From f9d2262b587eb0238e5caea5207262418fc9ee38 Mon Sep 17 00:00:00 2001 From: Lorenc Pekaj Date: Fri, 14 Sep 2018 18:00:41 +1000 Subject: [PATCH] animation fixes for pool --- gamemodes/irresistible/cnr/features/pool.pwn | 114 ++++++++++++------- 1 file changed, 74 insertions(+), 40 deletions(-) diff --git a/gamemodes/irresistible/cnr/features/pool.pwn b/gamemodes/irresistible/cnr/features/pool.pwn index c2e235f..abb805d 100644 --- a/gamemodes/irresistible/cnr/features/pool.pwn +++ b/gamemodes/irresistible/cnr/features/pool.pwn @@ -174,6 +174,12 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( g_poolTableData[ poolid ] [ E_STARTED ] ) { + // 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 ); + } + // make pressing key fire annoying if ( RELEASED( KEY_FIRE ) && g_poolTableData[ poolid ] [ E_AIMER ] != playerid && ! p_PoolChalking{ playerid } ) { @@ -249,24 +255,36 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) new Float: distance_to_ball = GetDistanceFromPointToPoint( X, Y, Xa, Ya ); - if ( distance_to_ball < 1.5 && Z < 999.5 ) + if ( distance_to_ball < 1.8 && Z < 999.5 ) { printf( "Distance To Ball %f", distance_to_ball ); - TogglePlayerControllable(playerid, false); - GetAngleToXY(Xa, Ya, X, Y, poolrot); - SetPlayerFacingAngle(playerid, poolrot); + TogglePlayerControllable( playerid, false ); + GetAngleToXY( Xa, Ya, X, Y, poolrot ); p_PoolAngle[ playerid ] [ 0 ] = poolrot; p_PoolAngle[ playerid ] [ 1 ] = poolrot; - SetPlayerArmedWeapon(playerid, 0); + SetPlayerArmedWeapon( playerid, 0 ); 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); + SetPlayerCameraPos( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 ); - ApplyAnimation( playerid, "POOL", "POOL_Med_Start", 4.1, 0, 1, 1, 0, 0, 1 ); + 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 + 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 ) { + 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; @@ -281,11 +299,12 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) } else { - TogglePlayerControllable(playerid, true); - GivePlayerWeapon(playerid, 7, 1); + TogglePlayerControllable( playerid, true ); + GivePlayerWeapon( playerid, 7, 1 ); ClearAnimations( playerid ); SetCameraBehindPlayer( playerid ); + ApplyAnimation( playerid, "CARRY", "crry_prtial", 4.0, 0, 1, 1, 0, 0 ); g_poolTableData[ poolid ] [ E_AIMER ] = -1; DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] ); @@ -306,16 +325,21 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) Pool_UpdateScoreboard( poolid ); GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], ball_x, ball_y, ball_z ); + new Float: distance_to_ball = GetPlayerDistanceFromPoint( playerid, ball_x, ball_y, ball_z ); - ApplyAnimation( playerid, "POOL", "POOL_Med_Shot", 4.1, 0, 1, 1, 0, 0, 1); + if ( distance_to_ball > 1.5 ) { + ApplyAnimation( playerid, "POOL", "POOL_XLong_Shot", 4.1, 0, 1, 1, 0, 0, 1 ); + } else { + 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)); - 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 ]); + 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 ] ); - PlayPoolSound(poolid, 31810); + PlayPoolSound( poolid, 31810 ); g_poolTableData[ poolid ] [ E_AIMER ] = -1; DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] ); g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1; @@ -330,8 +354,9 @@ hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( PRESSED( KEY_SECONDARY_ATTACK ) ) { - if ( IsPlayerPlayingPool( playerid ) ) { - Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); + if ( IsPlayerPlayingPool( playerid ) ) + { + Pool_SendTableMessage( p_PoolID[ playerid ], COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); return Pool_RemovePlayer( playerid ); } @@ -394,6 +419,7 @@ stock Pool_RemovePlayer( playerid ) p_PoolID[ playerid ] = -1; DestroyDynamicObject( p_PoolHoleGuide[ playerid ] ); p_PoolHoleGuide[ playerid ] = -1; + RestoreCamera( playerid ); // check if the player is even in the table if ( poolid != -1 && Iter_Contains( poolplayers< poolid >, playerid ) ) @@ -698,7 +724,9 @@ stock Pool_EndGame( poolid ) g_poolTableData[ poolid ] [ E_FOULS ] = 0; g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false; - KillTimer(g_poolTableData[ poolid ] [ E_TIMER ]); + KillTimer( g_poolTableData[ poolid ] [ E_TIMER ] ); + DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] ); + g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1; for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] != -1 ) { PHY_DeleteObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ); @@ -735,10 +763,16 @@ public PlayPoolSound( poolid, soundid ) { return 1; } -public OnPoolUpdate(poolid) +public OnPoolUpdate( poolid ) { - if ( ! g_poolTableData[ poolid ] [ E_STARTED ] ) - return 0; + if ( ! g_poolTableData[ poolid ] [ E_STARTED ] ) { + return 1; + } + + if ( ! Iter_Count( poolplayers< poolid > ) ) { + // Pool_EndGame( poolid ); + // return 1; + } if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 ) { @@ -757,12 +791,11 @@ public OnPoolUpdate(poolid) newrot = p_PoolAngle[ playerid ] [ 0 ] + (lr > 0 ? 