add/remove players using foreach and optimizations

This commit is contained in:
Lorenc Pekaj 2018-09-13 01:16:26 +10:00
parent ff9ee58d55
commit e01a3a4bfe

View File

@ -19,7 +19,7 @@
#define DEFAULT_AIM 0.38
#define DEFAULT_POOL_STRING "{FFDC2E}Pool Table\n{FFFFFF}To begin pool use /pool"
#define MAX_TABLES 100
#define MAX_TABLES 32
#define COL_POOL "{C0C0C0}"
/* ** Constants (do not modify) ** */
@ -75,11 +75,9 @@ enum E_POOL_TABLE_DATA
Float: E_X, Float: E_Y, Float: E_Z,
Float: E_ANGLE, E_WORLD, E_INTERIOR,
E_TIMER, E_PLAYER[ 2 ], E_POOL_BALL_TYPE: E_PLAYER_BALL_TYPE[ 2 ],
E_TIMER, E_BALLS_SCORED, E_POOL_BALL_TYPE: E_PLAYER_BALL_TYPE[ MAX_PLAYERS ],
bool: E_STARTED, E_AIMER, E_AIMER_OBJECT,
E_LAST_SHOOTER,
E_BALLS_SCORED,
E_CURRENT_SHOOTER, E_NEXT_SHOOTER,
Float: E_POWER, E_DIRECTION,
@ -103,7 +101,8 @@ new
PlayerBar: g_PoolPowerBar [ MAX_PLAYERS ],
PlayerText: g_PoolTextdraw [ MAX_PLAYERS ],
Iterator: pooltables < MAX_TABLES >
Iterator: pooltables < MAX_TABLES >,
Iterator: poolplayers < MAX_TABLES, MAX_PLAYERS >
;
/* ** Forwards ** */
@ -130,7 +129,7 @@ hook OnPlayerDisconnect(playerid, reason)
{
if ( IsPlayerPlayingPool(playerid ) )
{
gameEnd( p_PoolID[ playerid ] );
Pool_EndGame( p_PoolID[ playerid ] );
p_PoolSender[ playerid ] = INVALID_PLAYER_ID;
p_PoolReciever[ playerid ] = INVALID_PLAYER_ID;
@ -272,6 +271,8 @@ hook OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
g_poolTableData[ id ] [ E_POWER ] = 1.0;
g_poolTableData[ id ] [ E_DIRECTION ] = 0;
Pool_UpdateScoreboard( id );
PlayerTextDrawSetString(playerid, g_PoolTextdraw[playerid], sprintf("Power:~n~~n~Score: %d", p_PoolScore[ playerid ]) );
PlayerTextDrawShow(playerid, g_PoolTextdraw[playerid]);
ShowPlayerProgressBar(playerid, g_PoolPowerBar[playerid]);
@ -315,7 +316,7 @@ hook OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
GivePlayerWeapon(playerid, 7, 1);
g_poolTableData[ id ] [ E_LAST_SHOOTER ] = playerid;
g_poolTableData[ id ] [ E_CURRENT_SHOOTER ] = playerid;
}
else ClearAnimations(playerid);
}
@ -529,34 +530,6 @@ stock GetXYInFrontOfPos(Float:xx,Float:yy,Float:a, &Float:x2, &Float:y2, Float:d
y2 = yy;
}
stock GetMaxPoolScore(poolid)
{
new score = -1;
foreach (new i : Player)
{
if ( IsPlayerPlayingPool( i ) && p_PoolID[ i ] == poolid)
{
if (p_PoolScore[ i ] > score)
{
score = p_PoolScore[ i ];
}
}
}
return score;
}
stock GetPoolBallsCount(poolid)
{
new
ball_count = 0;
for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_EXISTS ] [ i ] || i == 0 ) {
ball_count ++;
}
return ball_count;
}
stock IsBallInHole( poolid, objectid )
{
new
@ -575,30 +548,6 @@ stock IsBallInHole( poolid, objectid )
return -1;
}
stock respawnCueBall(poolid)
{
if (!g_poolBallData[poolid] [E_EXISTS] [0])
{
DestroyObject(g_poolBallData[poolid] [E_BALL_OBJECT] [0]);
new Float: x,
Float: y,
Float: pos[3],
Float: angle;
pos[0] = g_poolTableData[ poolid ] [ E_X ];
pos[1] = g_poolTableData[ poolid ] [ E_Y ];
pos[2] = g_poolTableData[ poolid ] [ E_Z ];
angle = g_poolTableData[ poolid ] [ E_ANGLE ];
RotateXY(0.5, 0.0, angle, x, y);
g_poolBallData[poolid] [E_BALL_OBJECT] [0] = CreateObject(3003, x + pos[0], y + pos[1], (pos[2]), 0, 0, 0);
InitBalls(poolid, 0);
}
return 1;
}
stock removePlayerWeapon(playerid, weaponid)
{
SetPlayerArmedWeapon(playerid, weaponid);
@ -609,9 +558,45 @@ stock removePlayerWeapon(playerid, weaponid)
return 1;
}
stock gameEnd(poolid)
stock Pool_UpdateScoreboard( poolid, close = 0 )
{
foreach (new i : Player)
new first_player = Iter_First( poolplayers< poolid > );
new second_player = Iter_Last( poolplayers< poolid > );
