ACE3/addons/javelin/functions/fnc_onOpticDraw.sqf
2016-01-18 00:27:19 -06:00

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//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
#define __TRACKINTERVAL 0 // how frequent the check should be.
#define __LOCKONTIME 3 // Lock on won't occur sooner
private["_apos", "_aposX", "_aposY", "_args", "_boundsInput", "_bpos", "_canFire", "_constraintBottom"];
private["_constraintLeft", "_constraintRight", "_constraintTop", "_currentTarget", "_fireDisabledEH"];
private["_firedEH", "_fov", "_lastTick", "_lockTime", "_maxX", "_maxY", "_minX", "_minY", "_newTarget"];
private["_offsetX", "_offsetY", "_pos", "_randomLockInterval", "_randomPosWithinBounds", "_range"];
private["_runTime", "_soundTime", "_targetArray", "_zamerny", "_currentShooter"];
_currentShooter = (vehicle ACE_player);
#define __OffsetX ((ctrlPosition __JavelinIGUITargetingLineV) select 0) - 0.5
#define __OffsetY ((ctrlPosition __JavelinIGUITargetingLineH) select 1) - 0.5
// Reset arguments if we havnt rendered in over a second
_args = uiNamespace getVariable[QGVAR(arguments), [] ];
if( (count _args) > 0) then {
_lastTick = _args select 0;
if(ACE_diagTime - _lastTick > 1) then {
[] call FUNC(onOpticLoad);
};
};
TRACE_1("Running", "Running");
// Pull the arguments
_currentTarget = _args select 1;
_runTime = _args select 2;
_lockTime = _args select 3;
_soundTime = _args select 4;
_randomLockInterval = _args select 5;
_fireDisabledEH = _args select 6;
private["_ammo", "_magazineConfig", "_weaponConfig"];
_weaponConfig = configProperties [configFile >> "CfgWeapons" >> (currentWeapon _currentShooter), QUOTE(configName _x == QUOTE(QGVAR(enabled))), false];
_magazineConfig = if ((currentMagazine _currentShooter) != "") then {
_ammo = getText (configFile >> "CfgMagazines" >> (currentMagazine _currentShooter) >> "ammo");
configProperties [(configFile >> "CfgAmmo" >> _ammo), "(configName _x) == 'ace_missileguidance'", false];
} else {
[]
};
//If weapon does not have "javelin enabled", then exit PFEH
if (((count _weaponConfig) < 1) || {(getNumber (_weaponConfig select 0)) != 1}) exitWith {
__JavelinIGUITargeting ctrlShow false;
__JavelinIGUITargetingGate ctrlShow false;
__JavelinIGUITargetingLines ctrlShow false;
__JavelinIGUITargetingConstraints ctrlShow false;
if(!isNil "_fireDisabledEH") then {
_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
};
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
GVAR(pfehID) = -1;
};
// Find a target within the optic range
_newTarget = objNull;
// Bail on fast movement
if ((velocity ACE_player) distance [0,0,0] > 0.5 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith { // keep it steady.
ACE_player switchCamera "INTERNAL";
if (player != ACE_player) then {
TRACE_2("Zeus, manually reseting RC after switchCamera",player,ACE_player);
player remoteControl ACE_player;
};
};
// Refresh the firemode
[] call FUNC(showFireMode);
_ammo = _currentShooter ammo (currentWeapon _currentShooter);
// not loaded or not "javelin enabled" for magazine, hide targeting and enable firing
if ((_ammo == 0) || {(count _magazineConfig) < 1} || {(getNumber ((_magazineConfig select 0) >> "enabled")) != 1}) exitWith {
__JavelinIGUITargeting ctrlShow false;
__JavelinIGUITargetingGate ctrlShow false;
__JavelinIGUITargetingLines ctrlShow false;
__JavelinIGUITargetingConstraints ctrlShow false;
if(!isNil "_fireDisabledEH") then {
_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
};
};
_range = parseNumber (ctrlText __JavelinIGUIRangefinder);
TRACE_1("Viewing range", _range);
if (_range > 50 && {_range < 2500}) then {
_pos = positionCameraToWorld [0,0,_range];
_targetArray = _pos nearEntities ["AllVehicles", _range/100];
TRACE_1("Searching at range", _targetArray);
if (count (_targetArray) > 0) then {
_newTarget = _targetArray select 0;
};
};
if (isNull _newTarget) then {
_newTarget = cursorTarget;
};
// Create constants
_constraintTop = __ConstraintTop;
_constraintLeft = __ConstraintLeft;
_constraintBottom = __ConstraintBottom;
_constraintRight = __ConstraintRight;
_offsetX = __OffsetX;
_offsetY = __OffsetY;
__JavelinIGUITargeting ctrlShow true;
__JavelinIGUITargetingConstrains ctrlShow true;
_zamerny = if (_currentTarget isKindOf "CAManBase") then {_currentTarget selectionPosition "body"} else {_currentTarget selectionPosition "zamerny"};
_randomPosWithinBounds = [(_zamerny select 0) + 1 - (random 2.0),(_zamerny select 1) + 1 - (random 2.0),(_zamerny select 2) + 0.5 - (random 1.0)];
_apos = worldToScreen (_currentTarget modelToWorld _randomPosWithinBounds);
_aposX = 0;
_aposY = 0;
if (count _apos < 2) then {
_aposX = 1;
_aposY = 0;
} else {
_aposX = (_apos select 0) + _offsetX;
_aposY = (_apos select 1) + _offsetY;
};
if((call CBA_fnc_getFoV) select 1 > 9) then {
__JavelinIGUINFOV ctrlSetTextColor __ColorGreen;
__JavelinIGUIWFOV ctrlSetTextColor __ColorGray;
} else {
__JavelinIGUINFOV ctrlSetTextColor __ColorGray;
__JavelinIGUIWFOV ctrlSetTextColor __ColorGreen;
};
FUNC(disableFire) = {
_firedEH = _this select 0;
if(_firedEH < 0 && difficulty > 0) then {
