ACE3/addons/map/functions/fnc_updateMapEffects.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

78 lines
2.3 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: Rocko and esteldunedain
* On map draw, updates the effects
*
* Arguments:
* 0: Map control <CONTROL>
*
* Return Value:
* None
*
* Example:
* _mapControl call ACE_map_fnc_updateMapEffects
*
* Public: No
*/
params ["_mapCtrl"];
private _mapScale = ctrlMapScale _mapCtrl;
private _mapCentre = _mapCtrl ctrlMapScreenToWorld [0.5, 0.5];
if (GVAR(mapIllumination)) then {
//get nearby lighting
private _light = [ACE_player] call FUNC(determineMapLight);
_light params ["_applyLighting", "_lightLevel"];
if (_applyLighting) then {
[_mapCtrl, _mapScale, _mapCentre, _lightLevel] call FUNC(simulateMapLight);
};
};
if (GVAR(mapShake)) then {
// Only shake map while moving on foot
private _speed = 0;
if ((alive ACE_player) && {vehicle ACE_player == ACE_player}) then {
_speed = vectorMagnitude (velocity ACE_player);
};
// If speed is large enough, create anims to shake map
if (_speed > 0.1) then {
if (ctrlMapAnimDone _mapCtrl) then {
private _amplitude = (_speed - 0.1) / 5 * (1000 * _mapScale);
private _time = 0.1;
private _shakePos = [(GVAR(lastStillPosition) select 0) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*100) * _amplitude * 0.25,
(GVAR(lastStillPosition) select 1) + sin((CBA_missionTime + _time - GVAR(lastStillTime))*260) * _amplitude];
_mapCtrl ctrlMapAnimAdd [_time, _mapScale, _shakePos];
ctrlMapAnimCommit _mapCtrl;
GVAR(isShaking) = true;
};
} else {
if (GVAR(isShaking)) then {
// Stop shaking, return to original position
ctrlMapAnimClear _mapCtrl;
_mapCtrl ctrlMapAnimAdd [0, _mapScale, GVAR(lastStillPosition)];
ctrlMapAnimCommit _mapCtrl;
GVAR(isShaking) = false;
} else {
// The map is still, store state
GVAR(lastStillPosition) = _mapCentre;
GVAR(lastStillTime) = CBA_missionTime;
};
};
};
if (GVAR(mapLimitZoom)) then {
if (GVAR(minMapSize) >= _mapScale) then {
ctrlMapAnimClear _mapCtrl;
_mapCtrl ctrlMapAnimAdd [0, GVAR(minMapSize) + 0.001, _mapCentre];
ctrlMapAnimCommit _mapCtrl;
};
};