foreach ( new playerid : poolplayers< poolid > )
{
new
is_playing = playerid == first_player ? first_player : ( playerid == second_player ? second_player : -1 );
if ( g_poolTableData[ poolid ] [ E_BALLS_SCORED ] && is_playing != -1 ) {
format(
szBigString, sizeof( szBigString ), "You are %s. ",
g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ is_playing ] == E_STRIPED ? ( "striped" ) : ( "solid" )
);
} else {
szBigString = "";
}
format( szBigString, sizeof( szBigString ),
"%sIt's %s's turn.~n~~n~~r~~h~~h~%s Score:~w~ %d~n~~b~~h~~h~%s Score:~w~ %d",
szBigString, ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ),
ReturnPlayerName( first_player ), p_PoolScore[ first_player ],
ReturnPlayerName( second_player ), p_PoolScore[ second_player ]
);
ShowPlayerHelpDialog( playerid, close, szBigString );
}
UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, "" );
}
stock Pool_EndGame( poolid )
{
// hide scoreboard in 5 seconds
Pool_UpdateScoreboard( poolid, 5000 );
// unset pool variables
foreach ( new i : Player )
{
if (p_PoolID[ i ] == poolid)
{
@ -623,7 +608,10 @@ stock gameEnd(poolid)
}
}
g_poolTableData[ poolid ] [ E_STARTED ] = false;
g_poolTableData[ poolid ] [ E_AIMER ] = -1;
g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ] = -1;
KillTimer(g_poolTableData[ poolid ] [ E_TIMER ]);
for (new i = 0; i < 16; i ++)
@ -638,7 +626,6 @@ stock gameEnd(poolid)
}
UpdateDynamic3DTextLabelText(g_poolTableData[ poolid ] [ E_LABEL ], -1, DEFAULT_POOL_STRING);
return 1;
}
@ -678,7 +665,7 @@ stock IsBallAtPos( objectid, Float: x, Float: y, Float: z, Float: radius )
}*/
public PlayPoolSound( poolid, soundid ) {
foreach ( new playerid : Player ) if ( p_PoolID[ playerid ] == poolid ) {
foreach ( new playerid : poolplayers< poolid > ) {
PlayerPlaySound( playerid, soundid, 0.0, 0.0, 0.0 );
}
return 1;
@ -702,7 +689,7 @@ public OnPoolUpdate(poolid)
new Float: X, Float: Y, Float: Z, Float: Xa, Float: Ya, Float: Za, Float: x, Float: y, Float: newrot, Float: dist;
GetPlayerPos(playerid, X, Y ,Z);
GetObjectPos(g_poolBallData[poolid] [E_BALL_OBJECT] [0], Xa, Ya, Za);
GetObjectPos(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za);
newrot = p_PoolAngle[ playerid ] [ 0 ] + (lr > 0 ? 0.9 : -0.9);
dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 );
@ -713,17 +700,12 @@ public OnPoolUpdate(poolid)
{
case 0:
{
GetXYBehindObjectInAngle(g_poolBallData[poolid] [E_BALL_OBJECT] [0], newrot, x, y, 0.675);
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);
}
case 1:
{
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 ]);
}
case 2:
case 1, 2:
{
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 ]);
@ -774,12 +756,12 @@ public OnPoolUpdate(poolid)
}
}
if (g_poolTableData[ poolid ] [ E_LAST_SHOOTER ] != -1 && AreAllBallsStopped(poolid))
if ( g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ] != -1 && AreAllBallsStopped( poolid ) )
{
SetTimerEx("RestoreCamera", 800, 0, "dd", g_poolTableData[ poolid ] [ E_LAST_SHOOTER ], poolid);
g_poolTableData[ poolid ] [ E_LAST_SHOOTER ] = -1;
Pool_QueueNextPlayer( poolid, g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ] );
SetTimerEx("RestoreCamera", 800, 0, "dd", g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ], poolid);
g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ] = -1;
}
return 1;
}
@ -787,7 +769,7 @@ public RestoreCamera(playerid, poolid)
{
if (!g_poolBallData[poolid] [E_EXISTS] [0])
{
DestroyObject(g_poolBallData[poolid] [E_BALL_OBJECT] [0]);
DestroyObject(g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ]);
