diff --git a/gamemodes/irresistible/cnr/features/pool.pwn b/gamemodes/irresistible/cnr/features/pool.pwn index abb805d..de52f11 100644 --- a/gamemodes/irresistible/cnr/features/pool.pwn +++ b/gamemodes/irresistible/cnr/features/pool.pwn @@ -168,7 +168,7 @@ hook OnPlayerConnect( playerid ) hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { new Float: pooltable_distance = 99999.99; - new poolid = GetClosestPoolTable( playerid, pooltable_distance ); + new poolid = Pool_GetClosestTable( playerid, pooltable_distance ); if ( poolid != -1 && pooltable_distance < 2.5 ) { @@ -176,8 +176,13 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { // quit table if ( HOLDING( KEY_SECONDARY_ATTACK ) ) { - Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); - return Pool_RemovePlayer( playerid ); + if ( PRESSED( KEY_CROUCH ) ) { + HidePlayerHelpDialog( playerid ); + Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); + return Pool_RemovePlayer( playerid ); + } else { + return GameTextForPlayer( playerid, "~w~and now...~n~~w~ press ~r~~k~~PED_DUCK~~w~ to exit", 3500, 3 ), 1; + } } // make pressing key fire annoying @@ -208,33 +213,14 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid ) { - - new Float:poolrot = p_PoolAngle[ playerid ] [ 0 ], - Float:Xa, - Float:Ya, - Float:Za, - Float:x, - Float:y; - - GetObjectPos(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za); - - if ( ( p_PoolCameraBirdsEye{ playerid } = ! p_PoolCameraBirdsEye{ playerid } ) == false ) - { - GetXYBehindObjectInAngle(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], poolrot, x, y, 0.675); - SetPlayerCameraPos(playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM); - SetPlayerCameraLookAt(playerid, Xa, Ya, Za + 0.170); - } - else - { - SetPlayerCameraPos(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0); - SetPlayerCameraLookAt(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ]); - } + p_PoolCameraBirdsEye{ playerid } = ! p_PoolCameraBirdsEye{ playerid }; + Pool_UpdatePlayerCamera( playerid, poolid ); } } if ( RELEASED( KEY_HANDBRAKE ) ) { - if ( AreAllBallsStopped( poolid ) ) + if ( Pool_AreBallsStopped( poolid ) ) { if ( g_poolTableData[ poolid ] [ E_AIMER ] != playerid ) { @@ -244,12 +230,16 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) if ( ! p_PoolChalking{ playerid } && g_poolTableData[ poolid ] [ E_AIMER ] == -1 ) { - new Float:poolrot, - Float:X, Float:Y, Float:Z, + new Float:X, Float:Y, Float:Z, Float:Xa, Float:Ya, Float:Za, Float:x, Float:y; GetPlayerPos( playerid, X, Y, Z ); + + if ( Z > g_poolTableData[ poolid ] [ E_Z ] + 0.5 ) { + return SendPoolMessage( playerid, "Lower yourself from the table." ); + } + GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za ); new @@ -257,39 +247,37 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) if ( distance_to_ball < 1.8 && Z < 999.5 ) { - printf( "Distance To Ball %f", distance_to_ball ); + new + Float: poolrot = atan2( Ya - Y, Xa - X ) - 90.0; TogglePlayerControllable( playerid, false ); - GetAngleToXY( Xa, Ya, X, Y, poolrot ); p_PoolAngle[ playerid ] [ 0 ] = poolrot; p_PoolAngle[ playerid ] [ 1 ] = poolrot; SetPlayerArmedWeapon( playerid, 0 ); - GetXYInFrontOfPos( Xa, Ya, poolrot + 180, x, y, 0.085 ); + Pool_GetXYInFrontOfPos( Xa, Ya, poolrot + 180, x, y, 0.085 ); g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = CreateObject( 3004, x, y, Za, 7.0, 0, poolrot + 180 ); - SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 ); - if ( distance_to_ball < 1.20 ) { distance_to_ball = 1.20; } - GetXYInFrontOfPos( Xa, Ya, poolrot + 180 - 5.0, X, Y, distance_to_ball ); // offset 5 degrees + Pool_GetXYInFrontOfPos( Xa, Ya, poolrot + 180 - 5.0, X, Y, distance_to_ball ); // offset 5 degrees SetPlayerPos( playerid, X, Y, Z ); SetPlayerFacingAngle( playerid, poolrot ); if ( distance_to_ball > 1.5 ) { ApplyAnimation( playerid, "POOL", "POOL_XLong_Start", 4.1, 0, 1, 1, 1, 1, 1 ); - } else { //if ( distance_to_ball > 1.2 ) { + } else { ApplyAnimation( playerid, "POOL", "POOL_Long_Start", 4.1, 0, 1, 1, 1, 1, 1 ); - //ApplyAnimation( playerid, "POOL", "POOL_Med_Start", 4.1, 0, 1, 1, 1, 1, 1 ); } g_poolTableData[ poolid ] [ E_AIMER ] = playerid; g_poolTableData[ poolid ] [ E_POWER ] = 1.0; g_poolTableData[ poolid ] [ E_DIRECTION ] = 0; + Pool_UpdatePlayerCamera( playerid, poolid ); Pool_UpdateScoreboard( poolid ); TextDrawShowForPlayer( playerid, g_PoolTextdraw ); @@ -318,7 +306,6 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid ) { new Float: ball_x, Float: ball_y, Float: ball_z; - new Float: speed; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] --; @@ -333,8 +320,8 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) ApplyAnimation( playerid, "POOL", "POOL_Long_Shot", 4.1, 0, 1, 1, 0, 0, 1 ); } - speed = 0.4 + ( g_poolTableData[ poolid ] [ E_POWER ] * 2.0 ) / 100.0; - PHY_SetObjectVelocity(g_poolBallData[poolid] [E_BALL_OBJECT] [0], speed * floatsin(-p_PoolAngle[ playerid ] [ 0 ], degrees), speed * floatcos(-p_PoolAngle[ playerid ] [ 0 ], degrees)); + new Float: speed = 0.4 + ( g_poolTableData[ poolid ] [ E_POWER ] * 2.0 ) / 100.0; + PHY_SetObjectVelocity( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], speed * floatsin( -p_PoolAngle[ playerid ] [ 0 ], degrees ), speed * floatcos( -p_PoolAngle[ playerid ] [ 0 ], degrees ) ); SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 ); SetPlayerCameraLookAt( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] ); @@ -346,7 +333,7 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) GivePlayerWeapon( playerid, 7, 1 ); } - else ClearAnimations(playerid); + else ClearAnimations( playerid ); } } } @@ -356,6 +343,7 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( IsPlayerPlayingPool( playerid ) ) { + HidePlayerHelpDialog( playerid ); Pool_SendTableMessage( p_PoolID[ playerid ], COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); return Pool_RemovePlayer( playerid ); } @@ -385,6 +373,7 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has joined the table (2/2)", ReturnPlayerName( playerid ), playerid ); Pool_QueueNextPlayer( poolid, random_cuer ); + foreach ( new i : poolplayers< poolid > ) { p_PoolScore[ i ] = 0; PlayerPlaySound( i, 1085, 0.0, 0.0, 0.0 ); @@ -393,10 +382,11 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) g_poolTableData[ poolid ] [ E_STARTED ] = true; Pool_UpdateScoreboard( poolid ); - RespawnPoolBalls( poolid ); + Pool_RespawnBalls( poolid ); } else { + ShowPlayerHelpDialog( playerid, 0, "~y~~h~~k~~PED_LOCK_TARGET~ ~w~- Aim Cue~n~~y~~h~~k~~PED_FIREWEAPON~ ~w~- Shoot Cue~n~~y~~h~~k~~PED_JUMPING~ ~w~- Camera Mode~n~~y~~h~~k~~VEHICLE_ENTER_EXIT~ ~w~- Exit Game~n~~n~~r~~h~Waiting for 1 more player..." ); UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, sprintf( "" # COL_GREY "Pool Table\n{FFFFFF}Press ENTER To Join %s(%d)", ReturnPlayerName( playerid ), playerid ) ); Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has joined the table (1/2)", ReturnPlayerName( playerid ), playerid ); } @@ -430,10 +420,14 @@ stock Pool_RemovePlayer( playerid ) // forfeit player if ( g_poolTableData[ poolid ] [ E_STARTED ] ) { - new - replacement_winner = Iter_First( poolplayers< poolid > ); // there's only 1 guy in the table + // ... if there's only 1 guy in the table might as well declare him winner + if ( Iter_Count( poolplayers< poolid > ) ) + { + new + replacement_winner = Iter_First( poolplayers< poolid > ); - Pool_OnPlayerWin( poolid, replacement_winner ); + Pool_OnPlayerWin( poolid, replacement_winner ); + } return Pool_EndGame( poolid ); } else @@ -472,10 +466,10 @@ stock CreatePoolTable( Float: X, Float: Y, Float: Z, Float: A = 0.0, interior = g_poolTableData[ gID] [ E_TABLE ] = CreateDynamicObject( 2964, X, Y, Z - 1.0, 0.0, 0.0, A, world, interior ); g_poolTableData[ gID] [ E_LABEL ] = CreateDynamic3DTextLabel( DEFAULT_POOL_STRING, COLOR_GREY, X, Y, Z, 10.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, world, interior ); - RotateXY( -0.964, -0.51, A, x_vertex[ 0 ], y_vertex[ 0 ] ); - RotateXY( -0.964, 0.533, A, x_vertex[ 1 ], y_vertex[ 1 ] ); - RotateXY( 0.976, -0.51, A, x_vertex[ 2 ], y_vertex[ 2 ] ); - RotateXY( 0.976, 0.533, A, x_vertex[ 3 ], y_vertex[ 3 ] ); + Pool_RotateXY( -0.964, -0.51, A, x_vertex[ 0 ], y_vertex[ 0 ] ); + Pool_RotateXY( -0.964, 0.533, A, x_vertex[ 1 ], y_vertex[ 1 ] ); + Pool_RotateXY( 0.976, -0.51, A, x_vertex[ 2 ], y_vertex[ 2 ] ); + Pool_RotateXY( 0.976, 0.533, A, x_vertex[ 3 ], y_vertex[ 3 ] ); PHY_CreateWall( x_vertex[0] + X, y_vertex[0] + Y, x_vertex[1] + X, y_vertex[1] + Y); PHY_CreateWall( x_vertex[1] + X, y_vertex[1] + Y, x_vertex[3] + X, y_vertex[3] + Y); @@ -513,7 +507,7 @@ stock CreatePoolTable( Float: X, Float: Y, Float: Z, Float: A = 0.0, interior = return gID; } -stock GetClosestPoolTable( playerid, &Float: dis = 99999.99 ) +stock Pool_GetClosestTable( playerid, &Float: dis = 99999.99 ) { new pooltable = -1; @@ -532,7 +526,7 @@ stock GetClosestPoolTable( playerid, &Float: dis = 99999.99 ) return pooltable; } -stock RespawnPoolBalls( poolid ) +stock Pool_RespawnBalls( poolid ) { if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 ) { @@ -556,7 +550,7 @@ stock RespawnPoolBalls( poolid ) for ( new i = 0; i < sizeof( g_poolBallOffsetData ); i ++ ) { // get offset according to angle of table - RotateXY( g_poolBallOffsetData[ i ] [ E_OFFSET_X ], g_poolBallOffsetData[ i ] [ E_OFFSET_Y ], g_poolTableData[ poolid ] [ E_ANGLE ], offset_x, offset_y ); + Pool_RotateXY( g_poolBallOffsetData[ i ] [ E_OFFSET_X ], g_poolBallOffsetData[ i ] [ E_OFFSET_Y ], g_poolTableData[ poolid ] [ E_ANGLE ], offset_x, offset_y ); // reset balls if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] != -1 ) { @@ -574,7 +568,7 @@ stock RespawnPoolBalls( poolid ) ); // initialize physics on each ball - InitBalls( poolid, i ); + Pool_InitBalls( poolid, i ); } KillTimer( g_poolTableData[ poolid ] [ E_TIMER ] ); @@ -582,7 +576,7 @@ stock RespawnPoolBalls( poolid ) g_poolTableData[ poolid ] [ E_BALLS_SCORED ] = 0; } -stock InitBalls(poolid, ballid) +stock Pool_InitBalls( poolid, ballid ) { PHY_InitObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 3003, _, _, PHY_MODE_2D); @@ -594,63 +588,31 @@ stock InitBalls(poolid, ballid) g_poolBallData[ poolid ] [ E_POCKETED ] [ ballid ] = false; } -stock RotateXY( Float: xi, Float: yi, Float: angle, &Float: xf, &Float: yf ) +stock Pool_RotateXY( Float: xi, Float: yi, Float: angle, &Float: xf, &Float: yf ) { xf = xi * floatcos( angle, degrees ) - yi * floatsin( angle, degrees ); yf = xi * floatsin( angle, degrees ) + yi * floatcos( angle, degrees ); return 1; } -stock GetXYBehindObjectInAngle(objectid, Float:a, &Float:x2, &Float:y2, Float:distance) -{ - new Float:z; - GetObjectPos(objectid, x2, y2, z); - - x2 += (distance * floatsin(-a+180, degrees)); - y2 += (distance * floatcos(-a+180, degrees)); -} - -stock AreAllBallsStopped( poolid ) +stock Pool_AreBallsStopped( poolid ) { new balls_not_moving = 0; - new bool: checklist[ 16]; - for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_POCKETED ] [ i ] || ! PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ) ) { balls_not_moving ++; - checklist[i] = true; } - - szBigString = ""; - for ( new i = 0; i < 16; i++ ) { - if ( checklist[i] == false ) format( szBigString, sizeof(szBigString), "%s%s(%d), ", szBigString, g_poolBallOffsetData[i][E_BALL_NAME], i); - } - printf("not stopped: %s", szBigString); - return balls_not_moving >= 16; } -stock GetAngleToXY(Float:X, Float:Y, Float:CurrX, Float:CurrY, &Float:angle) +stock Pool_GetXYInFrontOfPos( Float: xx, Float: yy, Float: a, &Float: x2, &Float: y2, Float: distance ) { - angle = atan2(Y-CurrY, X-CurrX); - angle = floatsub(angle, 90.0); - if(angle < 0.0) angle = floatadd(angle, 360.0); + x2 = xx + ( distance * floatsin( -a, degrees ) ); + y2 = yy + ( distance * floatcos( -a, degrees ) ); } -stock GetXYInFrontOfPos(Float:xx,Float:yy,Float:a, &Float:x2, &Float:y2, Float:distance) -{ - if (a > 360) { - a = a - 360; - } - - xx += (distance * floatsin(-a, degrees)); - yy += (distance * floatcos(-a, degrees)); - x2 = xx; - y2 = yy; -} - -stock IsBallInHole( poolid, objectid ) +stock Pool_IsBallInHole( poolid, objectid ) { new Float: hole_x, Float: hole_y; @@ -658,7 +620,7 @@ stock IsBallInHole( poolid, objectid ) for ( new i = 0; i < sizeof( g_poolPotOffsetData ); i ++ ) { // rotate offsets according to table - RotateXY( g_poolPotOffsetData[ i ] [ 0 ], g_poolPotOffsetData[ i ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); + Pool_RotateXY( g_poolPotOffsetData[ i ] [ 0 ], g_poolPotOffsetData[ i ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); // check if it is at the pocket if ( IsBallAtPos( objectid, g_poolTableData[ poolid ] [ E_X ] + hole_x , g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ], POCKET_RADIUS ) ) { @@ -770,17 +732,17 @@ public OnPoolUpdate( poolid ) } if ( ! Iter_Count( poolplayers< poolid > ) ) { - // Pool_EndGame( poolid ); - // return 1; + Pool_EndGame( poolid ); + return 1; } if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 ) { new playerid = g_poolTableData[ poolid ] [ E_AIMER ], keys, ud, lr; - GetPlayerKeys(playerid, keys, ud, lr); + GetPlayerKeys( playerid, keys, ud, lr ); - if (!(keys & KEY_FIRE)) + if ( ! ( keys & KEY_FIRE ) ) { if (lr) { @@ -788,9 +750,10 @@ public OnPoolUpdate( poolid ) GetPlayerPos(playerid, X, Y ,Z); GetObjectPos(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za); - newrot = p_PoolAngle[ playerid ] [ 0 ] + (lr > 0 ? 0.9 : -0.9); + newrot = p_PoolAngle[ playerid ] [ 0 ] + ( lr > 0 ? 