carrying),false])}],
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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}}],
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[format [localize "STR_ACE_CARGO_CARRY2",_displayNameCargo], // Carry in pairs
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{ [GVAR(target),player, "CARRIER"] spawn FUNC(carry2) },
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"", "", "", -1,
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_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}],
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[format [localize "STR_ACE_CARGO_CARRY2_HELP",_nameCarrierFront], // Carry in pairs Help
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{ [GVAR(target),player, "HELPER"] spawn FUNC(carry2) },
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"", "", "", -1,
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1, _hasCarrierFront && {!_hasCarrierBack} && {alive _target} && {_cargothing} && {_type in [4,5]} && {!(_target getVariable [QGVAR(attached_front),false])} && {!(player getVariable [QGVAR(carrying),false])} && {ACE_SELFINTERACTION_RESTRICTED}],
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[localize "STR_ACE_CARGO_DRAG", // Drag
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{ [GVAR(target)] spawn FUNC(drag) },
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"", "", "", -1,
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1, ({alive _x} count (crew _target) == 0) && {alive _target} && {_cargothing} && {(player == vehicle player)} && {_type in [2,5]} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
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[format [localize "STR_ACE_CARGO_PUSH",_displayNameCargo], // Push
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{ [GVAR(target)] spawn FUNC(push) },
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"", "", "", -1,
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1, alive _target && {_cargothing} && {_type == 3} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
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[format[localize "STR_ACE_LOADCARGO", _displayNameVehicle], // Loading cargo is now only at the vehicles trunk!
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{[GVAR(target),GVAR(vehicle)] spawn FUNC(load) },
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"", "", "", -1,
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GVAR(vehicle) != GVAR(target) && {_type in [1,2,4,5]}, _vehicleAvailable && {_cargothing} && {alive _target} && {!_inFront} && {!(player getVariable [QGVAR(carrying),false])} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
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["Attach in front", //TODO: localize // Attaching stuff on the front of the vehicle (looks kool but maybe useless)
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{[(player getVariable QGVAR(carried_object)),GVAR(vehicle)] spawn FUNC(attachToFront) },
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"", "", "", -1,
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GVAR(vehicle) != GVAR(target), _loadthing && {alive _target} && {_inFront} && {_canLoadFront} && {_isCarryingFrontLoadItem} && {_frontLoadFree} && {!_onSling} && {ACE_SELFINTERACTION_RESTRICTED}],
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[localize "STR_ACE_SHOWCARGO", // Cargo access is now only at the vehicles trunk!
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{ closeDialog 0; createDialog "ACE_Cargo_List" },
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"", "", "", -1,
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count _currentCargo > 0, alive _target && {_loadthing} && {getPos _target select 2 < 2} && {!_inFront} && {ACE_SELFINTERACTION_RESTRICTED}],
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[localize "STR_ACE_SHOWCARGO", // Cargo access for items attached to vehicle front
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{ closeDialog 0; createDialog "ACE_CargoFront_List" },
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"", "", "", -1,
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count _currentCargo_front > 0, alive _target && {_loadthing} && {getPos _target select 2 < 2} && {_inFront} && {ACE_SELFINTERACTION_RESTRICTED}]
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]
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]
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];
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//-----------------------------------------------------------------------------
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{
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if (_x select 0 select 0 == _menuName) exitWith {_menuDef = _x};
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} forEach _menus;
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if (count _menuDef == 0) then {
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hintC format ["Error: Menu not found: %1\n%2\n%3", str _menuName, if (_menuName == "") then {_this} else {""}, __FILE__];
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diag_log format ["Error: Menu not found: %1, %2, %3", str _menuName, _this, __FILE__];
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};
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_menuDef // return value
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