_firedEH = [ACE_player, "DefaultAction", {true}, {
_canFire = (_this select 1) getVariable["ace_missileguidance_target", nil];
if(!isNil "_canFire") exitWith { false };
true
}] call EFUNC(common,addActionEventHandler);
};
_firedEH
};
FUNC(enableFire) = {
_firedEH = _this select 0;
if(_firedEH > 0 && difficulty > 0) then {
[ACE_player, "DefaultAction", _firedEH] call EFUNC(common,removeActionEventHandler);
};
-1
};
if (isNull _newTarget) then {
// No targets found
_currentTarget = objNull;
_lockTime = 0;
__JavelinIGUISeek ctrlSetTextColor __ColorGray;
__JavelinIGUITargeting ctrlShow false;
__JavelinIGUITargetingGate ctrlShow false;
__JavelinIGUITargetingLines ctrlShow false;
__JavelinIGUITargetingConstraints ctrlShow false;
_currentShooter setVariable ["ace_missileguidance_target",nil, false];
// Disallow fire
_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
} else {
_fov = [] call CBA_fnc_getFoV;
TRACE_1("FOV", _fov);
if (_newTarget distance ACE_player < 2500
&& {(call CBA_fnc_getFoV) select 1 > 9}
&& { (currentVisionMode ACE_player == 2)}
&& GVAR(isLockKeyDown)
) then {
// Lock on after 3 seconds
if(_currentTarget != _newTarget) then {
TRACE_1("New Target, reseting locking", _newTarget);
_lockTime = ACE_diagTime;
_currentTarget = _newTarget;
playSound "ACE_Javelin_Locking";
} else {
if(ACE_diagTime - _lockTime > __LOCKONTIME + _randomLockInterval) then {
TRACE_2("LOCKED!", _currentTarget, _lockTime);
__JavelinIGUISeek ctrlSetTextColor __ColorGreen;
__JavelinIGUITargeting ctrlShow true;
__JavelinIGUITargetingConstrains ctrlShow false;
__JavelinIGUITargetingGate ctrlShow true;
__JavelinIGUITargetingLines ctrlShow true;
// Move target marker to coords.
//__JavelinIGUITargetingLineV ctrlSetPosition [_aposX,ctrlPosition __JavelinIGUITargetingLineV select 1];
//__JavelinIGUITargetingLineH ctrlSetPosition [ctrlPosition __JavelinIGUITargetingLineH select 0,_aposY];
//{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingLineH,__JavelinIGUITargetingLineV];
_boundsInput = if (_currentTarget isKindOf "CAManBase") then {
[_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "body"];
} else {
[_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "zamerny"];
};
_bpos = _boundsInput call EFUNC(common,worldToScreenBounds);
_minX = ((_bpos select 0) + _offsetX) max _constraintLeft;
_minY = ((_bpos select 1) + _offsetY) max _constraintTop;
_maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH);
_maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH);
TRACE_4("", _boundsInput, _bpos, _minX, _minY);
__JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY];
__JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY];
__JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY];
__JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY];
{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR];
_currentShooter setVariable["ace_missileguidance_target", _currentTarget, false];
// Allow fire
_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
if(ACE_diagTime > _soundTime) then {
playSound "ACE_Javelin_Locked";
_soundTime = ACE_diagTime + 0.25;
};
} else {
__JavelinIGUITargeting ctrlShow true;
__JavelinIGUITargetingGate ctrlShow true;
__JavelinIGUITargetingConstrains ctrlShow true;
__JavelinIGUITargetingLines ctrlShow false;
_currentShooter setVariable["ace_missileguidance_target", nil, false];
_boundsInput = if (_currentTarget isKindOf "CAManBase") then {
[_newTarget,[-1,-1,-2],_currentTarget selectionPosition "body"];
} else {
[_newTarget,[-1,-1,-1],_currentTarget selectionPosition "zamerny"];
};
_bpos = _boundsInput call EFUNC(common,worldToScreenBounds);
_minX = ((_bpos select 0) + _offsetX) max _constraintLeft;
_minY = ((_bpos select 1) + _offsetY) max _constraintTop;
_maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH);
_maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH);
TRACE_4("", _boundsInput, _bpos, _minX, _minY);
__JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY];
__JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY];
__JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY];
__JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY];
{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR];
if(ACE_diagTime > _soundTime) then {
playSound "ACE_Javelin_Locking";
_soundTime = ACE_diagTime + 0.25;
};
// Disallow fire
_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
};
};
} else {
// No targets found
_currentTarget = objNull;
_lockTime = 0;
__JavelinIGUISeek ctrlSetTextColor __ColorGray;
__JavelinIGUITargeting ctrlShow false;
__JavelinIGUITargetingGate ctrlShow false;
__JavelinIGUITargetingLines ctrlShow false;
__JavelinIGUITargetingConstraints ctrlShow false;
_currentShooter setVariable ["ace_missileguidance_target",nil, false];
// Disallow fire
_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
};
};
//TRACE_2("", _newTarget, _currentTarget);
// Save arguments for next run
_args set[0, ACE_diagTime];
_args set[1, _currentTarget];
_args set[2, _runTime];
_args set[3, _lockTime];
_args set[4, _soundTime];
_args set[6, _fireDisabledEH];
uiNamespace setVariable[QGVAR(arguments), _args ];