0.9 : -0.9 ); dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 ); + // keep the head out of the point of view if ( dist < 1.20 ) { dist = 1.20; } @@ -798,23 +761,12 @@ public OnPoolUpdate( poolid ) if ( AngleInRangeOfAngle( p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0 ) ) { p_PoolAngle[ playerid ] [ 0 ] = newrot; + Pool_UpdatePlayerCamera( playerid, poolid ); - if ( ! p_PoolCameraBirdsEye{ playerid } ) - { - GetXYBehindObjectInAngle(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], newrot, x, y, 0.675); - SetPlayerCameraPos(playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM); - SetPlayerCameraLookAt(playerid, Xa, Ya, Za + 0.170); - } - else - { - SetPlayerCameraPos(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0); - SetPlayerCameraLookAt(playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ]); - } - - GetXYInFrontOfPos( Xa, Ya, newrot + 180, x, y, 0.085 ); + Pool_GetXYInFrontOfPos( Xa, Ya, newrot + 180, x, y, 0.085 ); SetObjectPos( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], x, y, Za ); SetObjectRot( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ], 7.0, 0, p_PoolAngle[ playerid ] [ 0 ] + 180 ); - GetXYInFrontOfPos( Xa, Ya, newrot + 180 - 5.0, x, y, dist ); // offset 5 degrees + Pool_GetXYInFrontOfPos( Xa, Ya, newrot + 180 - 5.0, x, y, dist ); // offset 5 degrees SetPlayerPos( playerid, x, y, Z ); SetPlayerFacingAngle( playerid, newrot ); } @@ -822,41 +774,32 @@ public OnPoolUpdate( poolid ) } else { - if (g_poolTableData[ poolid ] [ E_DIRECTION ]) - { + if ( g_poolTableData[ poolid ] [ E_DIRECTION ] ) { g_poolTableData[ poolid ] [ E_POWER ] -= 2.0; - } - else - { + } else { g_poolTableData[ poolid ] [ E_POWER ] += 2.0; } - if (g_poolTableData[ poolid ] [ E_POWER ] <= 0) - { + if ( g_poolTableData[ poolid ] [ E_POWER ] <= 0 ) { g_poolTableData[ poolid ] [ E_DIRECTION ] = 0; g_poolTableData[ poolid ] [ E_POWER ] = 2.0; } - else if (g_poolTableData[ poolid ] [ E_POWER ] > 100.0) - { + else if ( g_poolTableData[ poolid ] [ E_POWER ] > 100.0 ) { g_poolTableData[ poolid ] [ E_DIRECTION ] = 1; - g_poolTableData[ poolid ] [ E_POWER ] = 100.0; + g_poolTableData[ poolid ] [ E_POWER ] = 99.0; } - // ShowPlayerPoolTextdraw(playerid); - - SetPlayerProgressBarMaxValue(playerid, g_PoolPowerBar[playerid], 67.0); - SetPlayerProgressBarValue(playerid, g_PoolPowerBar[playerid], ((67.0 * g_poolTableData[ poolid ] [ E_POWER ])/100.0)); - ShowPlayerProgressBar(playerid, g_PoolPowerBar[playerid]); - - TextDrawShowForPlayer(playerid, g_PoolTextdraw); + SetPlayerProgressBarMaxValue( playerid, g_PoolPowerBar[ playerid ], 67.0 ); + SetPlayerProgressBarValue( playerid, g_PoolPowerBar[ playerid ], ( ( 67.0 * g_poolTableData[ poolid ] [ E_POWER ] ) / 100.0 ) ); + ShowPlayerProgressBar( playerid, g_PoolPowerBar[ playerid ] ); + TextDrawShowForPlayer( playerid, g_PoolTextdraw ); } } new current_player = g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ]; - if ( ( ! g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] || g_poolTableData[ poolid ] [ E_FOULS ] || g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] ) && AreAllBallsStopped( poolid ) ) - { + if ( ( ! g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] || g_poolTableData[ poolid ] [ E_FOULS ] || g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] ) && Pool_AreBallsStopped( poolid ) ) { Pool_QueueNextPlayer( poolid, current_player ); SetTimerEx( "RestoreCamera", 800, 0, "d", current_player ); } @@ -904,13 +847,10 @@ public PHY_OnObjectCollideWithObject( object1, object2 ) { foreach ( new id : pooltables ) if ( g_poolTableData[ id ] [ E_STARTED ] ) { - for ( new i = 0; i < 16; i ++ ) + for ( new i = 0; i < 16; i ++ ) if ( object1 == g_poolBallData[ id ] [ E_BALL_OBJECT ] [ i ] ) { - if ( object1 == g_poolBallData[ id ] [ E_BALL_OBJECT ] [ i ] ) - { - PlayPoolSound( id, 31800 + random( 3 ) ); - return 1; - } + PlayPoolSound( id, 31800 + random( 3 ) ); + return 1; } } return 1; @@ -943,7 +883,7 @@ public PHY_OnObjectUpdate( objectid ) if ( objectid == g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] && ! g_poolBallData[ poolid ] [ E_POCKETED ] [ poolball_index ] && PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] ) ) { new - holeid = IsBallInHole( poolid, objectid ); + holeid = Pool_IsBallInHole( poolid, objectid ); if ( holeid != -1 ) { @@ -982,7 +922,7 @@ public PHY_OnObjectUpdate( objectid ) // check what was pocketed if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_CUE ) { - GameTextForPlayer( current_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 4 ); + GameTextForPlayer( current_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 3 ); Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed the cue ball!", ReturnPlayerName( current_player ), current_player ); // penalty for that @@ -1029,7 +969,7 @@ public PHY_OnObjectUpdate( objectid ) opposite_player = current_player == first_player ? second_player : first_player; p_PoolScore[ opposite_player ] += 1; - GameTextForPlayer( current_player, "~n~~n~~n~~r~wrong ball", 3000, 4); + GameTextForPlayer( current_player, "~n~~n~~n~~r~wrong ball", 3000, 3); Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed %s %s, instead of %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ], g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) ); // penalty for that @@ -1040,7 +980,7 @@ public PHY_OnObjectUpdate( objectid ) else { p_PoolScore[ current_player ] ++; - GameTextForPlayer( current_player, "~n~~n~~n~~w~Score: +1", 3000, 4); + GameTextForPlayer( current_player, "~n~~n~~n~~g~+1", 3000, 3); Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has pocketed a %s %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ] ); // extra shot for scoring one's own @@ -1059,7 +999,7 @@ public PHY_OnObjectUpdate( objectid ) new opposite_holeid = g_poolHoleOpposite[ holeid ]; - RotateXY( g_poolPotOffsetData[ opposite_holeid ] [ 0 ], g_poolPotOffsetData[ opposite_holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); + Pool_RotateXY( g_poolPotOffsetData[ opposite_holeid ] [ 0 ], g_poolPotOffsetData[ opposite_holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); p_PoolHoleGuide[ player_being_marked ] = CreateDynamicObject( 18643, g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 0.0, -90.0, 0.0, .playerid = player_being_marked ); g_poolTableData[ poolid ] [ E_PLAYER_8BALL_TARGET ] [ player_being_marked ] = opposite_holeid; SendPoolMessage( player_being_marked, "You are now required to put the 8-Ball in the designated pocket." ); @@ -1069,7 +1009,7 @@ public PHY_OnObjectUpdate( objectid ) } // rotate hole offsets according to table - RotateXY( g_poolPotOffsetData[ holeid ] [ 0 ], g_poolPotOffsetData[ holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); + Pool_RotateXY( g_poolPotOffsetData[ holeid ] [ 0 ], g_poolPotOffsetData[ holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); // move object into the pocket new move_speed = MoveObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ], g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 1.0); @@ -1092,7 +1032,7 @@ public PHY_OnObjectUpdate( objectid ) stock Pool_OnPlayerWin( poolid, winning_player ) { - if ( ! IsPlayerConnected( winning_player ) ) + if ( ! IsPlayerConnected( winning_player ) && ! IsPlayerNPC( winning_player ) ) return 0; // restore camera @@ -1133,7 +1073,7 @@ stock Pool_QueueNextPlayer( poolid, current_player ) new Float: x, Float: y; - RotateXY( 0.5, 0.0, g_poolTableData[ poolid ] [ E_ANGLE ], x, y ); + Pool_RotateXY( 0.5, 0.0, g_poolTableData[ poolid ] [ E_ANGLE ], x, y ); // make sure object dont exist if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] != -1 ) { @@ -1144,7 +1084,7 @@ stock Pool_QueueNextPlayer( poolid, current_player ) // recreate cueball g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] = CreateObject( 3003, g_poolTableData[ poolid ] [ E_X ] + x, g_poolTableData[ poolid ] [ E_Y ] + y, g_poolTableData[ poolid ] [ E_Z ] - 0.045, 0.0, 0.0, 0.0 ); - InitBalls( poolid, 0 ); + Pool_InitBalls( poolid, 0 ); } // update turn @@ -1192,7 +1132,7 @@ stock Pool_ResetBallPositions( poolid, begining_ball = 0, last_ball = MAX_POOL_B g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] = CreateObject( modelid, last_x, last_y, last_z, last_rx, last_ry, last_rz ); // initialize physics on each ball - InitBalls( poolid, i ); + Pool_InitBalls( poolid, i ); } } @@ -1220,7 +1160,7 @@ CMD:endgame(playerid) if ( ! IsPlayerAdmin( playerid ) ) return 0; - new iPool = GetClosestPoolTable( playerid ); + new iPool = Pool_GetClosestTable( playerid ); if ( iPool == -1 ) return SendError( playerid, "You must be near a pool table to use this command." ); @@ -1234,7 +1174,7 @@ CMD:endgame(playerid) CMD:play(playerid) { new - iPool = GetClosestPoolTable( playerid ); + iPool = Pool_GetClosestTable( playerid ); if ( iPool == -1 ) return SendError( playerid, "You are not near a pool table." ); @@ -1259,7 +1199,7 @@ CMD:play(playerid) UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ] [ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) ); - RespawnPoolBalls( iPool ); + Pool_RespawnBalls( iPool ); } } else @@ -1269,6 +1209,33 @@ CMD:play(playerid) return 1; } +stock Pool_UpdatePlayerCamera( playerid, poolid ) +{ + new + Float: Xa, Float: Ya, Float: Za; + + GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za ); + + if ( ! p_PoolCameraBirdsEye{ playerid } ) + { + new + Float: x, Float: y, Float: z; + + GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], x, y, z ); + + x += ( 0.675 * floatsin( -p_PoolAngle[ playerid ] [ 0 ] + 180.0, degrees ) ); + y += ( 0.675 * floatcos( -p_PoolAngle[ playerid ] [ 0 ] + 180.0, degrees ) ); + + SetPlayerCameraPos( playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM ); + SetPlayerCameraLookAt( playerid, Xa, Ya, Za + 0.170 ); + } + else + { + SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 ); + SetPlayerCameraLookAt( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] ); + } +} + /* ** Commands ** */ CMD:addpool(playerid, params[]) @@ -1295,7 +1262,7 @@ CMD:addpool(playerid, params[]) CMD:camtest( playerid, params[ ] ) { new - iPool = GetClosestPoolTable( playerid ); + iPool = Pool_GetClosestTable( playerid ); if ( iPool == -1 ) return SendError( playerid, "You are not near a pool table." ); @@ -1314,7 +1281,7 @@ CMD:addpool(playerid, params[]) CMD:setoffset( playerid, params[ ] ) { - new iPool = GetClosestPoolTable( playerid ); + new iPool = Pool_GetClosestTable( playerid ); new offset; new Float: x, Float: y;