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https://github.com/acemod/ACE3.git
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120 lines
4.3 KiB
Plaintext
120 lines
4.3 KiB
Plaintext
/*
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* Author: NouberNou and esteldunedain
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* Render all action points
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*
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* Argument:
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* None
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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GVAR(currentOptions) = [];
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private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_objectActions","_target","_player","_action","_actionData","_active","_cameraPos","_cameraDir"];
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_player = ACE_player;
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_fnc_renderNearbyActions = {
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// Render all nearby interaction menus
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#define MAXINTERACTOBJECTS 3
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_cameraPos = (positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL);
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_cameraDir = ((positionCameraToWorld [0, 0, 1]) call EFUNC(common,positionToASL)) vectorDiff _cameraPos;
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_numInteractObjects = 0;
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_nearestObjects = nearestObjects [((getPosASL ACE_player) vectorAdd (_cameraDir vectorMultiply 5)) call EFUNC(common,ASLToPosition), ["All"], 8];
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{
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_target = _x;
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// Quick oclussion test. Skip objects more than 1 m behind the camera plane
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_lambda = ((getPosASL _x) vectorDiff _cameraPos) vectorDotProduct _cameraDir;
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if (_lambda > -1) then {
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_numInteractions = 0;
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// Prevent interacting with yourself or your own vehicle
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if (_target != ACE_player && {_target != vehicle ACE_player}) then {
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// Iterate through object actions, find base level actions and render them if appropiate
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_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
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GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
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{
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// Only render them directly if they are base level actions
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if (count (_x select 1) == 0) then {
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// Try to render the menu
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_action = _x;
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if ([_target, _action] call FUNC(renderBaseMenu)) then {
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_numInteractions = _numInteractions + 1;
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};
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};
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} forEach GVAR(objectActionList);
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// Iterate through base level class actions and render them if appropiate
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_classActions = missionNamespace getVariable [_actionsVarName, []];
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{
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_action = _x;
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// Try to render the menu
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if ([_target, _action] call FUNC(renderBaseMenu)) then {
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_numInteractions = _numInteractions + 1;
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};
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} forEach _classActions;
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// Limit the amount of objects the player can interact with
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if (_numInteractions > 0) then {
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_numInteractObjects = _numInteractObjects + 1;
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};
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};
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};
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if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
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} forEach _nearestObjects;
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};
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_fnc_renderSelfActions = {
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_target = _this;
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// Iterate through object actions, find base level actions and render them if appropiate
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_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
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GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
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/*
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{
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_action = _x;
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// Only render them directly if they are base level actions
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if (count (_action select 7) == 1) then {
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[_target, _action, 0, [180, 360]] call FUNC(renderMenu);
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};
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} forEach GVAR(objectActionList);
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*/
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// Iterate through base level class actions and render them if appropiate
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_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
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_classActions = missionNamespace getVariable [_actionsVarName, []];
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{
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_action = _x;
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_pos = if !(GVAR(useCursorMenu)) then {
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(((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition)
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} else {
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[0.5, 0.5]
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};
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[_target, _action, _pos] call FUNC(renderBaseMenu);
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} forEach _classActions;
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};
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// Render nearby actions, unit self actions or vehicle self actions as appropiate
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if (GVAR(openedMenuType) == 0) then {
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if (vehicle ACE_player == ACE_player) then {
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call _fnc_renderNearbyActions;
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} else {
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(vehicle ACE_player) call _fnc_renderSelfActions;
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};
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} else {
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ACE_player call _fnc_renderSelfActions;
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};
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