mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
182 lines
6.8 KiB
Plaintext
182 lines
6.8 KiB
Plaintext
/*
|
|
* Author: NouberNou and esteldunedain
|
|
* Render all action points
|
|
*
|
|
* Argument:
|
|
* None
|
|
*
|
|
* Return value:
|
|
* None
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
GVAR(currentOptions) = [];
|
|
|
|
private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_target","_player","_action","_cameraPos","_cameraDir", "_lambda", "_nearestObjects", "_pos", "_virtualPoint", "_wavesAtOrigin", "_wavesAtVirtualPoint"];
|
|
_player = ACE_player;
|
|
|
|
_cameraPos = (positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL);
|
|
_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
|
|
|
|
_fnc_renderNearbyActions = {
|
|
// Render all nearby interaction menus
|
|
#define MAXINTERACTOBJECTS 3
|
|
|
|
GVAR(foundActions) = [];
|
|
GVAR(lastTimeSearchedActions) = ACE_diagTime;
|
|
|
|
_numInteractObjects = 0;
|
|
_nearestObjects = nearestObjects [ACE_player, ["All"], 13];
|
|
{
|
|
_target = _x;
|
|
|
|
// Quick oclussion test. Skip objects more than 1 m behind the camera plane
|
|
_lambda = ((getPosASL _x) vectorDiff _cameraPos) vectorDotProduct _cameraDir;
|
|
if (_lambda > -1) then {
|
|
_numInteractions = 0;
|
|
// Prevent interacting with yourself or your own vehicle
|
|
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
|
|
|
|
// Iterate through object actions, find base level actions and render them if appropiate
|
|
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
|
|
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
|
|
{
|
|
// Only render them directly if they are base level actions
|
|
if (count (_x select 1) == 0) then {
|
|
// Try to render the menu
|
|
_action = _x;
|
|
if ([_target, _action] call FUNC(renderBaseMenu)) then {
|
|
_numInteractions = _numInteractions + 1;
|
|
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
|
|
};
|
|
};
|
|
} forEach GVAR(objectActionList);
|
|
|
|
// Iterate through base level class actions and render them if appropiate
|
|
_classActions = missionNamespace getVariable [_actionsVarName, []];
|
|
{
|
|
_action = _x;
|
|
// Try to render the menu
|
|
if ([_target, _action] call FUNC(renderBaseMenu)) then {
|
|
_numInteractions = _numInteractions + 1;
|
|
GVAR(foundActions) pushBack [_target, _action, GVAR(objectActionList)];
|
|
};
|
|
} forEach _classActions;
|
|
|
|
// Limit the amount of objects the player can interact with
|
|
if (_numInteractions > 0) then {
|
|
_numInteractObjects = _numInteractObjects + 1;
|
|
};
|
|
};
|
|
};
|
|
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
|
|
|
|
} forEach _nearestObjects;
|
|
};
|
|
|
|
_fnc_renderLastFrameActions = {
|
|
{
|
|
_x params ["_target", "_action", "_objectActionList"];
|
|
|
|
GVAR(objectActionList) = _objectActionList;
|
|
[_target, _action] call FUNC(renderBaseMenu);
|
|
} forEach GVAR(foundActions);
|
|
};
|
|
|
|
_fnc_renderSelfActions = {
|
|
_target = _this;
|
|
|
|
// Iterate through object actions, find base level actions and render them if appropiate
|
|
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
|
|
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
|
|
/*
|
|
{
|
|
_action = _x;
|
|
// Only render them directly if they are base level actions
|
|
if (count (_action select 7) == 1) then {
|
|
[_target, _action, 0, [180, 360]] call FUNC(renderMenu);
|
|
};
|
|
} forEach GVAR(objectActionList);
|
|
*/
|
|
|
|
// Iterate through base level class actions and render them if appropiate
|
|
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
|
|
_classActions = missionNamespace getVariable [_actionsVarName, []];
|
|
|
|
_pos = if !(GVAR(useCursorMenu)) then {
|
|
_virtualPoint = (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition);
|
|
_wavesAtOrigin = [(positionCameraToWorld [0, 0, 0])] call EFUNC(common,waveHeightAt);
|
|
_wavesAtVirtualPoint = [_virtualPoint] call EFUNC(common,waveHeightAt);
|
|
_virtualPoint set [2, ((_virtualPoint select 2) - _wavesAtOrigin + _wavesAtVirtualPoint)];
|
|
_virtualPoint
|
|
} else {
|
|
[0.5, 0.5]
|
|
};
|
|
|
|
{
|
|
_action = _x;
|
|
[_target, _action, _pos] call FUNC(renderBaseMenu);
|
|
} forEach _classActions;
|
|
};
|
|
|
|
_fnc_renderZeusActions = {
|
|
{
|
|
_action = _x;
|
|
[_this, _action, [0.5, 0.5]] call FUNC(renderBaseMenu);
|
|
} forEach GVAR(ZeusActions);
|
|
};
|
|
|
|
|
|
GVAR(collectedActionPoints) resize 0;
|
|
|
|
// Render nearby actions, unit self actions or vehicle self actions as appropiate
|
|
if (GVAR(openedMenuType) == 0) then {
|
|
if (isNull curatorCamera) then {
|
|
if (vehicle ACE_player == ACE_player) then {
|
|
if (ACE_diagTime > GVAR(lastTimeSearchedActions) + 0.20) then {
|
|
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
|
|
call _fnc_renderNearbyActions;
|
|
} else {
|
|
// The rest of the frames just draw the same action points rendered the last frame
|
|
call _fnc_renderLastFrameActions;
|
|
};
|
|
} else {
|
|
// Render vehicle self actions when in vehicle
|
|
(vehicle ACE_player) call _fnc_renderSelfActions;
|
|
};
|
|
} else {
|
|
// Render zeus actions when zeus open
|
|
(getAssignedCuratorLogic player) call _fnc_renderZeusActions;
|
|
};
|
|
} else {
|
|
ACE_player call _fnc_renderSelfActions;
|
|
};
|
|
|
|
if (count GVAR(collectedActionPoints) > 1) then {
|
|
// Do the oclusion pass
|
|
|
|
// Order action points according to z
|
|
GVAR(collectedActionPoints) sort true;
|
|
|
|
private ["_i","_j","_delta"];
|
|
for [{_i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {
|
|
for [{_j = _i - 1}, {_j >= 0}, {_j = _j - 1}] do {
|
|
// Check if action point _i is ocluded by _j
|
|
_delta = vectorNormalized ((GVAR(collectedActionPoints) select _i select 1) vectorDiff (GVAR(collectedActionPoints) select _j select 1));
|
|
|
|
// If _i is inside a cone with 20º half angle with origin on _j
|
|
if (_delta select 2 > 0.94) exitWith {
|
|
GVAR(collectedActionPoints) deleteAt _i;
|
|
};
|
|
};
|
|
};
|
|
};
|
|
|
|
// Render the non-ocluded points
|
|
{
|
|
_x params ["_z", "_sPos", "_activeActionTree"];
|
|
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
|
|
} forEach GVAR(collectedActionPoints);
|