ACE3/addons/common/XEH_postInit.sqf

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// ACE - Common
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#include "script_component.hpp"
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// #define ENABLE_PERFORMANCE_COUNTERS
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//////////////////////////////////////////////////
// PFHs
//////////////////////////////////////////////////
//Singe PFEH to handle execNextFrame and waitAndExec:
[{
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private "_entry";
//Handle the waitAndExec array:
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while {!(GVAR(waitAndExecArray) isEqualTo []) && {GVAR(waitAndExecArray) select 0 select 0 <= ACE_Time}} do {
_entry = GVAR(waitAndExecArray) deleteAt 0;
(_entry select 2) call (_entry select 1);
};
//Handle the execNextFrame array:
{
(_x select 0) call (_x select 1);
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false
} count GVAR(nextFrameBufferA);
//Swap double-buffer:
GVAR(nextFrameBufferA) = GVAR(nextFrameBufferB);
GVAR(nextFrameBufferB) = [];
GVAR(nextFrameNo) = diag_frameno + 1;
}, 0, []] call CBA_fnc_addPerFrameHandler;
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//////////////////////////////////////////////////
// Get Map Data
//////////////////////////////////////////////////
//Find MGRS zone and 100km grid for current map
[] call FUNC(getMGRSdata);
//Prepare variables for FUNC(getMapGridFromPos)/FUNC(getMapPosFromGrid)
[] call FUNC(getMapGridData);
//////////////////////////////////////////////////
// Eventhandlers
//////////////////////////////////////////////////
// Listens for global "SettingChanged" events, to update the force status locally
["SettingChanged", {
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params ["_name", "_value", "_force"];
if (_force) then {
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private "_settingData";
_settingData = [_name] call FUNC(getSettingData);
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if (_settingData isEqualTo []) exitWith {};
_settingData set [6, _force];
};
}] call FUNC(addEventhandler);
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// Event to log Fix Headbug output
["HeadbugFixUsed", {
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params ["_profileName", "_animation"];
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ACE_LOGINFO_2("Headbug Used: Name: %1, Animation: %2",_profileName,_animation);
}] call FUNC(addEventHandler);
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["fixCollision", FUNC(fixCollision)] call FUNC(addEventhandler);
["fixFloating", FUNC(fixFloating)] call FUNC(addEventhandler);
["fixPosition", FUNC(fixPosition)] call FUNC(addEventhandler);
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["unloadPersonEvent", FUNC(unloadPersonLocal)] call FUNC(addEventhandler);
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["lockVehicle", {
_this setVariable [QGVAR(lockStatus), locked _this];
_this lock 2;
}] call FUNC(addEventhandler);
["unlockVehicle", {
_this lock (_this getVariable [QGVAR(lockStatus), locked _this]);
}] call FUNC(addEventhandler);
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["setDir", {(_this select 0) setDir (_this select 1)}] call FUNC(addEventhandler);
["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler);
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["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
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["selectLeader", {(_this select 0) selectLeader (_this select 1)}] call FUNC(addEventHandler);
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["assignTeam", {(_this select 0) assignTeam (_this select 1)}] call FUNC(addEventHandler);
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["setVelocity", {(_this select 0) setVelocity (_this select 1)}] call FUNC(addEventHandler);
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if (isServer) then {
["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler);
["enableSimulationGlobal", {(_this select 0) enableSimulationGlobal (_this select 1)}] call FUNC(addEventHandler);
};
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//////////////////////////////////////////////////
// Set up remote execution
//////////////////////////////////////////////////
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// ACE events
"ACEg" addPublicVariableEventHandler {_this call FUNC(_handleNetEvent)};
"ACEc" addPublicVariableEventHandler {_this call FUNC(_handleNetEvent)};
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// Synced ACE events
// Handle JIP scenario
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if (!isServer) then {
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["PlayerJip", {
ACE_LOGINFO("JIP event synchronization initialized");
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["SEH_all", [player]] call FUNC(serverEvent);
}] call FUNC(addEventHandler);
} else {
["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler);
};
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["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
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if (isServer) then {
[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
};
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// @todo deprecated
QGVAR(remoteFnc) addPublicVariableEventHandler {
(_this select 1) call FUNC(execRemoteFnc);
};
// @todo figure out what this does.
[missionNamespace] call FUNC(executePersistent);
//////////////////////////////////////////////////
// Check files, previous installed version etc.
