// ACE - Common #include "script_component.hpp" // #define ENABLE_PERFORMANCE_COUNTERS ////////////////////////////////////////////////// // PFHs ////////////////////////////////////////////////// //Singe PFEH to handle execNextFrame and waitAndExec: [{ private "_entry"; //Handle the waitAndExec array: 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); false } count GVAR(nextFrameBufferA); //Swap double-buffer: GVAR(nextFrameBufferA) = GVAR(nextFrameBufferB); GVAR(nextFrameBufferB) = []; GVAR(nextFrameNo) = diag_frameno + 1; }, 0, []] call CBA_fnc_addPerFrameHandler; ////////////////////////////////////////////////// // 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", { params ["_name", "_value", "_force"]; if (_force) then { private "_settingData"; _settingData = [_name] call FUNC(getSettingData); if (_settingData isEqualTo []) exitWith {}; _settingData set [6, _force]; }; }] call FUNC(addEventhandler); // Event to log Fix Headbug output ["HeadbugFixUsed", { params ["_profileName", "_animation"]; ACE_LOGINFO_2("Headbug Used: Name: %1, Animation: %2",_profileName,_animation); }] call FUNC(addEventHandler); ["fixCollision", FUNC(fixCollision)] call FUNC(addEventhandler); ["fixFloating", FUNC(fixFloating)] call FUNC(addEventhandler); ["fixPosition", FUNC(fixPosition)] call FUNC(addEventhandler); ["unloadPersonEvent", FUNC(unloadPersonLocal)] call FUNC(addEventhandler); ["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); ["setDir", {(_this select 0) setDir (_this select 1)}] call FUNC(addEventhandler); ["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler); ["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler); ["selectLeader", {(_this select 0) selectLeader (_this select 1)}] call FUNC(addEventHandler); ["assignTeam", {(_this select 0) assignTeam (_this select 1)}] call FUNC(addEventHandler); ["setVelocity", {(_this select 0) setVelocity (_this select 1)}] call FUNC(addEventHandler); if (isServer) then { ["hideObjectGlobal", {(_this select 0) hideObjectGlobal (_this select 1)}] call FUNC(addEventHandler); }; ////////////////////////////////////////////////// // Set up remote execution ////////////////////////////////////////////////// // ACE events "ACEg" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); }; "ACEc" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); }; // Synced ACE events // Handle JIP scenario if (!isServer) then { ["PlayerJip", { ACE_LOGINFO("JIP event synchronization initialized"); ["SEH_all", [player]] call FUNC(serverEvent); }] call FUNC(addEventHandler); } else { ["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler); }; ["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler); ["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler); if (isServer) then { [FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler; }; // @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]; }; call FUNC(checkFiles); ////////////////////////////////////////////////// // 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 [{ 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 if (isNil QGVAR(settings) || {!isServer && isNil QEGVAR(modules,serverModulesRead)}) exitWith { if !(_waitingMsgSent) then { _args set [0, true]; ACE_LOGINFO("Waiting on settings from server..."); }; }; [_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); //Set init finished and run all delayed functions: GVAR(settingsInitFinished) = true; ACE_LOGINFO_1("%1 delayed functions running.",count GVAR(runAtSettingsInitialized)); { (_x select 1) call (_x select 0); false } count GVAR(runAtSettingsInitialized); GVAR(runAtSettingsInitialized) = nil; //cleanup }, 0, [false]] call CBA_fnc_addPerFrameHandler; /***************************************************************************/ /***************************************************************************/ /** everything that only player controlled machines need, goes below this **/ /***************************************************************************/ /***************************************************************************/ if (!hasInterface) exitWith {}; ////////////////////////////////////////////////// // Set up mouse wheel eventhandler ////////////////////////////////////////////////// call FUNC(assignedItemFix); GVAR(ScrollWheelFrame) = diag_frameno; addMissionEventHandler ["Loaded", {call FUNC(handleScrollWheelInit)}]; call FUNC(handleScrollWheelInit); // @todo remove? enableCamShake true; ////////////////////////////////////////////////// // Eventhandler to set player names ////////////////////////////////////////////////// // Set the name for the current player ["playerChanged", { params ["_newPlayer","_oldPlayer"]; if (alive _newPlayer) then { [_newPlayer] call FUNC(setName); }; if (alive _oldPlayer) then { [_oldPlayer] call FUNC(setName); }; }] call FUNC(addEventhandler); ////////////////////////////////////////////////// // 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) = ""; GVAR(OldVisibleMap) = false; GVAR(OldInventoryDisplayIsOpen) = nil; //@todo check this GVAR(OldZeusDisplayIsOpen) = false; GVAR(OldIsCamera) = false; // 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 [{ BEGIN_COUNTER(stateChecker); private "_data"; // reuse one variable to reduce number of variables that have to be set to private each frame // "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); }; // "playerVehicleChanged" event _data = vehicle ACE_player; if !