diff --git a/addons/interaction/XEH_PREP.hpp b/addons/interaction/XEH_PREP.hpp index be4669cc27e..dc8c361607b 100644 --- a/addons/interaction/XEH_PREP.hpp +++ b/addons/interaction/XEH_PREP.hpp @@ -30,6 +30,7 @@ PREP(pardon); // interaction with doors PREP(getDoor); +PREP(getGlassDoor); PREP(getDoorAnimations); PREP(handleScrollWheel); PREP(openDoor); diff --git a/addons/interaction/functions/fnc_getDoor.sqf b/addons/interaction/functions/fnc_getDoor.sqf index 8261aa44f03..05793decc51 100644 --- a/addons/interaction/functions/fnc_getDoor.sqf +++ b/addons/interaction/functions/fnc_getDoor.sqf @@ -1,5 +1,5 @@ /* - * Author: commy2 + * Author: commy2, Phyma * Find door. * * Arguments: @@ -35,7 +35,14 @@ if (typeOf _house == "") exitWith {[objNull, ""]}; _intersections = [_house, "GEOM"] intersect [_position0, _position1]; -_door = _intersections select 0 select 0; +_door = toLower (_intersections select 0 select 0); + +if (isNil "_door") exitWith {[_house, ""]}; + +//Check if door is glass because then we need to find the proper location of the door so we can use it +if ((_door find "glass") != -1) then { + _door = [_distance, _house, _door] call FUNC(getGlassDoor); +}; if (isNil "_door") exitWith {[_house, ""]}; diff --git a/addons/interaction/functions/fnc_getDoorAnimations.sqf b/addons/interaction/functions/fnc_getDoorAnimations.sqf index a5c185d7d68..0d40d066be5 100644 --- a/addons/interaction/functions/fnc_getDoorAnimations.sqf +++ b/addons/interaction/functions/fnc_getDoorAnimations.sqf @@ -1,6 +1,6 @@ /* - * Author: commy2 - * Get door animations. @todo rewrite for better custom building support + * Author: commy2, Phyma + * Get door animations. * * Arguments: * 0: House @@ -20,104 +20,19 @@ params ["_house", "_door"]; -private ["_index", "_animations", "_lockedVariable"]; - -_index = [ - "door_1", - "door_2", - "door_3", - "door_4", - "door_5", - "door_6", - "door_7", - "door_8", - "door_9", - "door_10", - "door_11", - "door_12", - "door_13", - "door_14", - "door_15", - "door_16", - "door_17", - "door_18", - "door_19", - "door_20", - "door_21", - "door_22", - - "hatch_1", - "hatch_2", - "hatch_3", - "hatch_4", - "hatch_5", - "hatch_6" -] find toLower _door; - -if (_index == -1) exitWith {[[],""]}; - -_animations = [ - ["Door_1_rot", "Door_Handle_1_rot_1", "Door_Handle_1_rot_2"], - ["Door_2_rot", "Door_Handle_2_rot_1", "Door_Handle_2_rot_2"], - ["Door_3_rot", "Door_Handle_3_rot_1", "Door_Handle_3_rot_2"], - ["Door_4_rot", "Door_Handle_4_rot_1", "Door_Handle_4_rot_2"], - ["Door_5_rot", "Door_Handle_5_rot_1", "Door_Handle_5_rot_2"], - ["Door_6_rot", "Door_Handle_6_rot_1", "Door_Handle_6_rot_2"], - ["Door_7_rot", "Door_Handle_7_rot_1", "Door_Handle_7_rot_2"], - ["Door_8_rot", "Door_Handle_8_rot_1", "Door_Handle_8_rot_2"], - ["Door_9_rot", "Door_Handle_9_rot_1", "Door_Handle_9_rot_2"], - ["Door_10_rot", "Door_Handle_10_rot_1", "Door_Handle_10_rot_2"], - ["Door_11_rot", "Door_Handle_11_rot_1", "Door_Handle_11_rot_2"], - ["Door_12_rot", "Door_Handle_12_rot_1", "Door_Handle_12_rot_2"], - ["Door_13_rot", "Door_Handle_13_rot_1", "Door_Handle_13_rot_2"], - ["Door_14_rot", "Door_Handle_14_rot_1", "Door_Handle_14_rot_2"], - ["Door_15_rot", "Door_Handle_15_rot_1", "Door_Handle_15_rot_2"], - ["Door_16_rot", "Door_Handle_16_rot_1", "Door_Handle_16_rot_2"], - ["Door_17_rot", "Door_Handle_17_rot_1", "Door_Handle_17_rot_2"], - ["Door_18_rot", "Door_Handle_18_rot_1", "Door_Handle_18_rot_2"], - ["Door_19_rot", "Door_Handle_19_rot_1", "Door_Handle_19_rot_2"], - ["Door_20_rot", "Door_Handle_20_rot_1", "Door_Handle_20_rot_2"], - ["Door_21_rot", "Door_Handle_21_rot_1", "Door_Handle_21_rot_2"], - ["Door_22_rot", "Door_Handle_22_rot_1", "Door_Handle_22_rot_2"], - - ["Hatch_1_rot"], - ["Hatch_2_rot"], - ["Hatch_3_rot"], - ["Hatch_4_rot"], - ["Hatch_5_rot"], - ["Hatch_6_rot"] -] select _index; - -_lockedVariable = [ - ["BIS_Disabled_Door_1", "Door_Handle_1_rot_1", "Door_Locked_1_rot"], - ["BIS_Disabled_Door_2", "Door_Handle_2_rot_1", "Door_Locked_2_rot"], - ["BIS_Disabled_Door_3", "Door_Handle_3_rot_1", "Door_Locked_3_rot"], - ["BIS_Disabled_Door_4", "Door_Handle_4_rot_1", "Door_Locked_4_rot"], - ["BIS_Disabled_Door_5", "Door_Handle_5_rot_1", "Door_Locked_5_rot"], - ["BIS_Disabled_Door_6", "Door_Handle_6_rot_1", "Door_Locked_6_rot"], - ["BIS_Disabled_Door_7", "Door_Handle_7_rot_1", "Door_Locked_7_rot"], - ["BIS_Disabled_Door_8", "Door_Handle_8_rot_1", "Door_Locked_8_rot"], - ["BIS_Disabled_Door_9", "Door_Handle_9_rot_1", "Door_Locked_9_rot"], - ["BIS_Disabled_Door_10", "Door_Handle_10_rot_1", "Door_Locked_10_rot"], - ["BIS_Disabled_Door_11", "Door_Handle_11_rot_1", "Door_Locked_11_rot"], - ["BIS_Disabled_Door_12", "Door_Handle_12_rot_1", "Door_Locked_12_rot"], - ["BIS_Disabled_Door_13", "Door_Handle_13_rot_1", "Door_Locked_13_rot"], - ["BIS_Disabled_Door_14", "Door_Handle_14_rot_1", "Door_Locked_14_rot"], - ["BIS_Disabled_Door_15", "Door_Handle_15_rot_1", "Door_Locked_15_rot"], - ["BIS_Disabled_Door_16", "Door_Handle_16_rot_1", "Door_Locked_16_rot"], - ["BIS_Disabled_Door_17", "Door_Handle_17_rot_1", "Door_Locked_17_rot"], - ["BIS_Disabled_Door_18", "Door_Handle_18_rot_1", "Door_Locked_18_rot"], - ["BIS_Disabled_Door_19", "Door_Handle_19_rot_1", "Door_Locked_19_rot"], - ["BIS_Disabled_Door_20", "Door_Handle_20_rot_1", "Door_Locked_20_rot"], - ["BIS_Disabled_Door_21", "Door_Handle_21_rot_1", "Door_Locked_21_rot"], - ["BIS_Disabled_Door_22", "Door_Handle_22_rot_1", "Door_Locked_22_rot"], - - ["", ""], - ["", ""], - ["", ""], - ["", ""], - ["", ""], - ["", ""] -] select _index; +private _animate = animationNames _house; +private _animations = []; +private _lockedVariable = []; + +{ + private _animName = toLower _x; + if ((_animName find (toLower _door)) != -1) then { + if (((_animName find "disabled") != -1) || ((_animName find "locked") != -1)) then { + _lockedVariable pushBack _animName; + } else { + _animations pushBack _animName; + }; + }; +} forEach _animate; [_animations, _lockedVariable] diff --git a/addons/interaction/functions/fnc_getGlassDoor.sqf b/addons/interaction/functions/fnc_getGlassDoor.sqf new file mode 100644 index 00000000000..2731f82888c --- /dev/null +++ b/addons/interaction/functions/fnc_getGlassDoor.sqf @@ -0,0 +1,67 @@ +/* + * Author: Phyma + * Find glass door. + * + * Arguments: + * 0: Distance + * 1: House + * 2: Door name + * + * Return Value: + * 0: Door Name + * + * Example: + * [player, target] call ace_interaction_fnc_getGlassDoor + * + * Public: No + */ +#include "script_component.hpp" + +params ["_distance", "_house", "_door"]; + +private _doorParts = []; +private _doorPos = []; +private _animate = animationNames _house; +private _glassDoor = _door splitString "_"; +private _glassPos = (_house selectionPosition [(_glassDoor select 0) + "_" + (_glassDoor select 1) + "_effects", "Memory"]); +// Calculate all animation names so we know what is there +{ + private _animName = toLower _x; + if (((_animName find "door") != -1) && ((_animName find "locked") == -1) && ((_animName find "disabled") == -1) && ((_animName find "handle") == -1)) then { + private _splitStr = _animName splitString "_"; + _doorParts pushBack ((_splitStr select 0) + "_" + (_splitStr select 1) + "_trigger"); + }; +} forEach _animate; + + +// Get the pos of all the door components and save the parts +{ + _doorPos pushBack (_house selectionPosition [_x, "Memory"]); +} forEach _doorParts; + +// Calculate what door that is closest to the glass door +private _lowestDistance = 0; +{ + private _objDist = _glassPos distance _x; + //Make sure we dont take another door by mistake + if (_objDist <= _distance) then { + //Need to set the value in the beginning + if (_lowestDistance == 0) then { + _lowestDistance = _objDist; + private _splitStr = (_doorParts select _forEachIndex) splitString "_"; + _door = (_splitStr select 0) + "_" + (_splitStr select 1); + } else { + if (_objDist < _lowestDistance) then { + _lowestDistance = _objDist; + private _splitStr = (_doorParts select _forEachIndex) splitString "_"; + _door = (_splitStr select 0) + "_" + (_splitStr select 1); + }; + }; + }; +} forEach _doorPos; + +// Check if we have a door or if it is the glass part +if ((isNil "_door") || ((_door find "glass") != -1)) exitWith {}; + +_door + diff --git a/addons/interaction/functions/fnc_openDoor.sqf b/addons/interaction/functions/fnc_openDoor.sqf index b1c7789ec3c..039974baa2f 100644 --- a/addons/interaction/functions/fnc_openDoor.sqf +++ b/addons/interaction/functions/fnc_openDoor.sqf @@ -28,9 +28,12 @@ _getDoorAnimations params ["_animations", "_lockedVariable"]; if (_animations isEqualTo []) exitWith {}; -if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith { - _lockedVariable set [0, _house]; - _lockedVariable call BIS_fnc_LockedDoorOpen; +//Check if the door can be locked aka have locked variable, otherwhise cant lock it +if (!(isNil (_lockedVariable select 0))) then { + if ((_house animationPhase (_animations select 0) <= 0) && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith { + _lockedVariable set [0, _house]; + _lockedVariable call BIS_fnc_LockedDoorOpen; + }; }; playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting @@ -62,7 +65,6 @@ GVAR(usedScrollWheel) = false; if (CBA_missionTime > _time && {diag_frameno > _frame}) then { GVAR(usedScrollWheel) = true; }; - // do incremental door opening {_house animate [_x, GVAR(doorTargetPhase)]; false} count _animations; }, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2]] call CBA_fnc_addPerFrameHandler;