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148 lines
5.0 KiB
Plaintext
148 lines
5.0 KiB
Plaintext
#include "script_component.hpp"
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private ["_darkenMap","_darkenColor","_createLight","_gunlight","_nearObjects","_light"];
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// @todo: Update the way to check for flashlights
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_gunlight = isArray(configFile>> "CfgWeapons" >> currentWeapon player >>"ace_gunlight_classes") || {"ACE_MugLite" in weapons player};
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_fnc_blendColor = {
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EXPLODE_3_PVT(_this,_c1,_c2,_alpha);
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[(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha,
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(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
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(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
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(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
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};
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_lightTint = switch (true) do {
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case (sunOrMoon == 1.0) : { [1,1,1,1] };
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case (sunOrMoon > 0.80) : {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor};
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case (sunOrMoon > 0.50) : {[[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5)/0.3] call _fnc_blendColor};
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case (sunOrMoon <= 0.5) : { [0,0,0.1,1] };
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};
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_lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness));
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_fnc_calcColor = {
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EXPLODE_2_PVT(_this,_c1,_lightLevel);
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_l = abs(_lightLevel - 0.5) / 0.5;
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if (_lightLevel < 0.5) then {
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[(_c1 select 0) * _l * _l * _l,
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(_c1 select 1) * _l * _l * _l,
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(_c1 select 2) * _l * _l * _l,
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(_c1 select 3) * (1 - _lightLevel)]
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} else {
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[(_c1 select 0) * (1 - _l) + _l,
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(_c1 select 1) * (1 - _l) + _l,
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(_c1 select 2) * (1 - _l) + _l,
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(_c1 select 3) * (1 - _lightLevel)]
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};
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};
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_darkenMap = true;
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_createLight = false;
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// check if player has NVG enabled
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if (currentVisionMode ACE_player == 1) exitWith {
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// stick to nvg color
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_darkenMap = true;
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_darkenColor = [154/255,253/255,177/255,0.5];
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_createLight = false;
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[_darkenMap,_darkenColor,_createLight]
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};
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if (_lightLevel > 0.95) exitWith {
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[false, [1,1,1,0], false]
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};
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// Check if player is not in a vehicle
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if (vehicle ACE_player == ACE_player) then {
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// Player is not in a vehicle
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TRACE_1("NOT in vehicle","");
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// darken map, unless following cases are fulfilled
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// Priorities: Weapons flashlight, lamppost, fire, chemlight, flares
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// Check if player is near a campfires, lights or vehicles with lights on - 15m
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_nearObjects = [nearestObjects [ACE_player, ["All"], 15], {(inflamed _this) || (isLightOn _this)}] call EFUNC(common,filter);
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if (count (_nearObjects) > 0) then {
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_light = _nearObjects select 0;
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_lightLevel = _lightLevel max (1 - (((((ACE_player distance _light) - 5)/10) max 0) min 1));
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TRACE_1("player near campfire","");
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};
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// TODO: Illumination flares (timed)
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// Using chemlights
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_fnc_chemLight = {
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EXPLODE_2_PVT(_this,_no,_lc);
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if (count (_no) == 0) exitWith {};
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_light = _no select 0;
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_ll = (1 - ((((ACE_player distance _light) - 2)/2) max 0)) * 0.4;
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if (_ll > _lightLevel) then {
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_lightLevel = _ll;
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_lightTint = +_lc;
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hint format ["%1 %2",ACE_player distance _light,_ll];
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};
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TRACE_1("player near chemlight","");
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};
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_nearObjects = [ACE_player nearObjects ["Chemlight_red", 4], {alive _this}] call EFUNC(common,filter);
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[_nearObjects, [1,0,0,1]] call _fnc_chemLight;
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_nearObjects = [ACE_player nearObjects ["Chemlight_green", 4], {alive _this}] call EFUNC(common,filter);
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[_nearObjects, [0,1,0,1]] call _fnc_chemLight;
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_nearObjects = [ACE_player nearObjects ["Chemlight_blue", 4], {alive _this}] call EFUNC(common,filter);
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[_nearObjects, [0,0,1,1]] call _fnc_chemLight;
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_nearObjects = [ACE_player nearObjects ["Chemlight_yellow", 4], {alive _this}] call EFUNC(common,filter);
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[_nearObjects, [1,1,0,1]] call _fnc_chemLight;
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// Gun with light
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if (_gunlight) then {
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_darkenMap = false;
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_createLight = true;
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TRACE_1("using gun light","");
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};
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} else {
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// Player is in a vehicle
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if ((vehicle ACE_player) isKindOf "Tank") exitWith {
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_darkenMap = false;
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_createLight = false;
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};
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// check if vehicle is not of following type: parachute
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TRACE_1("in vehicle","");
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// darken map if vehicle is kind of bicycle or motorbike or ATV or parachute or PBX boat
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if (vehicle ACE_player isKindOf "Bicycle" || {vehicle ACE_player isKindOf "Motorcycle"}) then {
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if (_gunlight) then {
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_darkenMap = false;
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_createLight = true;
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TRACE_1("bright map - gun lights","");
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} else {
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_darkenColor = [0,0,0,(_alpha*1.1)];
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TRACE_1("darken map - no lights","");
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};
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} else {
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// do not darken map, but create a lightpoint at players eye pos to simulate dash light / flashlight usage to view map
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// do nothing if in a tank or apc
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_darkenMap = false;
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_createLight = true;
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TRACE_1("using vehicle light","");
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};
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};
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_darkenColor = [_lightTint, _lightLevel] call _fnc_calcColor;
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TRACE_4("",_darkenMap,_darkenColor,_createLight);
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[_darkenMap,_darkenColor,_createLight]
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