; 
; Spectating script v1.2 by Kegetys <Kegetys@dnainternet.net> 
; http://www.ofp.kege.cjb.net
;
; Requires OFP Version 1.85 or up
;


;
; Change DeathCamArray values to spectateable objects
; Remember to use driver/gunner/commander if you want to spectate the player driving/gunning/commanding a vehicle if he exits it
; you can also put AI controlled units and objective vehicles/buildings here.
;
?(("alive _x" count (units ops))==0):exit
DeathCamArray = [A1,A2,A3,A4,A5,A6,A7,A8,A9,A10,A11,A12,A13,A14,A15,A16,A17,A18,A19,A20]





DeathCamArrayTemp = []
"if ((not isNull _x) and (alive _x)) then {DeathCamArrayTemp = DeathCamArrayTemp + [_x]}" foreach DeathCamArray

DeathCamArray = DeathCamArrayTemp

DeathCamNameCache = []
"if (name _x == ""error: no unit"") then {DeathCamNameCache = DeathCamNameCache + [""object""]} else {DeathCamNameCache = DeathCamNameCache + [name _x]}" foreach DeathCamArray



_seagull = _this select 2
_seagull setpos[0,0,0]

DeathCamCurCamTarget = "HeliHEmpty" CreateVehicle getpos player
_HeightDummy = "HeliHEmpty" CreateVehicle getpos player

~2.5
titleCut ["","BLACK OUT", 1.5]
~2
titleCut ["","BLACK IN", 4]

? count DeathCamArray == 0 : _vhltemp = player
? count DeathCamArray == 0 : goto "seagull"

DeathCamCineViewSpecial = 0
DeathCamComSpeed = 0.4
DeathCamRelPos = [0,-2,0.3]
DeathCamTarHeight = 1.7
DeathCamIndex = 0

DeathCamCurTarget = player
DeathCam = "camera" camCreate [(getpos player select 0)+2, (getpos player select 1)+2, 700 ]
DeathCam cameraEffect ["internal","front"]
DeathCam camSetTarget vehicle DeathCamCurCamTarget
DeathCam camSetPos [(getpos player select 0)+2, (getpos player select 1)+2, 1000 ]
DeathCam camSetFOV 0.976
DeathCam camCommand "inertia on"
DeathCam camCommit 0
showCinemaBorder false



#start

_ok = createDialog "DlgSpectateDeath"
ctrlShow [1046001,false];ctrlShow [1046002,false];ctrlShow [1046003,false];ctrlShow [1046004,false];ctrlShow [1046005,false];ctrlShow [1046006,false];ctrlShow [1046007,false];ctrlShow [1046008,true];ctrlShow [1046009,false];ctrlShow [1046010,false];ctrlShow [1046011,false];ctrlShow [1046012,false];ctrlShow [1046013,false];ctrlShow [1046014,false];ctrlShow [1046015,false];ctrlShow [1046016,false];ctrlShow [1046017,false];ctrlShow [1046018,false];ctrlShow [1046019,false]
ctrlSetText [116969,name player]
ctrlShow [1047002,false];ctrlShow [1047001,false];ctrlShow [1048001,false]

sliderSetRange [1046010, 0.2, 7] 
sliderSetPosition [1046010, 1] 


kegfoo = 0
"_i = lbAdd [1047002, DeathCamNameCache select kegfoo];lbSetData [1047002, _i, format[""%1"",kegfoo]];if (side _x == west) then {lbSetColor[1047002, _i, [0.8,0.8,1,0.8]]};if (side _x == EAST) then {lbSetColor[1047002, _i, [1,0.8,0.8,0.8]]};if (side _x == resistance) then {lbSetColor[1047002, _i, [0.8,1,0.8,0.8]]};if ((name _x == ""error: no unit"") and ((DeathCamNameCache select kegfoo) == ""object"")) then {lbSetColor[1047002, _i, [0,0,0,0.4]]};kegfoo = kegfoo + 1" foreach DeathCamArray
lbSetCurSel [1047002, 0] 

kegfoo = 0
"if (player == _x) then {lbSetCurSel [1047002, kegfoo] };kegfoo = kegfoo + 1;" foreach DeathCamArray



? not _ok : exit

#loop
kegfoo = 0
"if (not alive _x) then {lbSetColor[1047002, kegfoo, [0,0,0,0.4]]};kegfoo = kegfoo + 1" foreach DeathCamArray

? lbData[1047002,(lbCurSel 1047002)] != format["%1",DeathCamIndex] : _TargetChange = 1

? _TargetChange == 1 : DeathCamIndex = lbCurSel 1047002
? (_TargetChange == 1) and (dialog): 0 exec "nextCam.sqs"
_TargetChange = 0

_seagull setpos[0,0,(getpos _vhlTemp select 2)+15]
? !dialog : goto "seagull"