new Float: x, Float: y, Float: pos[3], Float: angle;
@ -797,7 +779,7 @@ public RestoreCamera(playerid, poolid)
angle = g_poolTableData[ poolid ] [ E_ANGLE ];
RotateXY(0.5, 0.0, angle, x, y);
g_poolBallData[poolid] [E_BALL_OBJECT] [0] = CreateObject(3003, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] = CreateObject(3003, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
InitBalls(poolid, 0);
}
@ -875,86 +857,120 @@ public PHY_OnObjectCollideWithWall( objectid, wallid )
return 1;
}
public PHY_OnObjectUpdate(objectid)
public PHY_OnObjectUpdate( objectid )
{
foreach (new i : Player)
foreach ( new poolid : pooltables ) if ( g_poolTableData[ poolid ] [ E_STARTED ] )
{
new
poolid = getNearestPoolTable( i );
if ( poolid == -1 )
return 0;
for (new j = 0; j < 16; j ++)
{
if ( objectid == g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ j ] && PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ j ]) && !g_poolBallData[ poolid ] [ E_MOVING ] [ j ] )
for ( new j = 0; j < 16; j ++ ) if ( objectid == g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ j ] && ! g_poolBallData[ poolid ] [ E_MOVING ] [ j ] && PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ j ] ) )
{
new
holeid = IsBallInHole( poolid, objectid );
if ( holeid != -1 )
{
new pool_player = g_poolTableData[ poolid ] [ E_LAST_SHOOTER ];
new pool_player_index = g_poolTableData[ poolid ] [ E_PLAYER ] [ 0 ] == pool_player ? 0 : 1; // use foreach for players
new first_player = Iter_First( poolplayers< poolid > );
new second_player = Iter_Last( poolplayers< poolid > );
new current_player = g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ];
new poolball_index = GetPoolBallIndexFromModel( GetObjectModel( objectid ) );
printf ("first_player %d, second_player %d, current_player = %d", first_player, second_player, current_player);
// check if first ball was potted to figure winner
if ( ++ g_poolTableData[ poolid ] [ E_BALLS_SCORED ] == 1 && g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED || g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_SOLID )
if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED || g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_SOLID )
{
g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ pool_player_index ] = g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ];
// assign player 2 a ball
if ( ++ g_poolTableData[ poolid ] [ E_BALLS_SCORED ] == 1 )
{
// assign first player a type after first one is hit
g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] = g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ];
foreach ( new playerid : Player ) if ( p_PoolID[ playerid ] == poolid ) {
SendClientMessageFormatted( playerid, COLOR_YELLOW, "* %s(%d) is now playing as %s", ReturnPlayerName( playerid ), playerid, g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ pool_player_index ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) );
// assign second player
if ( current_player == first_player ) {
g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ second_player ] = g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ first_player ] == E_STRIPED ? E_SOLID : E_STRIPED;
} else if ( current_player == second_player ) {
g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ first_player ] = g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ second_player ] == E_STRIPED ? E_SOLID : E_STRIPED;
}
// alert players in table
