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5ae0ef6bbe
* Fix explosive placement while underwater * Apply suggestions from code review Co-Authored-By: alganthe <alganthe@live.fr> * Change placeApprove header to reflect changes * Replace lineIntersectsWith in isInMedicalFacility * Replace linesIntersects in isInRepairFacility, fix params Public func, params should have an expected type. * Replace linesIntersects in spallTrack * Replace lineIntersects in getFirstObjectIntersection and findReflection * Replace lineIntersects in advanced throwing grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed. * Fix possible issue in pointing while underwater * Fix possible issue while underwater in attach * Replace count with isEqualTo in lineIntersectsSurfaces replacements * Fix inverted conditions * Fix drawArc * Fix fnc_attach * Reverse advanced_throwing and spallTrack lineIntersects changes * Fix issues raised from code review
216 lines
11 KiB
Plaintext
216 lines
11 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Garth 'L-H' de Wet
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* Starts the setup process for the passed explosive. Player only.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player Unit <OBJECT>
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* 2: Classname of explosive to place. (CfgMagazine class) <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_SetupExplosive;
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*
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* Public: Yes
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*/
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#define PLACE_RANGE_MAX 1
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#define PLACE_RANGE_MIN 0.025
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params ["_vehicle", "_unit", "_magClassname"];
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TRACE_3("params",_vehicle,_unit,_magClassname);
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//Get setup object vehicle and model:
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private _setupObjectClass = getText(ConfigFile >> "CfgMagazines" >> _magClassname >> QGVAR(SetupObject));
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if (!isClass (configFile >> "CfgVehicles" >> _setupObjectClass)) exitWith {ERROR("Bad Vehicle");};
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private _p3dModel = getText (configFile >> "CfgVehicles" >> _setupObjectClass >> "model");
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if (_p3dModel == "") exitWith {ERROR("No Model");}; //"" - will crash game!
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[_unit, "forceWalk", "ACE_Explosives", true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Explosives", true] call EFUNC(common,statusEffect_set);
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//Show mouse buttons:
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[localize LSTRING(PlaceAction), localize LSTRING(CancelAction), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
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_unit setVariable [QGVAR(cancelActionEH), [_unit, "zoomtemp", {true}, {GVAR(placeAction) = PLACE_CANCEL;}] call EFUNC(common,AddActionEventHandler)];
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//Display to show virtual object:
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _p3dModel;
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//Make sure it has a trigger that works when attached (eg, no tripwires that only do pressurePlate)
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private _isAttachable = false;
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private _supportedTriggers = getArray (configFile >> "CfgMagazines" >> _magClassname >> "ACE_Triggers" >> "SupportedTriggers");
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{
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if ((getNumber (configFile >> "ACE_Triggers" >> _x >> "isAttachable")) == 1) exitWith {_isAttachable = true;};
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} forEach _supportedTriggers;
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GVAR(pfeh_running) = true;
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GVAR(placeAction) = PLACE_WAITING;
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GVAR(TweakedAngle) = 0;
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[{
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BEGIN_COUNTER(pfeh);
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params ["_args", "_pfID"];
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_args params ["_unit", "_magClassname", "_setupObjectClass", "_isAttachable"];
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private _lookDirVector = ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0,0,10]) call EFUNC(common,positionToASL));
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private _basePosASL = (eyePos _unit);
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if (cameraView == "EXTERNAL") then { //If external, show explosive over the right shoulder
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_basePosASL = _basePosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
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};
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if ((stance _unit) == "PRONE") then {
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//If prone, lower base and increase up angle of look - Makes it much easier to attach to underside of vehicles
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_basePosASL set [2, ((_basePosASL select 2) - 0.3)];
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_lookDirVector = ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0,3,10]) call EFUNC(common,positionToASL));
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};
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private _cameraAngle = (_lookDirVector select 0) atan2 (_lookDirVector select 1);
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private _testPositionIsValid = {
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private _testBase = _basePosASL vectorAdd (_lookDirVector vectorMultiply (_this select 0));
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private _return = true;
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{
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private _testPos = _testBase vectorAdd [0.1 * (_x select 0) * (cos _cameraAngle), 0.1 * (_x select 0) * (sin _cameraAngle), 0.1 * (_x select 1)];
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#ifdef DEBUG_MODE_FULL
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drawLine3d [(eyePos _unit) call EFUNC(common,ASLToPosition), (_testPos) call EFUNC(common,ASLToPosition), [1,0,0,1]];
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#endif
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if !((lineIntersectsSurfaces [eyePos _unit, _testPos, _unit]) isEqualTo []) exitWith {_return = false;};
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} forEach [[0,0], [-1,-1], [1,-1], [-1,1], [1,1]];
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_return
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};
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private _distanceFromBase = PLACE_RANGE_MAX;
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private _badPosition = !([_distanceFromBase] call _testPositionIsValid);
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private _attachVehicle = objNull;
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if (_isAttachable && _badPosition) then {
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_attachVehicle = objNull;
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private _testBase = _basePosASL vectorAdd _lookDirVector;
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{
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private _testPos = _testBase vectorAdd [0.1 * (_x select 0) * (cos _cameraAngle), 0.1 * (_x select 0) * (sin _cameraAngle), 0.1 * (_x select 1)];
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private _intersectObject = ((lineIntersectsSurfaces [eyePos _unit, _testPos, _unit]) param [0, objNull]) param [3, objNull];
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if !(_intersectObject isEqualTo objNull) exitWith {_attachVehicle = _intersectObject};
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} forEach [[0,0], [-1,-1], [1,-1], [-1,1], [1,1]];
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if ((!isNull _attachVehicle) && {[PLACE_RANGE_MIN] call _testPositionIsValid} &&
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{(_attachVehicle isKindOf "Car") || {_attachVehicle isKindOf "Tank"} || {_attachVehicle isKindOf "Air"} || {_attachVehicle isKindOf "Ship"}}) then {