DeathCam camCommit DeathCamComSpeed
_vhlTemp = vehicle DeathCamCurTarget

; Cinematic view?
? DeathCamCineViewSpecial == 1 : goto "camspecial"


; The following will reduce the effect of warping spectated object to the camera itself

_Divider = 100 - (speed _vhlTemp * 2)
? _Divider < 10 : _Divider = 10

_moX = (getpos DeathCamCurCamTarget select 0) + (((getpos _vhlTemp select 0) - (getpos DeathCamCurCamTarget select 0))/_Divider)
_moY = (getpos DeathCamCurCamTarget select 1) + (((getpos _vhlTemp select 1) - (getpos DeathCamCurCamTarget select 1))/_Divider)
_moZ = ((getpos DeathCamCurCamTarget select 2)-DeathCamTarHeight) + (((getpos _vhlTemp select 2) - ((getpos DeathCamCurCamTarget select 2)-DeathCamTarHeight))/_Divider)

; Workaround for an ofp "feature" with the setpos/getpos commands and roadway lods
_HeightDummy setpos [getpos _vhlTemp select 0,getpos _vhlTemp select 1,0]
_h2 = _vhlTemp distance _HeightDummy
_h1 = _h2 + DeathCamTarHeight
? vehicle DeathCamCurTarget == DeathCamCurTarget : _moZ = ((_h1)-DeathCamTarHeight) + (((_h2) - ((_h1)-DeathCamTarHeight))/_Divider)


DeathCamCurCamTarget setpos[_moX,_moY,_moZ  + DeathCamTarHeight]

DeathCamCurCamTarget setdir getdir _vhlTemp

; Top view?
? DeathCamCineViewSpecial == 2 : goto "camspecialTop"

_RealRelPos = [(DeathCamRelPos select 0) * (sliderPosition 1046010), (DeathCamRelPos select 1) * (sliderPosition 1046010), (DeathCamRelPos select 2) * ((sliderPosition 1046010)*2)]

? ((speed vehicle DeathCamCurTarget >= 150)) : _RealRelPos = [(DeathCamRelPos select 0) * (sliderPosition 1046010) * 5, (DeathCamRelPos select 1) * (sliderPosition 1046010) * 5, (DeathCamRelPos select 2) * ((sliderPosition 1046010)*2) * 5]

DeathCam camSetRelPos _RealRelPos 



goto "loop"


; Cinematic view
#camspecial
DeathCamCurCamTarget setpos[getpos _vhlTemp select 0,getpos _vhlTemp select 1,(getpos _vhlTemp select 2) + DeathCamTarHeight]
DeathCamCurCamTarget setdir getdir _vhlTemp

; Reset cam if object is far away... if its a very fast object use a more distant view
? ((speed vehicle DeathCamCurTarget >= 150)) and (((DeathCam) distance (DeathCamCurCamTarget)) > 400) : DeathCam camSetRelPos [3,400.1,10.0]
? ((speed vehicle DeathCamCurTarget < 150)) and (((DeathCam) distance (DeathCamCurCamTarget)) > 100) : DeathCam camSetRelPos DeathCamRelPos

; Distance slider sets zoom (FOV) in cinematic view
DeathCam camSetFOV 0.976 * ((sliderPosition 1046010)/5)

goto "loop"

; Top view
#camspecialTop
DeathCamCurCamTarget setdir 0

DeathCam camSetPos [getpos DeathCamCurCamTarget select 0,getpos DeathCamCurCamTarget select 1,(getpos DeathCamCurCamTarget select 2)+(30 * sliderPosition 1046010 * 1.5)]

goto "loop"


; User pressed esc, return seagull control
#seagull

titleCut ["","BLACK IN", 0]
_seagull setpos [0,0,0]

_h = sqrt(((_vhlTemp distance _seagull) * (_vhlTemp distance _seagull)) - (sqrt(((getpos _vhlTemp select 0) * (getpos _vhlTemp select 0)) + ((getpos _vhlTemp select 1) * (getpos _vhlTemp select 1))) * sqrt(((getpos _vhlTemp select 0) * (getpos _vhlTemp select 0)) + ((getpos _vhlTemp select 1) * (getpos _vhlTemp select 1))))) + ((getpos _vhlTemp select 2)+15)
? _h > 80 : _h = 80


_seagull setpos [(getpos _vhlTemp select 0)-15+random 30, (getpos _vhlTemp select 1)-15+random 30,_h]

_seagull setvelocity[0,0,0]
_seagull switchCamera "INTERNAL"
_seagull cameraEffect ["terminate","FRONT"]
_seagull camCommand "manual on"

; Return back to spectating
@(getpos _seagull select 2) > 150

titleCut ["","BLACK OUT", 0.5]
~0.5
titleCut ["","BLACK IN", 2]
DeathCam cameraEffect ["internal","front"]
goto "start"