//////////////////////////////////////////////////
private ["_currentVersion", "_previousVersion"];
_currentVersion = getText (configFile >> "CfgPatches" >> QUOTE(ADDON) >> "version");
_previousVersion = profileNamespace getVariable ["ACE_VersionNumberString", ""];
// check previous version number from profile
if (_currentVersion != _previousVersion) then {
// do something
profileNamespace setVariable ["ACE_VersionNumberString", _currentVersion];
};
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call FUNC(checkFiles);
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//////////////////////////////////////////////////
// Set up SettingsInitialized eventhandler
//////////////////////////////////////////////////
["SettingsInitialized", {
[
GVAR(checkPBOsAction),
GVAR(checkPBOsCheckAll),
call compile GVAR(checkPBOsWhitelist)
] call FUNC(checkPBOs)
}] call FUNC(addEventHandler);
// Create a pfh to wait until all postinits are ready and settings are initialized
[{
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params ["_args"];
_args params ["_waitingMsgSent"];
// If post inits are not ready then wait
if !(SLX_XEH_MACHINE select 8) exitWith {};
// If settings are not initialized then wait
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if (isNil QGVAR(settings) || {!isServer && isNil QEGVAR(modules,serverModulesRead)}) exitWith {
if !(_waitingMsgSent) then {
_args set [0, true];
ACE_LOGINFO("Waiting on settings from server...");
};
};
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[_this select 1] call CBA_fnc_removePerFrameHandler;
ACE_LOGINFO("Settings received from server.");
// Event so that ACE_Modules have their settings loaded:
["InitSettingsFromModules", []] call FUNC(localEvent);
// Load user settings from profile
if (hasInterface) then {
call FUNC(loadSettingsFromProfile);
call FUNC(loadSettingsLocalizedText);
};
ACE_LOGINFO("Settings initialized.");
//Event that settings are safe to use:
["SettingsInitialized", []] call FUNC(localEvent);
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//Set init finished and run all delayed functions:
GVAR(settingsInitFinished) = true;
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ACE_LOGINFO_1("%1 delayed functions running.",count GVAR(runAtSettingsInitialized));
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{
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(_x select 1) call (_x select 0);
false
} count GVAR(runAtSettingsInitialized);
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GVAR(runAtSettingsInitialized) = nil; //cleanup
}, 0, [false]] call CBA_fnc_addPerFrameHandler;
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/***************************************************************************/
/***************************************************************************/
/** everything that only player controlled machines need, goes below this **/
/***************************************************************************/
/***************************************************************************/
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if (!hasInterface) exitWith {};
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//////////////////////////////////////////////////
// Set up mouse wheel eventhandler
//////////////////////////////////////////////////
call FUNC(assignedItemFix);
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GVAR(ScrollWheelFrame) = diag_frameno;
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["mainDisplayLoaded", {
call FUNC(handleScrollWheelInit);
[{
call FUNC(handleModifierKeyInit);
}, [], 0.1] call FUNC(waitAndExecute); // needs delay, otherwise doesn't work without pressing "RESTART" in editor once. Tested in 1.52RC
}] call FUNC(addEventHandler);
// add PFH to execute event that fires when the main display (46) is created
private "_fnc_initMainDisplayCheck";
_fnc_initMainDisplayCheck = {
[{
if !(isNull findDisplay 46) then {
// Raise ACE event locally
["mainDisplayLoaded", [findDisplay 46]] call FUNC(localEvent);
[_this select 1] call CBA_fnc_removePerFrameHandler;
};
}, 0, []] call CBA_fnc_addPerFrameHandler;
};
call _fnc_initMainDisplayCheck;
// repeat this every time a savegame is loaded
addMissionEventHandler ["Loaded", _fnc_initMainDisplayCheck];
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// @todo remove?