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private _min = PLACE_RANGE_MIN;
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private _max = PLACE_RANGE_MAX;
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for "_index" from 0 to 6 do {
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_distanceFromBase = (_min + _max) / 2;
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if ([_distanceFromBase] call _testPositionIsValid) then {
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_min = _distanceFromBase;
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} else {
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_max = _distanceFromBase;
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};
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};
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_badPosition = false;
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_distanceFromBase = ((_min + _max) / 2 + 0.075) min 1;
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} else {
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_attachVehicle = objNull;
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};
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};
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private _virtualPosASL = _basePosASL vectorAdd (_lookDirVector vectorMultiply _distanceFromBase);
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// Update mouse hint
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private _ctrlTextLMB = (uiNamespace getVariable [QEGVAR(interaction,mouseHint), displayNull]) displayCtrl 2420;
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if (_badPosition) then {
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_ctrlTextLMB ctrlSetText localize LSTRING(BlockedAction);
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} else {
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if (isNull _attachVehicle) then {
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_ctrlTextLMB ctrlSetText localize LSTRING(PlaceAction);
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} else {
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_ctrlTextLMB ctrlSetText localize LSTRING(AttachAction);
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};
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};
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//Don't allow Placing bellow terrain
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if ((getTerrainHeightASL _virtualPosASL) > (_virtualPosASL select 2)) then {
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_virtualPosASL set [2, (getTerrainHeightASL _virtualPosASL)];
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};
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//Don't allow placing in a bad position:
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if (_badPosition && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
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if (_unit != ACE_player ||
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{!([_unit, objNull, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} ||
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{!(_magClassname in (magazines _unit))}
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) then {
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GVAR(placeAction) = PLACE_CANCEL;
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};
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if (GVAR(placeAction) != PLACE_WAITING) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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GVAR(pfeh_running) = false;
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[_unit, "forceWalk", "ACE_Explosives", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Explosives", false] call EFUNC(common,statusEffect_set);
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[] call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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[_unit, "zoomtemp", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
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if (GVAR(placeAction) == PLACE_APPROVE) then {
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private _placeAngle = 0;
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private _expSetupVehicle = _setupObjectClass createVehicle (_virtualPosASL call EFUNC(common,ASLToPosition));
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TRACE_1("Planting Mass", (getMass _expSetupVehicle));
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//If the object is too heavy, it can kill a player if it colides
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if ((getMass _expSetupVehicle) > 5) then {_expSetupVehicle setMass 5;};
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if (isNull _attachVehicle) then {
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_placeAngle = _cameraAngle - GVAR(TweakedAngle) + 180;
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_expSetupVehicle setPosAsl _virtualPosASL;
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_expSetupVehicle setDir _placeAngle;
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_placeAngle = _placeAngle + 180; //CfgAmmos seem to be 180 for some reason
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} else {
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private _modelOffset = _attachVehicle worldToModel (_virtualPosASL call EFUNC(common,ASLToPosition));
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_placeAngle = _cameraAngle - (getDir _attachVehicle) + 180;
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_expSetupVehicle attachTo [_attachVehicle, _modelOffset];
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_expSetupVehicle setVectorDirAndUp [[0,0,-1],[(sin _placeAngle),(cos _placeAngle),0]];
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};
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TRACE_1("Place angel",_placeAngle);
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_expSetupVehicle setVariable [QGVAR(class), _magClassname, true];
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_expSetupVehicle setVariable [QGVAR(Direction), _placeAngle, true];
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_unit removeMagazine _magClassname;
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[_unit, "PutDown"] call EFUNC(common,doGesture);
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_unit setVariable [QGVAR(PlantingExplosive), true];
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[{_this setVariable [QGVAR(PlantingExplosive), false]}, _unit, 1.5] call CBA_fnc_waitAndExecute;
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};
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} else {
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private _screenPos = worldToScreen (_virtualPosASL call EFUNC(common,ASLToPosition));
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if (_badPosition || {_screenPos isEqualTo []}) then {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
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} else {
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//Show the model on the hud in aprox the same size/location as it will be placed:
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
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private _realDistance = ((_virtualPosASL call EFUNC(common,ASLToPosition)) distance (positionCameraToWorld [0,0,0])) / (([] call CBA_fnc_getFov) select 1);
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_screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos;
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private _modelDir = [0,0,-1];
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private _modelUp = [0,-1,0];
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if (isNull _attachVehicle) then {
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private _angle = acos (_lookDirVector select 2);
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_modelUp = [0, (cos _angle), (sin _angle)];
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_modelDir = [cos GVAR(TweakedAngle), sin GVAR(TweakedAngle), 0] vectorCrossProduct _modelUp;
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};
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [_modelDir, _modelUp];
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};
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};
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END_COUNTER(pfeh);
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}, 0, [_unit, _magClassname, _setupObjectClass, _isAttachable]] call CBA_fnc_addPerFrameHandler;
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