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_YELLOW, "* %s(%d) is now playing as %s", ReturnPlayerName( first_player ), first_player, g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ first_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) );
SendClientMessageFormatted( playerid, COLOR_YELLOW, "* %s(%d) is playing as %s", ReturnPlayerName( second_player ), second_player, g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ second_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) );
}
}
}
if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_CUE )
{
GameTextForPlayer( pool_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 4 );
respawnCueBall( poolid );
GameTextForPlayer( current_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 4 );
// respawn the cue ball
if ( ! g_poolBallData[ poolid ] [ E_EXISTS ] [ 0 ] )
{
new
Float: x, Float: y;
RotateXY( 0.5, 0.0, g_poolTableData[ poolid ] [ E_ANGLE ], x, y );
DestroyObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] );
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 ], 0.0, 0.0, 0.0 );
InitBalls( poolid, 0 );
}
}
else if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_8BALL )
{
// gamemode
GameTextForPlayer( pool_player, "~n~~n~~n~~r~~h~Gameover! 8ball in", 10000, 4 );
g_poolTableData[ poolid ] [ E_BALLS_SCORED ] ++;
// restore player camera
RestoreCamera( current_player, poolid );
// check if valid shot
if ( p_PoolScore[ current_player ] < 7 )
{
new
winning_player = current_player != first_player ? first_player : second_player;
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_YELLOW, "%s(%d) has accidentally potted the Eight Ball ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( winning_player ), winning_player );
}
}
else
{
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_YELLOW, "%s(%d) has the final potted the Eight Ball and won!", ReturnPlayerName( current_player ), current_player );
}
}
return Pool_EndGame( current_player );
}
else
{
// check if player potted their own ball type or btfo
if ( g_poolTableData[ poolid ] [ E_BALLS_SCORED ] > 1 && g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ pool_player_index ] != g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] )
if ( g_poolTableData[ poolid ] [ E_BALLS_SCORED ] > 1 && g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] != g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] )
{
//p_PoolScore[ pool_player ] -= 1;
GameTextForPlayer( pool_player, "~n~~n~~n~~w~Score: -1", 3000, 4);
new
opposite_player = current_player == first_player ? second_player : first_player;
foreach ( new playerid : Player ) if ( p_PoolID[ playerid ] == poolid ) {
SendClientMessageFormatted( playerid, COLOR_RED, "* %s(%d) has hit %s, instead of %s", ReturnPlayerName( playerid ), playerid, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ pool_player_index ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) );
p_PoolScore[ opposite_player ] += 1;
GameTextForPlayer( current_player, "~n~~n~~n~~r~wrong ball", 3000, 4);
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_RED, "* %s(%d) has wrongly hit %s, instead of %s!", ReturnPlayerName( playerid ), playerid, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) );
}
}
else
{
p_PoolScore[ pool_player ] += 1;
GameTextForPlayer( pool_player, "~n~~n~~n~~w~Score: +1", 3000, 4);
p_PoolScore[ current_player ] += 1;
GameTextForPlayer( current_player, "~n~~n~~n~~w~Score: +1", 3000, 4);
PlayerTextDrawSetString( pool_player, g_PoolTextdraw[ pool_player ], sprintf("Power:~n~~n~Score: %d", p_PoolScore[ pool_player ]));
PlayerTextDrawHide( pool_player, g_PoolTextdraw[ pool_player ] );