enableCamShake true;
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//////////////////////////////////////////////////
// Eventhandler to set player names
//////////////////////////////////////////////////
// Set the name for the current player
["playerChanged", {
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params ["_newPlayer","_oldPlayer"];
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if (alive _newPlayer) then {
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[_newPlayer] call FUNC(setName);
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};
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if (alive _oldPlayer) then {
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[_oldPlayer] call FUNC(setName);
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};
}] call FUNC(addEventhandler);
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//////////////////////////////////////////////////
// Set up numerous eventhanders for player controlled units
//////////////////////////////////////////////////
// default variables
GVAR(OldPlayerVehicle) = vehicle objNull;
GVAR(OldPlayerTurret) = [objNull] call FUNC(getTurretIndex);
GVAR(OldPlayerWeapon) = currentWeapon objNull;
GVAR(OldPlayerInventory) = [objNull] call FUNC(getAllGear);
GVAR(OldPlayerVisionMode) = currentVisionMode objNull;
GVAR(OldCameraView) = "";
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GVAR(OldVisibleMap) = false;
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GVAR(OldInventoryDisplayIsOpen) = nil; //@todo check this
GVAR(OldZeusDisplayIsOpen) = false;
GVAR(OldIsCamera) = false;
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// clean up playerChanged eventhandler from preinit and put it in the same PFH as the other events to reduce overhead and guarantee advantageous execution order
if (!isNil QGVAR(PreInit_playerChanged_PFHID)) then {
[GVAR(PreInit_playerChanged_PFHID)] call CBA_fnc_removePerFrameHandler;
GVAR(PreInit_playerChanged_PFHID) = nil;
};
// PFH to raise varios events
[{
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BEGIN_COUNTER(stateChecker);
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private "_data"; // reuse one variable to reduce number of variables that have to be set to private each frame
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// "playerChanged" event
_data = call FUNC(player);
if !(_data isEqualTo GVAR(OldPlayerVehicle)) then {
private "_oldPlayer";
_oldPlayer = ACE_player;
ACE_player = _data;
uiNamespace setVariable ["ACE_player", _data];
// Raise ACE event locally
["playerChanged", [ACE_player, _oldPlayer]] call FUNC(localEvent);
};
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// "playerVehicleChanged" event
_data = vehicle ACE_player;
if !(_data isEqualTo GVAR(OldPlayerVehicle)) then {
// Raise ACE event locally
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GVAR(OldPlayerVehicle) = _data;
["playerVehicleChanged", [ACE_player, _data]] call FUNC(localEvent);
};
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// "playerTurretChanged" event
_data = [ACE_player] call FUNC(getTurretIndex);
if !(_data isEqualTo GVAR(OldPlayerTurret)) then {
// Raise ACE event locally
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GVAR(OldPlayerTurret) = _data;
["playerTurretChanged", [ACE_player, _data]] call FUNC(localEvent);
};
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// "playerWeaponChanged" event
_data = currentWeapon ACE_player;
if (_data != GVAR(OldPlayerWeapon)) then {
// Raise ACE event locally
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GVAR(OldPlayerWeapon) = _data;
["playerWeaponChanged", [ACE_player, _data]] call FUNC(localEvent);
};
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// "playerInventoryChanged" event
_data = [ACE_player] call FUNC(getAllGear);
if !(_data isEqualTo GVAR(OldPlayerInventory)) then {
// Raise ACE event locally
GVAR(OldPlayerInventory) = _data;
["playerInventoryChanged", [ACE_player, _data]] call FUNC(localEvent);
};
// "playerVisionModeChanged" event
_data = currentVisionMode ACE_player;
if !(_data isEqualTo GVAR(OldPlayerVisionMode)) then {
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// Raise ACE event locally
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GVAR(OldPlayerVisionMode) = _data;
["playerVisionModeChanged", [ACE_player, _data]] call FUNC(localEvent);
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};
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// "cameraViewChanged" event
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_data = cameraView;
if !(_data isEqualTo GVAR(OldCameraView)) then {
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// Raise ACE event locally
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GVAR(OldCameraView) = _data;
["cameraViewChanged", [ACE_player, _data]] call FUNC(localEvent);
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};
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// "visibleMapChanged" event
_data = visibleMap;
if (!_data isEqualTo GVAR(OldVisibleMap)) then {
// Raise ACE event locally
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GVAR(OldVisibleMap) = _data;
["visibleMapChanged", [ACE_player, _data]] call FUNC(localEvent);
};
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// "inventoryDisplayChanged" event
_data = !(isNull findDisplay 602);
if !(_data isEqualTo GVAR(OldInventoryDisplayIsOpen)) then {
// Raise ACE event locally
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GVAR(OldInventoryDisplayIsOpen) = _data;
["inventoryDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
};
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// "zeusDisplayChanged" event
_data = !(isNull findDisplay 312);
if !(_data isEqualTo GVAR(OldZeusDisplayIsOpen)) then {
// Raise ACE event locally
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GVAR(OldZeusDisplayIsOpen) = _data;
["zeusDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
};
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// "activeCameraChanged" event
_data = call FUNC(isfeatureCameraActive);
if !(_data isEqualTo GVAR(OldIsCamera)) then {
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// Raise ACE event locally
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GVAR(OldIsCamera) = _data;
["activeCameraChanged", [ACE_player, _data]] call FUNC(localEvent);
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};
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END_COUNTER(stateChecker);
}, 0, []] call CBA_fnc_addPerFrameHandler;
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//////////////////////////////////////////////////
// Eventhandlers for player controlled machines
//////////////////////////////////////////////////
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// @todo still needed?
