make gangzone and walls shrink over time

This commit is contained in:
Lorenc Pekaj 2019-02-10 11:48:47 +11:00
parent 66d4295aef
commit 7e135971b7

View File

@ -62,7 +62,6 @@ static const
/* ** Variables ** */
enum E_BR_LOBBY_STATUS
{
E_STATUS_SETUP,
E_STATUS_WAITING,
E_STATUS_STARTED
};
@ -438,7 +437,7 @@ static stock BattleRoyale_CreateLobby( playerid )
br_lobbyData[ lobbyid ] [ E_AREA_ID ] = 0;
br_lobbyData[ lobbyid ] [ E_ENTRY_FEE ] = 0;
br_lobbyData[ lobbyid ] [ E_HOST ] = playerid;
br_lobbyData[ lobbyid ] [ E_STATUS ] = E_STATUS_SETUP;
br_lobbyData[ lobbyid ] [ E_STATUS ] = E_STATUS_WAITING;
br_lobbyData[ lobbyid ] [ E_PLANE ] = -1;
@ -590,26 +589,14 @@ static stock BattleRoyale_StartGame( lobbyid )
KillTimer( br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] );
br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] = SetTimerEx( "BattleRoyale_PlaneMove", BR_UPDATE_TIME_RATE, true, "d", lobbyid );
// game timer
br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ 0 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MAX_X ],-3000, 3000, 3000 );
br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ 1 ] = GangZoneCreate( -3000, -3000, br_areaData[ areaid ] [ E_MIN_X ], 3000 );
br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ 2 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], -3000, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MIN_Y ] );
br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ 3 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ], br_areaData[ areaid ] [ E_MAX_X ], 3000 );
// destroy border walls
BattleRoyale_DestroyBorder( lobbyid );
// create border walls
for ( new i = 0; i < sizeof( br_wallBorderObjectUp[ ] ); i ++ )
{
for ( new z = 0; z < sizeof( br_wallBorderObjectUp[ ] [ ] ); z ++ )
{
br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MIN_X ] + 240.0 * float( i ), br_areaData[ areaid ] [ E_MAX_Y ], 240.0 * float( z ), 0.0, -90.0, 90.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MIN_X ] + 240.0 * float( i ), br_areaData[ areaid ] [ E_MIN_Y ], 240.0 * float( z ), 0.0, -90.0, 90.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), 0.0, -90.0, 0.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), 0.0, -90.0, 0.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
}
}
BattleRoyale_CreateBorder( lobbyid );
// game timer
br_lobbyData[ lobbyid ] [ E_GAME_TIMER ] = SetTimerEx( "BattleRoyale_GameUpdate", 2500, true, "d", lobbyid);
// load the player into the area
foreach ( new playerid : battleroyaleplayers[ lobbyid ] )
@ -626,6 +613,47 @@ static stock BattleRoyale_StartGame( lobbyid )
return 1;
}
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;
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_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;
BattleRoyale_RedrawBorder( lobbyid, rate_of_change * UNITS_PER_SECOND_SHRINK, UNITS_PER_SECOND_SHRINK );
}
else
{
new Float: rate_of_change = 1.0 / ( radius_x / radius_y );
printf("Y>X %fx faster", rate_of_change);
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;
BattleRoyale_RedrawBorder( lobbyid, UNITS_PER_SECOND_SHRINK, rate_of_change * UNITS_PER_SECOND_SHRINK );
}
return 1;
}
function BattleRoyale_PlaneMove( lobbyid )
{
new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ];
@ -687,8 +715,6 @@ static stock BattleRoyale_ThrowFromPlane( playerid )
static stock BattleRoyale_DestroyLobby( lobbyid )
{
new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ];
Iter_Remove( battleroyale, lobbyid );
Iter_Clear( battleroyaleplayers[ lobbyid ] );
@ -699,17 +725,80 @@ static stock BattleRoyale_DestroyLobby( lobbyid )
DestroyDynamicObject( br_lobbyData[ lobbyid ] [ E_PLANE ] );
br_lobbyData[ lobbyid ] [ E_PLANE ] = -1;
for ( new g = 0; g < 4; g ++ )
{
GangZoneDestroy( br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ g ] );
br_lobbyData[ areaid ] [ E_BORDER_ZONE ] [ g ] = -1;
}
return 1;
}
static stock BattleRoyale_RedrawBorder( lobbyid, Float: sides_rate = 1.0, Float: top_rate = 1.0 )
{
new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ];
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 );
// show the new gangzone
foreach ( new playerid : battleroyaleplayers[ areaid ] ) {
for ( new g = 0; g < 4; g ++ ) {
GangZoneShowForPlayer( playerid, temporary_gangzone[ g ], 0x000000FF );
}
}
// delete old gangzone, set the new
for ( new g = 0; g < 4; g ++ ) {
GangZoneDestroy( br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ g ] );
}
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] = temporary_gangzone;
// move objects
for ( new i = 0; i < sizeof( br_wallBorderObjectUp[ ] ); i ++ )
{
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 );
}
}
}
static stock BattleRoyale_CreateBorder( lobbyid )
{
new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ];
// gang zone
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 0 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MAX_X ],-3000, 3000, 3000 );
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 1 ] = GangZoneCreate( -3000, -3000, br_areaData[ areaid ] [ E_MIN_X ], 3000 );
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 2 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], -3000, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MIN_Y ] );
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ 3 ] = GangZoneCreate( br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ], br_areaData[ areaid ] [ E_MAX_X ], 3000 );
// walls
for ( new i = 0; i < sizeof( br_wallBorderObjectUp[ ] ); i ++ )
{
for ( new z = 0; z < sizeof( br_wallBorderObjectUp[ ] [ ] ); z ++ )
{
br_wallBorderObjectUp[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MIN_X ] + 240.0 * float( i ), br_areaData[ areaid ] [ E_MAX_Y ], 240.0 * float( z ), 0.0, -90.0, 90.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
br_wallBorderObjectDown[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MIN_X ] + 240.0 * float( i ), br_areaData[ areaid ] [ E_MIN_Y ], 240.0 * float( z ), 0.0, -90.0, 90.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
br_wallBorderObjectLeft[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MIN_X ], br_areaData[ areaid ] [ E_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), 0.0, -90.0, 0.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
br_wallBorderObjectRight[ lobbyid ] [ i ] [ z ] = CreateDynamicObject( 18754, br_areaData[ areaid ] [ E_MAX_X ], br_areaData[ areaid ] [ E_MAX_Y ] - 240.0 * float( i ), 240.0 * float( z ), 0.0, -90.0, 0.0, .worldid = BR_GetWorld( lobbyid ), .streamdistance = 1000.0 );
}
}
}
static stock BattleRoyale_DestroyBorder( lobbyid )
{
// gangzone
for ( new g = 0; g < 4; g ++ )
{
GangZoneDestroy( br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ g ] );
br_lobbyData[ lobbyid ] [ E_BORDER_ZONE ] [ g ] = -1;
}
// walls
for ( new i = 0; i < sizeof( br_wallBorderObjectUp[ ] ); i ++ )
{
for ( new z = 0; z < sizeof( br_wallBorderObjectUp[ ] [ ] ); z ++ )