PlayerTextDrawShow( pool_player, g_PoolTextdraw[ pool_player ] );
PlayerTextDrawSetString( current_player, g_PoolTextdraw[ current_player ], sprintf("Power:~n~~n~Score: %d", p_PoolScore[ current_player ]));
PlayerTextDrawHide( current_player, g_PoolTextdraw[ current_player ] );
PlayerTextDrawShow( current_player, g_PoolTextdraw[ current_player ] );
foreach ( new playerid : Player ) if ( p_PoolID[ playerid ] == poolid ) {
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_YELLOW, "%s(%d) has potted a %s %s!", ReturnPlayerName( playerid ), playerid, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ] );
}
if (pool_player == g_poolTableData[ poolid ] [ E_PLAYER ] [ 0 ])
{
format(szNormalString, sizeof(szNormalString), "{FFDC2E}%s [%d] - [%d] %s", ReturnPlayerName(pool_player), p_PoolScore[ pool_player ], p_PoolScore[ g_poolTableData[ poolid ] [ E_PLAYER ] [ 1 ] ], ReturnPlayerName(g_poolTableData[ poolid ] [ E_PLAYER ] [ 1 ]));
}
else if (pool_player == g_poolTableData[ poolid ] [ E_PLAYER ] [ 1 ])
{
format(szNormalString, sizeof(szNormalString), "{FFDC2E}%s [%d] - [%d] %s", ReturnPlayerName(g_poolTableData[ poolid ] [ E_PLAYER ] [ 0 ]), p_PoolScore[ g_poolTableData[ poolid ] [ E_PLAYER ] [ 0 ] ], p_PoolScore[ pool_player ], ReturnPlayerName(pool_player));
}
UpdateDynamic3DTextLabelText(g_poolTableData[ poolid ] [ E_LABEL ], -1, szNormalString);
format( szNormalString, sizeof( szNormalString ), "{FFDC2E}%s [%d] - [%d] %s", ReturnPlayerName( first_player ), p_PoolScore[ first_player ], p_PoolScore[ second_player ], ReturnPlayerName( second_player ) );
UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, szNormalString );
}
}
@ -970,41 +986,58 @@ public PHY_OnObjectUpdate(objectid)
SetTimerEx("deleteBall", 500, false, "dd", poolid, j);
PlayerPlaySound(pool_player, 31803, 0.0, 0.0, 0.0);
PlayerPlaySound( current_player, 31803, 0.0, 0.0, 0.0 );
if (( GetPoolBallsCount( poolid ) - 1) <= 1)
// update scoreboard
Pool_UpdateScoreboard( poolid );
// if we scored about all the balls then that wraps it up
if ( p_PoolScore[ first_player ] == 8 || p_PoolScore[ second_player ] == 8 )
{
g_poolTableData[ poolid ] [ E_STARTED ] = false;
g_poolTableData[ poolid ] [ E_AIMER ] = -1;
new
win_score = GetMaxPoolScore( poolid );
winning_player = ( p_PoolScore[ first_player ] == 8 ) ? first_player : second_player;
RestoreCamera(i, poolid);
g_poolTableData[ poolid ] [ E_LAST_SHOOTER ] = -1;
// restore camera
RestoreCamera( current_player, poolid );
if ( IsPlayerPlayingPool( i ) && p_PoolScore[ i ] == win_score)
// winning player
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_RED, "**** %s(%d) has won %s", ReturnPlayerName( winning_player ), winning_player );
}
return Pool_EndGame( poolid );
}
else if ( AreAllBallsStopped( poolid ) )
{
SendClientMessageToAllFormatted( -1, ""COL_POOL"[SERVER]"COL_WHITE" The winner is %s(%d) with %d points.", ReturnPlayerName(i), i, win_score);
p_isPlayingPool{ i } = false;
p_PoolScore[ i ] = -1;
p_PoolID[ i ] = -1;
}
gameEnd(poolid);
}
else if (AreAllBallsStopped(poolid))
{
SetTimerEx("RestoreCamera", 800, 0, "dd", g_poolTableData[ poolid ] [ E_LAST_SHOOTER ], poolid);
g_poolTableData[ i ] [ E_LAST_SHOOTER ] = -1;
Pool_QueueNextPlayer( poolid, current_player );
SetTimerEx( "RestoreCamera", 800, false, "dd", g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ], poolid );
g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ] = -1;
}
}
}
}
}
return 1;
}
}
return 1;
}
stock Pool_PenaltyShot( poolid, current_player )
{
}
stock Pool_QueueNextPlayer( poolid, current_player )
{
