ACE3/addons/map/functions/fnc_determineMapLight.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Rocko and esteldunedain
* Calculates the current map illumination for a given unit
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* 0: Does the map needs shading? <BOOL>
* 1: Color of the overlay <ARRAY>
*
* Example:
* [player] call ACE_map_fnc_determineMapLight
*
* Public: No
*/
params ["_unit"];
// Blend two colors
private _fnc_blendColor = {
params ["_c1", "_c2", "_alpha"];
[(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha,
(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
};
// Ambient light tint depending on time of day
private _lightTint = call {
if (sunOrMoon == 1.0) exitWith {[0.5,0.5,0.5,1]};
if (sunOrMoon > 0.80) exitWith {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8) / 0.2] call _fnc_blendColor};
if (sunOrMoon > 0.50) exitWith {[[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5) / 0.3] call _fnc_blendColor};
if (sunOrMoon <= 0.5) exitWith {[0,0,0.1,1]};
[0,0,0,0]
};
private _lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness));
// Do not obscure the map if the ambient light level is above 0.95
if (_lightLevel > 0.95) exitWith {
[false, [1,1,1,0]]
};
private _vehicle = vehicle _unit;
// Do not obscure the map if the player is on a enclosed vehicle (assume internal illumination)
if ((_vehicle != _unit) && {(!isTurnedOut _unit)} && GVAR(vehicleLightCondition) && {!((_unit call CBA_fnc_turretPath) in GVAR(vehicleExteriorTurrets))}) exitWith {
TRACE_1("Player in a enclosed vehicle",GVAR(vehicleLightColor));
[!(GVAR(vehicleLightColor) isEqualTo [1,1,1,0]), GVAR(vehicleLightColor)]
};
// Player is not in a vehicle
TRACE_1("Player is on foot or in an open vehicle","");
// Check if player is near a campfires, streetlamps, units with flashlights, vehicles with lights on, etc. - 40m
{
_lightLevel = _lightLevel max ([_unit, _x] call EFUNC(common,lightIntensityFromObject));
} forEach nearestObjects [_unit, ["All"], 40];
// @todo: Illumination flares (timed)
// Using chemlights
private _nearObjects = (_unit nearObjects ["Chemlight_base", 4]) select {alive _x};
if !(_nearObjects isEqualTo []) then {
private _nearestlight = _nearObjects select 0;
private _lightLevelTemp = (1 - ((((_unit distance _nearestlight) - 2) / 2) max 0)) * 0.4;
if (_lightLevelTemp > _lightLevel) then {
private _flareTint = getArray (configFile >> "CfgLights" >> (getText (configFile >> (getText (configFile >> "CfgAmmo" >> typeOf _nearestlight >> "EffectsSmoke")) >> "Light1" >> "type")) >> "color");
_lightTint = [_lightTint, _flareTint, (_lightLevelTemp - _lightLevel) / (1 - _lightLevel)] call _fnc_blendColor;
_lightLevel = _lightLevelTemp;
TRACE_1("player near chemlight","");
};
};
// Do not obscure the map if the ambient light level is above 0.95
if (_lightLevel > 0.95) exitWith {
[false, [1,1,1,0]]
};
// Calculate resulting map color from tint and light level
private _halfLight = _lightLevel / 0.5;
private _finalLevel = if (_lightLevel < 0.5) then {
[(_lightTint select 0) * _halfLight,
(_lightTint select 1) * _halfLight,
(_lightTint select 2) * _halfLight,
(_lightTint select 3) * (1 - _lightLevel)]
} else {
_halfLight = (_lightLevel - 0.5) / 0.5;
[(_lightTint select 0) * (1 - _halfLight) + _halfLight,
(_lightTint select 1) * (1 - _halfLight) + _halfLight,
(_lightTint select 2) * (1 - _halfLight) + _halfLight,
(_lightTint select 3) * (1 - _lightLevel)]
};
[true, _finalLevel]