[QGVAR(StateArrested), false, true, QUOTE(ADDON)] call FUNC(defineVariable);
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["displayTextStructured", {_this call FUNC(displayTextStructured)}] call FUNC(addEventhandler);
["displayTextPicture", {_this call FUNC(displayTextPicture)}] call FUNC(addEventhandler);
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["medical_onUnconscious", {
params ["_unit", "_isUnconscious"];
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if (local _unit && {!_isUnconscious}) then {
[_unit, false, QFUNC(loadPerson), west /* dummy side */] call FUNC(switchToGroupSide);
};
}] call FUNC(addEventhandler);
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//////////////////////////////////////////////////
// Add various canInteractWith conditions
//////////////////////////////////////////////////
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["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition);
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["isNotInside", {
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params ["_unit", "_target"];
// Players can always interact with himself if not boarded
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vehicle _unit == _unit ||
// Players can always interact with his vehicle
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{vehicle _unit == _target} ||
// Players can always interact with passengers of the same vehicle
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{_unit != _target && {vehicle _unit == vehicle _target}}
}] call FUNC(addCanInteractWithCondition);
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//////////////////////////////////////////////////
// Set up PlayerJIP eventhandler
//////////////////////////////////////////////////
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// Lastly, do JIP events
// JIP Detection and event trigger. Run this at the very end, just in case anything uses it
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// Note: usage of player is most likely on purpose
if (didJip) then {
// We are jipping! Get ready and wait, and throw the event
[{
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if(!isNull player && GVAR(settingsInitFinished)) then {
["PlayerJip", [player]] call FUNC(localEvent);
[_this select 1] call CBA_fnc_removePerFrameHandler;
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};
}, 0, []] call CBA_fnc_addPerFrameHandler;
};
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//////////////////////////////////////////////////
// CBA key input handling
//////////////////////////////////////////////////
//Device Handler:
GVAR(deviceKeyHandlingArray) = [];
GVAR(deviceKeyCurrentIndex) = -1;
// Register localizations for the Keybinding categories
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["ACE3 Equipment", localize LSTRING(ACEKeybindCategoryEquipment)] call CBA_fnc_registerKeybindModPrettyName;
["ACE3 Common", localize LSTRING(ACEKeybindCategoryCommon)] call CBA_fnc_registerKeybindModPrettyName;
["ACE3 Weapons", localize LSTRING(ACEKeybindCategoryWeapons)] call CBA_fnc_registerKeybindModPrettyName;
["ACE3 Movement", localize LSTRING(ACEKeybindCategoryMovement)] call CBA_fnc_registerKeybindModPrettyName;
["ACE3 Scope Adjustment", localize LSTRING(ACEKeybindCategoryScopeAdjustment)] call CBA_fnc_registerKeybindModPrettyName;
["ACE3 Vehicles", localize LSTRING(ACEKeybindCategoryVehicles)] call CBA_fnc_registerKeybindModPrettyName;
["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"), {
[] call FUNC(deviceKeyFindValidIndex);
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 3);
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true
},
{false},
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[0xC7, [false, false, false]], false] call CBA_fnc_addKeybind; //Home Key
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["ACE3 Equipment", QGVAR(closeDevice), (localize "STR_ACE_Common_closeHandheldDevice"), {
[] call FUNC(deviceKeyFindValidIndex);
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 4);
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true
},
{false},
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[0xC7, [false, true, false]], false] call CBA_fnc_addKeybind; //CTRL + Home Key
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["ACE3 Equipment", QGVAR(cycleDevice), (localize "STR_ACE_Common_cycleHandheldDevices"), {
[1] call FUNC(deviceKeyFindValidIndex);
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
_displayName = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 0);
_iconImage = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 1);
[_displayName, _iconImage] call FUNC(displayTextPicture);
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true
},
{false},
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[0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key
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GVAR(commonPostInited) = true;