ACE3/addons/cargo/functions/fnc_initVehicle.sqf

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#include "..\script_component.hpp"
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/*
* Author: Glowbal
* Initializes vehicle, adds open cargo menu action if available.
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*
* Arguments:
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* 0: Vehicle <OBJECT>
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*
* Return Value:
* None
*
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* Example:
* cursorObject call ace_cargo_fnc_initVehicle
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*
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* Public: No
*/
params ["_vehicle"];
TRACE_1("params",_vehicle);
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private _type = typeOf _vehicle;
private _config = configOf _vehicle;
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// If vehicle had space given to it via eden/public, then override config hasCargo setting
private _hasCargoPublic = _vehicle getVariable QGVAR(hasCargo);
private _hasCargoPublicDefined = !isNil "_hasCargoPublic";
if (_hasCargoPublicDefined && {!(_hasCargoPublic isEqualType false)}) then {
WARNING_4("%1[%2] - Variable %3 is %4 - Should be bool",_vehicle,_type,QGVAR(hasCargo),_hasCargoPublic);
};
private _hasCargoConfig = getNumber (_config >> QGVAR(hasCargo)) == 1;
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// Nothing to do here if vehicle has no cargo space
if !((_hasCargoPublicDefined && {_hasCargoPublic in [true, 1]}) || {!_hasCargoPublicDefined && {_hasCargoConfig}}) exitWith {};
// Check if cargo is in cargo holder types (checked when trying to search for loadable objects)
private _addCargoType = GVAR(cargoHolderTypes) findIf {_type isKindOf _x} == -1;
TRACE_2("",_addCargoType,_type);
if (_addCargoType) then {
GVAR(cargoHolderTypes) pushBack _type;
};
// If already initialised (both actions and cargo), then skip
if (_vehicle getVariable [QGVAR(initVehicle), false]) exitWith {};
// Vehicles can have default ace cargo in their config
if (isServer) then {
_vehicle setVariable [QGVAR(initVehicle), true];
private _cargoClassname = "";
private _cargoCount = 0;
private _loaded = 0;
{
_cargoClassname = getText (_x >> "type");
_cargoCount = getNumber (_x >> "amount");
TRACE_3("adding ace_cargo",configName _x,_cargoClassname,_cargoCount);
// Ignore stability check (distance check is also ignored with this, but it's ignored by default if item is a string)
_loaded = [_cargoClassname, _vehicle, _cargoCount, true] call FUNC(addCargoItem);
// Let loop continue until the end, so that it prints everything into the rpt (there might be smaller items that could still fit in cargo)
if (_loaded != _cargoCount) then {
WARNING_5("%1 (%2) could not fit %3 %4 inside its cargo, only %5 were loaded.",_vehicle,_type,_cargoCount,_cargoClassname,_loaded);
};
} forEach ("true" configClasses (_config >> QUOTE(ADDON) >> "cargo"));
};
// Servers and HCs do not require action menus (beyond this point)
if (!hasInterface) exitWith {};
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// Unnecessary to add actions to a vehicle class that's already got them
if (_type in GVAR(initializedVehicleClasses)) exitWith {};
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// Vehicles given cargo via eden have their actions added to the object
// So this function may run for multiple of the same class in that case
if (_hasCargoConfig) then {
GVAR(initializedVehicleClasses) pushBack _type;
TRACE_1("Adding unload cargo action to class",_type);
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[_type, 0, ["ACE_MainActions"], GVAR(vehicleAction)] call EFUNC(interact_menu,addActionToClass);
} else {
_vehicle setVariable [QGVAR(initVehicle), true];
TRACE_1("Adding unload cargo action to object",_vehicle);
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[_vehicle, 0, ["ACE_MainActions"], GVAR(vehicleAction)] call EFUNC(interact_menu,addActionToObject);
};
// Add the paradrop self interaction for planes and helicopters
if (_vehicle isKindOf "Air") then {
private _condition = {
//IGNORE_PRIVATE_WARNING ["_target", "_player"];
GVAR(enable) &&
{[_player, _target, []] call EFUNC(common,canInteractWith)} && {
private _turretPath = _target unitTurret _player;
(_player == currentPilot _target) || // Pilot/Co-pilot
{(getNumber ([_target, _turretPath] call CBA_fnc_getTurret >> "isCopilot")) == 1} || // Co-pilot
{_turretPath in (getArray (configOf _target >> QGVAR(loadmasterTurrets)))}
}
};
private _statement = {
//IGNORE_PRIVATE_WARNING ["_target", "_player"];
GVAR(interactionVehicle) = _target;
GVAR(interactionParadrop) = true;
createDialog QGVAR(menu);
};
private _text = LLSTRING(openMenu);
private _icon = "";
private _action = [QGVAR(openMenu), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction);
// Self action on the vehicle
if (_hasCargoConfig) then {
[_type, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToClass);
} else {
[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
};
};