(_data isEqualTo GVAR(OldPlayerVehicle)) then { // Raise ACE event locally GVAR(OldPlayerVehicle) = _data; ["playerVehicleChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "playerTurretChanged" event _data = [ACE_player] call FUNC(getTurretIndex); if !(_data isEqualTo GVAR(OldPlayerTurret)) then { // Raise ACE event locally GVAR(OldPlayerTurret) = _data; ["playerTurretChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "playerWeaponChanged" event _data = currentWeapon ACE_player; if (_data != GVAR(OldPlayerWeapon)) then { // Raise ACE event locally GVAR(OldPlayerWeapon) = _data; ["playerWeaponChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "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 { // Raise ACE event locally GVAR(OldPlayerVisionMode) = _data; ["playerVisionModeChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "cameraViewChanged" event _data = cameraView; if !(_data isEqualTo GVAR(OldCameraView)) then { // Raise ACE event locally GVAR(OldCameraView) = _data; ["cameraViewChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "visibleMapChanged" event _data = visibleMap; if (!_data isEqualTo GVAR(OldVisibleMap)) then { // Raise ACE event locally GVAR(OldVisibleMap) = _data; ["visibleMapChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "inventoryDisplayChanged" event _data = !(isNull findDisplay 602); if !(_data isEqualTo GVAR(OldInventoryDisplayIsOpen)) then { // Raise ACE event locally GVAR(OldInventoryDisplayIsOpen) = _data; ["inventoryDisplayChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "zeusDisplayChanged" event _data = !(isNull findDisplay 312); if !(_data isEqualTo GVAR(OldZeusDisplayIsOpen)) then { // Raise ACE event locally GVAR(OldZeusDisplayIsOpen) = _data; ["zeusDisplayChanged", [ACE_player, _data]] call FUNC(localEvent); }; // "activeCameraChanged" event _data = call FUNC(isfeatureCameraActive); if !(_data isEqualTo GVAR(OldIsCamera)) then { // Raise ACE event locally GVAR(OldIsCamera) = _data; ["activeCameraChanged", [ACE_player, _data]] call FUNC(localEvent); }; END_COUNTER(stateChecker); }, 0, []] call CBA_fnc_addPerFrameHandler; ////////////////////////////////////////////////// // Eventhandlers for player controlled machines ////////////////////////////////////////////////// // @todo still needed? [QGVAR(StateArrested), false, true, QUOTE(ADDON)] call FUNC(defineVariable); ["displayTextStructured", FUNC(displayTextStructured)] call FUNC(addEventhandler); ["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler); ["medical_onUnconscious", { params ["_unit", "_isUnconscious"]; if (local _unit && {!_isUnconscious}) then { [_unit, false, QFUNC(loadPerson), west /* dummy side */] call FUNC(switchToGroupSide); }; }] call FUNC(addEventhandler); ////////////////////////////////////////////////// // Add various canInteractWith conditions ////////////////////////////////////////////////// ["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition); ["isNotInside", { params ["_unit", "_target"]; // Players can always interact with himself if not boarded vehicle _unit == _unit || // Players can always interact with his vehicle {vehicle _unit == _target} || // Players can always interact with passengers of the same vehicle {_unit != _target && {vehicle _unit == vehicle _target}} }] call FUNC(addCanInteractWithCondition); ////////////////////////////////////////////////// // Set up PlayerJIP eventhandler ////////////////////////////////////////////////// // Lastly, do JIP events // JIP Detection and event trigger. Run this at the very end, just in case anything uses it // Note: usage of player is most likely on purpose if (didJip) then { // We are jipping! Get ready and wait, and throw the event [{ if(!isNull player && GVAR(settingsInitFinished)) then { ["PlayerJip", [player]] call FUNC(localEvent); [_this select 1] call CBA_fnc_removePerFrameHandler; }; }, 0, []] call CBA_fnc_addPerFrameHandler; }; ////////////////////////////////////////////////// // CBA key input handling ////////////////////////////////////////////////// //Device Handler: GVAR(deviceKeyHandlingArray) = []; GVAR(deviceKeyCurrentIndex) = -1; // Register localizations for the Keybinding categories ["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); true }, {false}, [0xC7, [false, false, false]], false] call CBA_fnc_addKeybind; //Home Key ["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); true }, {false}, [0xC7, [false, true, false]], false] call CBA_fnc_addKeybind; //CTRL + Home Key ["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); true }, {false}, [0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key GVAR(commonPostInited) = true;