diff --git a/gamemodes/irresistible/cnr/features/battleroyale/battleroyale.pwn b/gamemodes/irresistible/cnr/features/battleroyale/battleroyale.pwn index 45e10f0..9f86579 100644 --- a/gamemodes/irresistible/cnr/features/battleroyale/battleroyale.pwn +++ b/gamemodes/irresistible/cnr/features/battleroyale/battleroyale.pwn @@ -18,7 +18,9 @@ [X] After the maximum slots are achieved, the game will start [X] Host can start the match forcefully -[ ] Plane in the middle, you have a parachute, jump out +[ ] Randomly bomb region + +[X] Plane in the middle, you have a parachute, jump out [ ] Stay within red zone, if you leave it you get killed [ ] Last man standing wins ... */ @@ -32,7 +34,7 @@ #define BR_MAX_PLAYERS ( 32 ) #define BR_INVALID_LOBBY ( -1 ) -#define BR_UPDATE_TIME_RATE ( 30 ) +#define BR_PLANE_UPDATE_RATE ( 30 ) /* ** Dialogs ** */ #define DIALOG_BR_LOBBY ( 6373 ) @@ -54,6 +56,9 @@ static const BR_WALKING_WEAPONS[ ] = { 4, 8, 9, 23, 24, 25, 27, 29, 30, 31, 33, 34 }, + BR_VEHICLE_MODELS[ ] = { + 404, 422, 471, 478, 505, 543, 566, 552, 554 + }, Float: BR_MIN_HEIGHT = 300.0, Float: BR_MIN_CAMERA_HEIGHT = 50.0, Float: BR_PLANE_RADIUS_FROM_BORDER = 25.0 @@ -78,7 +83,10 @@ enum E_BR_LOBBY_DATA E_PLANE, E_PLANE_TIMER, Float: E_PLANE_ROTATION, - E_GAME_TIMER, E_BORDER_ZONE[ 4 ] + E_PICKUPS[ 100 ], E_VEHICLES[ 5 ], + + E_GAME_TIMER, E_BORDER_ZONE[ 4 ], Float: E_B_MIN_X, + Float: E_B_MIN_Y, Float: E_B_MAX_X, Float: E_B_MAX_Y }; enum E_BR_AREA_DATA @@ -87,13 +95,15 @@ enum E_BR_AREA_DATA Float: E_MAX_X, Float: E_MAX_Y }; -static stock +static const // where all the area data is stored br_areaData [ 1 ] [ E_BR_AREA_DATA ] = { { "Fort Carson", -394.0, 956.0, 164.0, 1254.0 } - }, + } +; +static stock // lobby data & info br_lobbyData [ BR_MAX_LOBBIES ] [ E_BR_LOBBY_DATA ], br_wallBorderObjectUp [ BR_MAX_LOBBIES ] [ 4 ] [ 4 ], @@ -587,7 +597,16 @@ static stock BattleRoyale_StartGame( lobbyid ) br_lobbyData[ lobbyid ] [ E_PLANE ] = CreateDynamicObject( 1681, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, .worldid = -1, .interiorid = -1 ); KillTimer( br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] ); - br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] = SetTimerEx( "BattleRoyale_PlaneMove", BR_UPDATE_TIME_RATE, true, "d", lobbyid ); + br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] = SetTimerEx( "BattleRoyale_PlaneMove", BR_PLANE_UPDATE_RATE, true, "d", lobbyid ); + + // set the area variables + br_lobbyData[ lobbyid ] [ E_B_MIN_X ] = br_areaData[ areaid ] [ E_MIN_X ]; + br_lobbyData[ lobbyid ] [ E_B_MAX_X ] = br_areaData[ areaid ] [ E_MAX_X ]; + br_lobbyData[ lobbyid ] [ E_B_MIN_Y ] = br_areaData[ areaid ] [ E_MIN_Y ]; + br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] = br_areaData[ areaid ] [ E_MAX_Y ]; + + // generate entities randomly + BattleRoyale_GenerateEntities( lobbyid ); // destroy border walls BattleRoyale_DestroyBorder( lobbyid ); @@ -615,24 +634,20 @@ static stock BattleRoyale_StartGame( lobbyid ) function BattleRoyale_GameUpdate( lobbyid ) { - new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ]; - static const Float: UNITS_PER_SECOND_SHRINK = 1.0; - new Float: radius_x = ( VectorSize( br_areaData[ areaid ] [ E_MIN_X ] - br_areaData[ areaid ] [ E_MAX_X ], 0.0, 0.0 ) ) / 2.0; - new Float: radius_y = ( VectorSize( 0.0, br_areaData[ areaid ] [ E_MIN_Y ] - br_areaData[ areaid ] [ E_MAX_Y ], 0.0 ) ) / 2.0; + new Float: radius_x = ( VectorSize( br_lobbyData[ lobbyid ] [ E_B_MIN_X ] - br_lobbyData[ lobbyid ] [ E_B_MAX_X ], 0.0, 0.0 ) ) / 2.0; + new Float: radius_y = ( VectorSize( 0.0, br_lobbyData[ lobbyid ] [ E_B_MIN_Y ] - br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], 0.0 ) ) / 2.0; if ( radius_x > radius_y ) { new Float: rate_of_change = 1.0 / ( radius_y / radius_x ); - printf("X>Y %fx faster", rate_of_change); + br_lobbyData[ lobbyid ] [ E_B_MIN_X ] += rate_of_change * UNITS_PER_SECOND_SHRINK; + br_lobbyData[ lobbyid ] [ E_B_MAX_X ] -= rate_of_change * UNITS_PER_SECOND_SHRINK; - br_areaData[ areaid ] [ E_MIN_X ] += rate_of_change * UNITS_PER_SECOND_SHRINK; - br_areaData[ areaid ] [ E_MAX_X ] -= rate_of_change * UNITS_PER_SECOND_SHRINK; - - br_areaData[ areaid ] [ E_MIN_Y ] += UNITS_PER_SECOND_SHRINK; - br_areaData[ areaid ] [ E_MAX_Y ] -= UNITS_PER_SECOND_SHRINK; + br_lobbyData[ lobbyid ] [ E_B_MIN_Y ] += UNITS_PER_SECOND_SHRINK; + br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] -= UNITS_PER_SECOND_SHRINK; BattleRoyale_RedrawBorder( lobbyid, rate_of_change * UNITS_PER_SECOND_SHRINK, UNITS_PER_SECOND_SHRINK ); } @@ -640,13 +655,11 @@ function BattleRoyale_GameUpdate( lobbyid ) { new Float: rate_of_change = 1.0 / ( radius_x / radius_y ); - printf("Y>X %fx faster", rate_of_change); + br_lobbyData[ lobbyid ] [ E_B_MIN_X ] += UNITS_PER_SECOND_SHRINK; + br_lobbyData[ lobbyid ] [ E_B_MAX_X ] -= UNITS_PER_SECOND_SHRINK; - br_areaData[ areaid ] [ E_MIN_X ] += UNITS_PER_SECOND_SHRINK; - br_areaData[ areaid ] [ E_MAX_X ] -= UNITS_PER_SECOND_SHRINK; - - br_areaData[ areaid ] [ E_MIN_Y ] += rate_of_change * UNITS_PER_SECOND_SHRINK; - br_areaData[ areaid ] [ E_MAX_Y ] -= rate_of_change * UNITS_PER_SECOND_SHRINK; + br_lobbyData[ lobbyid ] [ E_B_MIN_Y ] += rate_of_change * UNITS_PER_SECOND_SHRINK; + br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] -= rate_of_change * UNITS_PER_SECOND_SHRINK; BattleRoyale_RedrawBorder( lobbyid, UNITS_PER_SECOND_SHRINK, rate_of_change * UNITS_PER_SECOND_SHRINK ); } @@ -665,7 +678,7 @@ function BattleRoyale_PlaneMove( lobbyid ) new Float: radius_y = ( VectorSize( 0.0, br_areaData[ areaid ] [ E_MIN_Y ] - br_areaData[ areaid ] [ E_MAX_Y ], 0.0 ) ) / 2.0 - BR_PLANE_RADIUS_FROM_BORDER; // if the plane completes a full rotation, throw everyone out - if ( ( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] += 0.006 * float( BR_UPDATE_TIME_RATE ) ) >= 360.0 ) // 360.00 / 60000.0 * rate + if ( ( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] += 0.006 * float( BR_PLANE_UPDATE_RATE ) ) >= 360.0 ) // 360.00 / 60000.0 * rate { foreach ( new playerid : battleroyaleplayers[ lobbyid ] ) { @@ -686,8 +699,8 @@ function BattleRoyale_PlaneMove( lobbyid ) SetDynamicObjectPos( br_lobbyData[ lobbyid ] [ E_PLANE ], plane_x, plane_y, BR_MIN_HEIGHT ); - new Float: plane_ahead_x = middle_x + radius_x * floatsin( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] + 0.006 * float( BR_UPDATE_TIME_RATE ), degrees ); - new Float: plane_ahead_y = middle_y + radius_y * floatcos( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] + 0.006 * float( BR_UPDATE_TIME_RATE ), degrees ); + new Float: plane_ahead_x = middle_x + radius_x * floatsin( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] + 0.006 * float( BR_PLANE_UPDATE_RATE ), degrees ); + new Float: plane_ahead_y = middle_y + radius_y * floatcos( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] + 0.006 * float( BR_PLANE_UPDATE_RATE ), degrees ); new Float: rotation = atan2( plane_ahead_y - plane_y, plane_ahead_x - plane_x ) - 90.0; @@ -734,10 +747,10 @@ static stock BattleRoyale_RedrawBorder( lobbyid, Float: sides_rate = 1.0, Float: new temporary_gangzone[ 4 ]; // redraw gangzones - temporary_gangzone[ 0 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MAX_X ],-3000, 3000, 3000 ); - temporary_gangzone[ 1 ] = GangZoneCreate( -3000, -3000, br_areaData[ areaid ] [ E_MIN_X ], 3000 ); - temporary_gangzone[ 2 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], -3000, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MIN_Y ] ); - temporary_gangzone[ 3 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ], br_areaData[ areaid ] [ E_MAX_X ], 3000 ); + temporary_gangzone[ 0 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MAX_X ],-3000, 