plane rotation
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@ -14,9 +14,9 @@
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[X] Player can select between running weapons, walking weapons or both (as drops)
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[X] Player can make an entry fee, this entry fee gets added to a prize pool
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[ ] Players join the lobby, you teleport to an island
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[ ] After the maximum slots are achieved, the game will start
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[ ] Host can start the match forcefully
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[X] Players join the lobby, you teleport to an island
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[X] After the maximum slots are achieved, the game will start
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[X] Host can start the match forcefully
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[ ] Plane in the middle, you have a parachute, jump out
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[ ] Stay within red zone, if you leave it you get killed
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@ -30,7 +30,9 @@
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/* ** Definitions ** */
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#define BR_MAX_LOBBIES ( 10 )
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#define BR_MAX_PLAYERS ( 32 )
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#define BR_INVALID_LOBBY ( -1 )
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#define BR_UPDATE_TIME_RATE ( 30 )
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/* ** Dialogs ** */
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#define DIALOG_BR_LOBBY ( 6373 )
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@ -51,14 +53,16 @@ static const
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},
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BR_WALKING_WEAPONS[ ] = {
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4, 8, 9, 23, 24, 25, 27, 29, 30, 31, 33, 34
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}
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},
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Float: BR_MIN_HEIGHT = 300.0,
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Float: BR_MIN_CAMERA_HEIGHT = 50.0
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;
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/* ** Variables ** */
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enum E_BR_LOBBY_STATUS
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{
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E_STATUS_SETUP,
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E_STATUS_WAITING_FOR_PLAYERS,
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E_STATUS_WAITING,
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E_STATUS_STARTED
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};
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@ -70,13 +74,15 @@ enum E_BR_LOBBY_DATA
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Float: E_ARMOUR, Float: E_HEALTH,
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bool: E_WALK_WEP, bool: E_CAC_ONLY
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bool: E_WALK_WEP, bool: E_CAC_ONLY,
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E_PLANE, E_PLANE_TIMER, Float: E_PLANE_ROTATION
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};
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enum E_BR_AREA_DATA
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{
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E_NAME[ 24 ], Float: E_MIN_X, Float: E_MAX_X,
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Float: E_MIN_Y, Float: E_MAX_Y
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E_NAME[ 24 ], Float: E_MIN_X, Float: E_MIN_Y,
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Float: E_MAX_X, Float: E_MAX_Y
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};
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static stock
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@ -93,6 +99,7 @@ static stock
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// player related
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p_battleRoyaleLobby [ MAX_PLAYERS ] = { BR_INVALID_LOBBY, ... },
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E_BR_LOBBY_STATUS: p_battleRoyaleStatus [ MAX_PLAYERS ],
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// global related
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g_battleRoyaleStadiumCP = -1
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@ -115,6 +122,45 @@ hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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return 1;
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}
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hook SetPlayerRandomSpawn( playerid )
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{
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new
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lobbyid = p_battleRoyaleLobby[ playerid ];
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if ( BR_IsValidLobby( lobbyid ) && p_battleRoyaleStatus[ playerid ] == E_STATUS_STARTED )
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{
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new
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Float: X, Float: Y, Float: Z;
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GetDynamicObjectPos( br_lobbyData[ lobbyid ] [ E_PLANE ], X, Y, Z );
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ResetPlayerWeapons( playerid );
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GivePlayerWeapon( playerid, 46, 1 ); // parachute
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SetPlayerPos( playerid, X, Y, Z - 1.0 );
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print("Spawned");
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return Y_HOOKS_BREAK_RETURN_1;
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}
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return 1;
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}
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hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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{
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new
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lobbyid = p_battleRoyaleLobby[ playerid ];
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if ( ! BR_IsValidLobby( lobbyid ) ) {
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return 1;
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}
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// jump out of the plane
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if ( PRESSED( KEY_JUMP ) && GetPlayerState( playerid ) == PLAYER_STATE_SPECTATING )
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{
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BattleRoyale_ThrowFromPlane( playerid );
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}
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return 1;
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}
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( dialogid == DIALOG_BR_LOBBY && response )
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@ -128,7 +174,7 @@ hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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if ( x == listitem )
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{
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// status must be in a waiting state
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if ( br_lobbyData[ l ] [ E_STATUS ] != E_STATUS_WAITING_FOR_PLAYERS )
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if ( br_lobbyData[ l ] [ E_STATUS ] != E_STATUS_WAITING )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "You cannot join this lobby at the moment." );
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}
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@ -363,6 +409,10 @@ CMD:battleroyale( playerid, params[ ] )
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{
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return BattleRoyale_EditLobby( playerid, lobbyid ), 1;
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}
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else if ( strmatch( params, "start" ) )
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{
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return BattleRoyale_StartGame( lobbyid );
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}
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return SendUsage( playerid, "/battleroyale [EDIT]" );
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}
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@ -383,6 +433,8 @@ static stock BattleRoyale_CreateLobby( playerid )