new first_player = Iter_First( poolplayers< poolid > );
new second_player = Iter_Last( poolplayers< poolid > );
g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] = current_player == first_player ? second_player : first_player;
foreach ( new playerid : poolplayers< poolid > ) {
SendClientMessageFormatted( playerid, COLOR_RED, "%s(%d)'s turn to %s!", ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ), g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ], ! g_poolTableData[ poolid ] [ E_BALLS_SCORED ] ? ( "break" ) : ( "play" ) );
}
// update turn
Pool_UpdateScoreboard( poolid );
}
/* ** Commands ** */
@ -1031,17 +1064,23 @@ CMD:pool(playerid, params[])
new poolid = p_PoolID[ playerid ];
g_poolTableData[ poolid ] [ E_PLAYER ] [ 0 ] = playerid;
g_poolTableData[ poolid ] [ E_PLAYER ] [ 1 ] = targetid;
Iter_Clear( poolplayers<poolid> );
Iter_Add( poolplayers< poolid >, playerid );
Iter_Add( poolplayers< poolid >, targetid );
SendClientMessageFormatted(targetid, -1, ""COL_POOL"[SERVER]"COL_WHITE" %s(%d) has accepted your pool game invitation.", ReturnPlayerName(playerid), playerid);
SendClientMessageFormatted(playerid, -1, ""COL_POOL"[SERVER]"COL_WHITE" You have accepted %s(%d)'s pool game invitation.", ReturnPlayerName(targetid), targetid);
SendClientMessageFormatted( targetid, -1, ""COL_POOL"[SERVER]"COL_WHITE" %s(%d) has accepted your pool game invitation.", ReturnPlayerName(playerid), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_POOL"[SERVER]"COL_WHITE" You have accepted %s(%d)'s pool game invitation.", ReturnPlayerName(targetid), targetid );
// find a random person to break
new random_cuer = Iter_Random( poolplayers< poolid > );
g_poolTableData[ poolid ] [ E_BALLS_SCORED ] = 0;
g_poolTableData[ poolid ] [ E_CURRENT_SHOOTER ] = random_cuer;
Pool_QueueNextPlayer( poolid, random_cuer );
SendClientMessageFormatted(playerid, -1, ""COL_POOL"[SERVER]"COL_WHITE" %s(%d) will be breaking!", ReturnPlayerName(playerid), playerid);
//UpdateDynamicLabel(poolid, 10000, "{C0C0C0}Pool Table\n{FFFFFF}%s(%d) will be breaking!", ReturnPlayerName(g_poolTableData[ poolid ] [poolPlayer] [startid]), g_poolTableData[ poolid ] [poolPlayer] [startid]);
format(szNormalString, sizeof(szNormalString), "{FFDC2E}%s [0] - [0] %s", ReturnPlayerName(playerid), ReturnPlayerName(targetid));
UpdateDynamic3DTextLabelText(g_poolTableData[ poolid ] [ E_LABEL ], -1, szNormalString);
p_isPlayingPool{ playerid } = true;
p_PoolID[ playerid ] = poolid;
@ -1057,11 +1096,9 @@ CMD:pool(playerid, params[])
GivePlayerWeapon(targetid, 7, 1);
GivePlayerWeapon(playerid, 7, 1);
if (!g_poolTableData[ poolid ] [ E_STARTED ])
{
g_poolTableData[ poolid ] [ E_STARTED ] = true;
Pool_UpdateScoreboard( poolid );
RespawnPoolBalls( poolid );
}
return 1;
}
else if ( strmatch( selection, "decline") )
@ -1136,7 +1173,7 @@ CMD:endgame(playerid)
if ( iPool == -1 )
return SendError( playerid, "You must be near a pool table to use this command." );
gameEnd( iPool );
Pool_EndGame( iPool );
SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]"COL_WHITE" You have force ended the pool game!");
return 1;
@ -1164,6 +1201,10 @@ CMD:play(playerid)
{
g_poolTableData[ iPool ] [ E_STARTED ] = true;
Iter_Clear( poolplayers< iPool > );
Iter_Add( poolplayers< iPool >, playerid );
Iter_Add( poolplayers< iPool >, playerid );
UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ] [ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) );
RespawnPoolBalls( iPool );
@ -1171,9 +1212,8 @@ CMD:play(playerid)
}
else
{
gameEnd(iPool);
Pool_EndGame( iPool );
}
return 1;
}