3000, 3000 ); + temporary_gangzone[ 1 ] = GangZoneCreate( -3000, -3000, br_lobbyData[ lobbyid ] [ E_B_MIN_X ], 3000 ); + temporary_gangzone[ 2 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MIN_X ], -3000, br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MIN_Y ] ); + temporary_gangzone[ 3 ] = GangZoneCreate( br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], 3000 ); // show the new gangzone foreach ( new playerid : battleroyaleplayers[ areaid ] ) { @@ -758,10 +771,10 @@ static stock BattleRoyale_RedrawBorder( lobbyid, Float: sides_rate = 1.0, Float: { for ( new z = 0; z < sizeof( br_wallBorderObjectUp[ ] [ ] ); z ++ ) { - MoveDynamicObject( br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ], br_areaData[ areaid ] [ E_MIN_X ] + 240.0 * float( i ), br_areaData[ areaid ] [ E_MAX_Y ], 240.0 * float( z ), top_rate ); - MoveDynamicObject( br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ], br_areaData[ areaid ] [ E_MIN_X ] + 240.0 * float( i ), br_areaData[ areaid ] [ E_MIN_Y ], 240.0 * float( z ), top_rate ); - MoveDynamicObject( br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ], br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate ); - MoveDynamicObject( br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ], br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate ); + MoveDynamicObject( br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MAX_Y ], 240.0 * float( z ), top_rate ); + MoveDynamicObject( br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ] + 240.0 * float( i ), br_lobbyData[ lobbyid ] [ E_B_MIN_Y ], 240.0 * float( z ), top_rate ); + MoveDynamicObject( br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MIN_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate ); + MoveDynamicObject( br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ], br_lobbyData[ lobbyid ] [ E_B_MAX_X ], br_lobbyData[ lobbyid ] [ E_B_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), sides_rate ); } } } @@ -821,4 +834,40 @@ static stock BR_IsHost( playerid, lobbyid ) { static stock BR_GetWorld( lobbyid ) { return 639 + lobbyid; +} + +static stock BattleRoyale_GenerateEntities( lobbyid ) +{ + new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ]; + + // generate pickups + for ( new i = 0; i < 100; i ++ ) + { + new weaponid = br_lobbyData[ lobbyid ] [ E_WALK_WEP ] ? BR_WALKING_WEAPONS[ random( sizeof( BR_WALKING_WEAPONS ) ) ] : BR_RUNNING_WEAPONS[ random( sizeof( BR_RUNNING_WEAPONS ) ) ]; + + new Float: X = fRandomEx( br_areaData[ areaid ] [ E_MIN_X ] + BR_PLANE_RADIUS_FROM_BORDER, br_areaData[ areaid ] [ E_MAX_X ] - BR_PLANE_RADIUS_FROM_BORDER ); + new Float: Y = fRandomEx( br_areaData[ areaid ] [ E_MIN_Y ] + BR_PLANE_RADIUS_FROM_BORDER, br_areaData[ areaid ] [ E_MAX_Y ] - BR_PLANE_RADIUS_FROM_BORDER ); + new Float: Z; + + MapAndreas_FindZ_For2DCoord( X, Y, Z ); + + br_lobbyData[ lobbyid ] [ E_PICKUPS ] [ i ] = CreateDynamicPickup( GetWeaponModel( weaponid ), 1, X, Y, Z + 1.0, .worldid = BR_GetWorld( lobbyid ) ); + } + + + // generate random cars + for ( new c = 0; c < 5; c ++ ) + { + new modelid = BR_VEHICLE_MODELS[ random( sizeof( BR_VEHICLE_MODELS ) ) ]; + + new Float: X = fRandomEx( br_areaData[ areaid ] [ E_MIN_X ] + BR_PLANE_RADIUS_FROM_BORDER, br_areaData[ areaid ] [ E_MAX_X ] - BR_PLANE_RADIUS_FROM_BORDER ); + new Float: Y = fRandomEx( br_areaData[ areaid ] [ E_MIN_Y ] + BR_PLANE_RADIUS_FROM_BORDER, br_areaData[ areaid ] [ E_MAX_Y ] - BR_PLANE_RADIUS_FROM_BORDER ); + new Float: Z = 0.0; + + new nodeid = NearestNodeFromPoint( X, Y, Z ); + GetNodePos( nodeid, X, Y, Z ); + + br_lobbyData[ lobbyid ] [ E_VEHICLES ] [ c ] = CreateVehicle( modelid, X, Y, Z + 1.5, fRandomEx( 0.0, 360.0 ), -1, -1, 0, 0 ); + SetVehicleVirtualWorld( br_lobbyData[ lobbyid ] [ E_VEHICLES ] [ c ], BR_GetWorld( lobbyid ) ); + } } \ No newline at end of file