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br_lobbyData[ lobbyid ] [ E_HOST ] = playerid;
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br_lobbyData[ lobbyid ] [ E_STATUS ] = E_STATUS_SETUP;
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br_lobbyData[ lobbyid ] [ E_PLANE ] = -1;
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br_lobbyData[ lobbyid ] [ E_HEALTH ] = 100.0;
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br_lobbyData[ lobbyid ] [ E_ARMOUR ] = 0.0;
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@ -505,7 +557,7 @@ static stock BattleRoyale_CheckPlayers( lobbyid )
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total_players = Iter_Count( battleroyaleplayers[ lobbyid ] );
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// check if player limit surpassed
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if ( total_players >= br_lobbyData[ lobbyid ] [ E_LIMIT ] && br_lobbyData[ lobbyid ] [ E_STATUS ] == E_STATUS_WAITING_FOR_PLAYERS )
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if ( total_players >= br_lobbyData[ lobbyid ] [ E_LIMIT ] && br_lobbyData[ lobbyid ] [ E_STATUS ] == E_STATUS_WAITING )
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{
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return BattleRoyale_StartGame( lobbyid );
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}
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@ -521,13 +573,91 @@ static stock BattleRoyale_CheckPlayers( lobbyid )
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static stock BattleRoyale_StartGame( lobbyid )
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{
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br_lobbyData[ lobbyid ] [ E_STATUS ] = E_STATUS_STARTED;
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br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] = 0.0;
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br_lobbyData[ lobbyid ] [ E_PLANE ] = CreateDynamicObject( 1681, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, .worldid = -1, .interiorid = -1 );
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KillTimer( br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] );
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br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] = SetTimerEx( "BattleRoyale_PlaneMove", BR_UPDATE_TIME_RATE, true, "d", lobbyid );
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foreach ( new playerid : battleroyaleplayers[ lobbyid ] )
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{
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p_battleRoyaleStatus[ playerid ] = E_STATUS_WAITING;
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TogglePlayerSpectating( playerid, true );
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}
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print("Started game");
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return 1;
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}
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function BattleRoyale_PlaneMove( lobbyid )
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{
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new areaid = br_lobbyData[ lobbyid ] [ E_AREA_ID ];
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new Float: middle_x = ( br_areaData[ areaid ] [ E_MIN_X ] + br_areaData[ areaid ] [ E_MAX_X ] ) / 2.0;
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new Float: middle_y = ( br_areaData[ areaid ] [ E_MIN_Y ] + br_areaData[ areaid ] [ E_MAX_Y ] ) / 2.0;
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new Float: radius_x = ( VectorSize( br_areaData[ areaid ] [ E_MIN_X ] - br_areaData[ areaid ] [ E_MAX_X ], 0.0, 0.0 ) ) / 2.0;
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new Float: radius_y = ( VectorSize( 0.0, br_areaData[ areaid ] [ E_MIN_Y ] - br_areaData[ areaid ] [ E_MAX_Y ], 0.0 ) ) / 2.0;
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// if the plane completes a full rotation, throw everyone out
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if ( ( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] += 0.006 * float( BR_UPDATE_TIME_RATE ) ) >= 360.0 ) // 360.00 / 60000.0 * rate
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{
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foreach ( new playerid : battleroyaleplayers[ lobbyid ] )
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{
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BattleRoyale_ThrowFromPlane( playerid );
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SendServerMessage( playerid, "You have been thrown out of your plane due to a lack of decision." );
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}
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KillTimer( br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] );
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br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] = -1;
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DestroyDynamicObject( br_lobbyData[ lobbyid ] [ E_PLANE ] );
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br_lobbyData[ lobbyid ] [ E_PLANE ] = -1;
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return;
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}
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new Float: plane_x = middle_x + radius_x * floatsin( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ], degrees );
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new Float: plane_y = middle_y + radius_y * floatcos( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ], degrees );
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SetDynamicObjectPos( br_lobbyData[ lobbyid ] [ E_PLANE ], plane_x, plane_y, BR_MIN_HEIGHT );
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new Float: plane_ahead_x = middle_x + radius_x * floatsin( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] + 0.006 * float( BR_UPDATE_TIME_RATE ), degrees );
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new Float: plane_ahead_y = middle_y + radius_y * floatcos( br_lobbyData[ lobbyid ] [ E_PLANE_ROTATION ] + 0.006 * float( BR_UPDATE_TIME_RATE ), degrees );
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new Float: rotation = atan2( plane_ahead_y - plane_y, plane_ahead_x - plane_x ) - 90.0;
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SetDynamicObjectRot( br_lobbyData[ lobbyid ] [ E_PLANE ], 0.0, 0.0, rotation );
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foreach ( new playerid : battleroyaleplayers[ lobbyid ] ) if ( p_battleRoyaleStatus[ playerid ] == E_STATUS_WAITING )
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{
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SetPlayerCameraPos( playerid, plane_x, plane_y, BR_MIN_HEIGHT + BR_MIN_CAMERA_HEIGHT );
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SetPlayerCameraLookAt( playerid, plane_x, plane_y, BR_MIN_HEIGHT );
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}
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}
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static stock BattleRoyale_ThrowFromPlane( playerid )
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{
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new
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lobbyid = p_battleRoyaleLobby[ playerid ];
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if ( BR_IsValidLobby( lobbyid ) && p_battleRoyaleStatus[ playerid ] == E_STATUS_WAITING )
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{
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p_battleRoyaleStatus[ playerid ] = E_STATUS_STARTED;
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TogglePlayerSpectating( playerid, false );
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}
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return 1;
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}
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static stock BattleRoyale_DestroyLobby( lobbyid )
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{
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// TODO:
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Iter_Remove( battleroyale, lobbyid );
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Iter_Clear( battleroyaleplayers[ lobbyid ] );
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KillTimer( br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] );
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br_lobbyData[ lobbyid ] [ E_PLANE_TIMER ] = -1;
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DestroyDynamicObject( br_lobbyData[ lobbyid ] [ E_PLANE ] );
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br_lobbyData[ lobbyid ] [ E_PLANE ] = -1;
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return 1;
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}
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