0.9 : -0.9); dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 ); - printf("%f", dist); - if ( dist < 0.85 ) { - dist = 0.85; + if ( dist < 1.20 ) { + dist = 1.20; } - if (AngleInRangeOfAngle(p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0)) + if ( AngleInRangeOfAngle( p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0 ) ) { p_PoolAngle[ playerid ] [ 0 ] = newrot; @@ -778,12 +811,12 @@ public OnPoolUpdate(poolid) 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); - 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, X, Y, dist); - SetPlayerPos(playerid, X, Y, Z); - SetPlayerFacingAngle(playerid, newrot); + 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 + SetPlayerPos( playerid, x, y, Z ); + SetPlayerFacingAngle( playerid, newrot ); } } } @@ -832,11 +865,11 @@ public OnPoolUpdate(poolid) public RestoreCamera( playerid ) { - TextDrawHideForPlayer(playerid, g_PoolTextdraw); - HidePlayerProgressBar(playerid, g_PoolPowerBar[playerid]); - - TogglePlayerControllable(playerid, 1); - return SetCameraBehindPlayer(playerid); + TextDrawHideForPlayer( playerid, g_PoolTextdraw ); + HidePlayerProgressBar( playerid, g_PoolPowerBar[ playerid ] ); + TogglePlayerControllable( playerid, 1 ); + ApplyAnimation( playerid, "CARRY", "crry_prtial", 4.0, 0, 1, 1, 0, 0 ); + return SetCameraBehindPlayer( playerid ); } public deleteBall( poolid, ballid ) @@ -950,6 +983,7 @@ public PHY_OnObjectUpdate( objectid ) 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 ); + Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed the cue ball!", ReturnPlayerName( current_player ), current_player ); // penalty for that g_poolTableData[ poolid ] [ E_FOULS ] ++; @@ -970,13 +1004,13 @@ public PHY_OnObjectUpdate( objectid ) if ( p_PoolScore[ current_player ] < 7 ) { p_PoolScore[ opposite_player ] ++; - Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has accidentally pocketed the 8-Ball ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player ); + Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has accidentally pocketed the 8-Ball ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player ); Pool_OnPlayerWin( poolid, opposite_player ); } else if ( g_poolTableData[ poolid ] [ E_PLAYER_8BALL_TARGET ] [ current_player ] != holeid ) { p_PoolScore[ opposite_player ] ++; - Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has put the 8-Ball in the wrong pocket ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player ); + Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has put the 8-Ball in the wrong pocket ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player ); Pool_OnPlayerWin( poolid, opposite_player ); } else @@ -1015,12 +1049,12 @@ public PHY_OnObjectUpdate( objectid ) } // mark final target hole - if ( p_PoolScore[ first_player ] == 7 || p_PoolScore[ second_player ] == 7 ) + if ( ( p_PoolScore[ first_player ] == 7 && p_PoolHoleGuide[ first_player ] == -1 ) || ( p_PoolScore[ second_player ] == 7 && p_PoolHoleGuide[ second_player ] == -1 ) ) { new player_being_marked = p_PoolScore[ first_player ] == 7 ? first_player : second_player; - if ( ! IsValidDynamicObject( p_PoolHoleGuide[ player_being_marked ] ) ) + if ( p_PoolHoleGuide[ player_being_marked ] == -1 ) { new opposite_holeid = g_poolHoleOpposite[ holeid ]; @@ -1077,7 +1111,7 @@ stock Pool_QueueNextPlayer( poolid, current_player ) if ( g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] && g_poolTableData[ poolid ] [ E_FOULS ] < 1 ) { g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false; - Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has an extra shot remaining!", ReturnPlayerName( current_player ), current_player ); + Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has an extra shot remaining!", ReturnPlayerName( current_player ), current_player ); } else { @@ -1090,7 +1124,7 @@ stock Pool_QueueNextPlayer( poolid, current_player ) g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] = current_player == first_player ? second_player : first_player; // reset ball positions just incase - Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d)'s turn to play!", ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ), g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ); + Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d)'s turn to play!", ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ), g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ); } // respawn the cue ball if it has been pocketed