/* * Irresistible Gaming (c) 2018 * Developed by Steven Howard * Module: cnr/features/pool.pwn * Purpose: pool minigame */ /* ** Includes ** */ #include < YSI\y_hooks > #include < physics > #include < progress2 > /* ** Marcos ** */ #define IsPlayerPlayingPool(%0) (p_isPlayingPool{%0}) /* ** Definitions ** */ #define POCKET_RADIUS 0.09 #define POOL_TIMER_SPEED 30 #define DEFAULT_AIM 0.38 #define DEFAULT_POOL_STRING "Pool Table\n{FFFFFF}Press ENTER To Play" #define MAX_TABLES 32 #define COL_POOL "{C0C0C0}" /* ** Macros ** */ #define SendPoolMessage(%0,%1) \ SendClientMessageFormatted(%0, -1, "{4B8774}[POOL] {E5861A}" # %1) /* ** Constants (do not modify) ** */ enum E_POOL_BALL_TYPE { E_STRIPED, E_SOLID, E_CUE, E_8BALL }; enum E_POOL_BALL_OFFSET_DATA { E_MODEL_ID, E_BALL_NAME[ 9 ], E_POOL_BALL_TYPE: E_BALL_TYPE, Float: E_OFFSET_X, Float: E_OFFSET_Y }; static const g_poolBallOffsetData[ ] [ E_POOL_BALL_OFFSET_DATA ] = { { 3003, "Cueball", E_CUE, 0.5000, 0.0000 }, { 3002, "One", E_SOLID, -0.300, 0.0000 }, { 3100, "Two", E_SOLID, -0.525, -0.040 }, { 3101, "Three", E_SOLID, -0.375, 0.0440 }, { 3102, "Four", E_SOLID, -0.600, 0.0790 }, { 3103, "Five", E_SOLID, -0.525, 0.1180 }, { 3104, "Six", E_SOLID, -0.600, -0.157 }, { 3105, "Seven", E_SOLID, -0.450, -0.079 }, { 3106, "Eight", E_8BALL, -0.450, 0.0000 }, { 2995, "Nine", E_STRIPED, -0.375, -0.044 }, { 2996, "Ten", E_STRIPED, -0.450, 0.0790 }, { 2997, "Eleven", E_STRIPED, -0.525, -0.118 }, { 2998, "Twelve", E_STRIPED, -0.600, -0.079 }, { 2999, "Thirteen", E_STRIPED, -0.600, 0.0000 }, { 3000, "Fourteen", E_STRIPED, -0.600, 0.1570 }, { 3001, "Fiftteen", E_STRIPED, -0.525, 0.0400 } }, Float: g_poolPotOffsetData[ ] [ ] = { { 0.955, 0.510 }, { 0.955, -0.49 }, { 0.005, 0.550 }, { 0.007, -0.535 }, { -0.945, 0.513 }, { -0.945, -0.490 } }, g_poolHoleOpposite[ sizeof( g_poolPotOffsetData ) ] = { 5, 4, 3, 2, 1, 0 } ; /* ** Variables ** */ enum E_POOL_BALL_DATA { E_BALL_OBJECT[ 16 ], bool: E_EXISTS[ 16 ], bool: E_MOVING[ 16 ] }; enum E_POOL_TABLE_DATA { Float: E_X, Float: E_Y, Float: E_Z, Float: E_ANGLE, E_WORLD, E_INTERIOR, E_TIMER, E_BALLS_SCORED, E_POOL_BALL_TYPE: E_PLAYER_BALL_TYPE[ MAX_PLAYERS ], bool: E_STARTED, E_AIMER, E_AIMER_OBJECT, E_NEXT_SHOOTER, E_SHOTS_LEFT, E_FOULS, E_PLAYER_8BALL_TARGET[ MAX_PLAYERS ], Float: E_POWER, E_DIRECTION, E_TABLE, Text3D: E_LABEL, } new g_poolTableData [ MAX_TABLES ] [ E_POOL_TABLE_DATA ], g_poolBallData [ MAX_TABLES ] [ E_POOL_BALL_DATA ], p_PoolID [ MAX_PLAYERS ] = { -1, ... }, bool: p_isPlayingPool [ MAX_PLAYERS char ], bool: p_PoolChalking [ MAX_PLAYERS char ], p_PoolCamera [ MAX_PLAYERS ], p_PoolScore [ MAX_PLAYERS ], p_PoolHoleGuide [ MAX_PLAYERS ] = { -1, ... }, Float: p_PoolAngle [ MAX_PLAYERS ] [ 2 ], PlayerBar: g_PoolPowerBar [ MAX_PLAYERS ], Text: g_PoolTextdraw = Text: INVALID_TEXT_DRAW, Iterator: pooltables < MAX_TABLES >, Iterator: poolplayers < MAX_TABLES, MAX_PLAYERS > ; /* ** Forwards ** */ forward deleteBall ( poolid, ballid ); forward RestoreWeapon ( playerid ); forward RestoreCamera ( playerid, poolid ); forward OnPoolUpdate ( poolid ); forward PlayPoolSound ( poolid, soundid ); /* ** Hooks ** */ hook OnScriptInit( ) { // textdraws g_PoolTextdraw = TextDrawCreate(529.000000, 218.000000, "Power"); TextDrawBackgroundColor(g_PoolTextdraw, 255); TextDrawFont(g_PoolTextdraw, 1); TextDrawLetterSize(g_PoolTextdraw, 0.300000, 1.299998); TextDrawColor(g_PoolTextdraw, -1); TextDrawSetOutline(g_PoolTextdraw, 1); TextDrawSetProportional(g_PoolTextdraw, 1); TextDrawSetSelectable(g_PoolTextdraw, 0); // create static pooltables CreatePoolTable( 2048.5801, 1330.8917, 10.6719, 0, 0 ); // CreatePoolTable(Float: X, Float: Y, Float: Z, Float: A = 0.0, interior = 0, world = 0) printf( "[POOL TABLES]: %d pool tables have been successfully loaded.", Iter_Count( pooltables ) ); return 1; } hook OnPlayerDisconnect( playerid, reason ) { Pool_RemovePlayer( playerid ); return 1; } #if defined AC_INCLUDED hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart ) #else hook OnPlayerDeath( playerid, killerid, reason ) #endif { Pool_RemovePlayer( playerid ); return 1; } hook OnPlayerConnect( playerid ) { g_PoolPowerBar[ playerid ] = CreatePlayerProgressBar( playerid, 530.000000, 233.000000, 61.000000, 6.199999, -1429936641, 100.0000, 0 ); return 1; } hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { new Float: pooltable_distance = 99999.99; new poolid = GetClosestPoolTable( playerid, pooltable_distance ); if ( poolid != -1 && pooltable_distance < 2.5 ) { if ( g_poolTableData[ poolid ] [ E_STARTED ] ) { // make pressing key fire annoying if ( RELEASED( KEY_FIRE ) && g_poolTableData[ poolid ] [ E_AIMER ] != playerid && ! p_PoolChalking{ playerid } ) { if ( IsPlayerPlayingPool( playerid ) ) { p_PoolChalking{ playerid } = true; SetPlayerArmedWeapon( playerid, 0 ); SetPlayerAttachedObject( playerid, 0, 338, 6, 0, 0.07, -0.85, 0, 0, 0 ); ApplyAnimation( playerid, "POOL", "POOL_ChalkCue", 3.0, 0, 0, 0, 0, 0, 1 ); SetTimerEx( "PlayPoolSound", 1400, false, "dd", playerid, 31807 ); SetTimerEx( "RestoreWeapon", 3500, false, "d", playerid ); } else { ClearAnimations( playerid ); } return 1; } // begin gameplay stuff if ( IsPlayerPlayingPool( playerid ) && p_PoolID[ playerid ] == poolid ) { if ( RELEASED( KEY_JUMP ) ) { if (g_poolTableData[ poolid ] [ E_AIMER ] == playerid) { if (p_PoolCamera[ playerid ] < 2) p_PoolCamera[ playerid ] ++; else p_PoolCamera[ playerid ] = 0; 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); switch (p_PoolCamera[ playerid ]) { case 0: { 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); } 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 ]); } } } } if ( RELEASED( KEY_HANDBRAKE ) ) { if ( AreAllBallsStopped( poolid ) ) { if ( g_poolTableData[ poolid ] [ E_AIMER ] != playerid ) { if ( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] != playerid ) { return SendError( playerid, "It is not your turn. Please wait." ); } if ( ! p_PoolChalking{ playerid } && g_poolTableData[ poolid ] [ E_AIMER ] == -1 ) { new Float:poolrot, Float:X, Float:Y, Float:Z, Float:Xa, Float:Ya, Float:Za, Float:x, Float:y; GetPlayerPos( playerid, X, Y, Z ); GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za ); new Float: distance_to_ball = GetDistanceFromPointToPoint( X, Y, Xa, Ya ); if ( distance_to_ball < 1.5 && Z < 999.5 ) { printf( "Distance To Ball %f", distance_to_ball ); TogglePlayerControllable(playerid, false); GetAngleToXY(Xa, Ya, X, Y, poolrot); SetPlayerFacingAngle(playerid, poolrot); p_PoolAngle[ playerid ] [ 0 ] = poolrot; p_PoolAngle[ playerid ] [ 1 ] = poolrot; 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); ApplyAnimation(playerid, "POOL", "POOL_Med_Start", 50.0, 0, 0, 0, 1, 1, 1); g_poolTableData[ poolid ] [ E_AIMER ] = playerid; g_poolTableData[ poolid ] [ E_POWER ] = 1.0; g_poolTableData[ poolid ] [ E_DIRECTION ] = 0; Pool_UpdateScoreboard( poolid ); TextDrawShowForPlayer( playerid, g_PoolTextdraw ); ShowPlayerProgressBar( playerid, g_PoolPowerBar[playerid] ); } } } else { TogglePlayerControllable(playerid, true); GivePlayerWeapon(playerid, 7, 1); ApplyAnimation(playerid, "CARRY", "crry_prtial", 1.0, 0, 0, 0, 0, 0, 1); SetCameraBehindPlayer(playerid); g_poolTableData[ poolid ] [ E_AIMER ] = -1; DestroyObject(g_poolTableData[ poolid ] [ E_AIMER_OBJECT ]); } } } if ( RELEASED( KEY_FIRE ) ) { if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid ) { new Float: speed; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] --; Pool_UpdateScoreboard( poolid ); ApplyAnimation( playerid, "POOL", "POOL_Med_Shot", 3.0, 0, 0, 0, 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 ]); PlayPoolSound(poolid, 31810); g_poolTableData[ poolid ] [ E_AIMER ] = -1; DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] ); GivePlayerWeapon( playerid, 7, 1 ); } else ClearAnimations(playerid); } } } else { if ( PRESSED( KEY_SECONDARY_ATTACK ) ) { if ( IsPlayerPlayingPool( playerid ) ) { Pool_SendTableMessage( poolid, COLOR_GREY, "*** %s(%d) has left the table", ReturnPlayerName( playerid ), playerid ); return Pool_RemovePlayer( playerid ); } new pool_player_count = Iter_Count( poolplayers< poolid > ); if ( pool_player_count >= 2 ) { return SendError( playerid, "This pool table is currently full." ); } // ensure this player isn't already joined if ( ! IsPlayerPlayingPool( playerid ) && ! Iter_Contains( poolplayers< poolid >, playerid ) ) { Iter_Add( poolplayers< poolid >, playerid ); // reset variables p_isPlayingPool{ playerid } = true; p_PoolID[ playerid ] = poolid; // start the game if there's two players if ( pool_player_count + 1 >= 2 ) { new random_cuer = Iter_Random( poolplayers< poolid > ); Pool_SendTableMessage( poolid, COLOR_GREY, "*** %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 ); GivePlayerWeapon( i, 7, 1 ); } g_poolTableData[ poolid ] [ E_STARTED ] = true; Pool_UpdateScoreboard( poolid ); RespawnPoolBalls( poolid ); } else { 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, "*** %s(%d) has joined the table (1/2)", ReturnPlayerName( playerid ), playerid ); } return 1; } } } } return 1; } stock Pool_RemovePlayer( playerid ) { new poolid = p_PoolID[ playerid ]; // reset player variables p_isPlayingPool{ playerid } = false; p_PoolScore[ playerid ] = 0; p_PoolID[ playerid ] = -1; DestroyDynamicObject( p_PoolHoleGuide[ playerid ] ); p_PoolHoleGuide[ playerid ] = -1; // check if the player is even in the table if ( poolid != -1 && Iter_Contains( poolplayers< poolid >, playerid ) ) { // remove them from the table Iter_Remove( poolplayers< poolid >, playerid ); // forfeit player if ( g_poolTableData[ poolid ] [ E_STARTED ] ) { new replacement_winner = Iter_First( poolplayers< poolid > ); // there's only 1 guy in the table Pool_OnPlayerWin( poolid, replacement_winner ); return Pool_EndGame( poolid ); } else { UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], COLOR_GREY, DEFAULT_POOL_STRING ); } } return 1; } /* ** Functions ** */ stock CreatePoolTable( Float: X, Float: Y, Float: Z, Float: A = 0.0, interior = 0, world = 0 ) { if ( A != 0 && A != 90.0 && A != 180.0 && A != 270.0 && A != 360.0 ) { return print( "[POOL] [ERROR] Pool tables must be positioned at either 0, 90, 180, 270 and 360 degrees." ), 1; } new gID = Iter_Free( pooltables ); if ( gID != ITER_NONE ) { new Float: x_vertex[ 4 ], Float: y_vertex[ 4 ]; Iter_Add( pooltables, gID ); g_poolTableData[ gID ] [ E_X ] = X; g_poolTableData[ gID ] [ E_Y ] = Y; g_poolTableData[ gID ] [ E_Z ] = Z; g_poolTableData[ gID ] [ E_ANGLE ] = A; g_poolTableData[ gID ] [ E_INTERIOR ] = interior; g_poolTableData[ gID ] [ E_WORLD ] = world; 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 ] ); 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); PHY_CreateWall( x_vertex[2] + X, y_vertex[2] + Y, x_vertex[3] + X, y_vertex[3] + Y); PHY_CreateWall( x_vertex[0] + X, y_vertex[0] + Y, x_vertex[2] + X, y_vertex[2] + Y); #if defined POOL_DEBUG ReloadPotTestLabel( 0, gID ); /*new Float: middle_x; new Float: middle_y; CreateDynamicObject( 18643, x_vertex[0] + X, y_vertex[0] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[1] + X, y_vertex[1] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); middle_x = ((x_vertex[0] + X) + (x_vertex[1] + X)) / (2.0); middle_y = ((y_vertex[0] + Y) + (y_vertex[1] + Y)) / (2.0); CreateDynamicObject( 18643, middle_x, middle_y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[1] + X, y_vertex[1] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[3] + X, y_vertex[3] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); middle_x = ((x_vertex[1] + X) + (x_vertex[3] + X)) / (2.0); middle_y = ((y_vertex[1] + Y) + (y_vertex[3] + Y)) / (2.0); CreateDynamicObject( 18643, middle_x, middle_y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, ((x_vertex[1] + X) + middle_x) / 2.0, ((y_vertex[1] + Y) + middle_y) / 2.0, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[2] + X, y_vertex[2] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[3] + X, y_vertex[3] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); middle_x = ((x_vertex[2] + X) + (x_vertex[3] + X)) / (2.0); middle_y = ((y_vertex[2] + Y) + (y_vertex[3] + Y)) / (2.0); CreateDynamicObject( 18643, middle_x, middle_y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[0] + X, y_vertex[0] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, x_vertex[2] + X, y_vertex[2] + Y, Z - 1.0, 0.0, -90.0, 0.0 ); middle_x = ((x_vertex[0] + X) + (x_vertex[2] + X)) / (2.0); middle_y = ((y_vertex[0] + Y) + (y_vertex[2] + Y)) / (2.0); CreateDynamicObject( 18643, middle_x, middle_y, Z - 1.0, 0.0, -90.0, 0.0 ); CreateDynamicObject( 18643, ((x_vertex[0] + X) + middle_x) / 2.0, ((y_vertex[2] + Y) + middle_y) / 2.0, Z - 1.0, 0.0, -90.0, 0.0 );*/ #endif } return gID; } stock GetClosestPoolTable( playerid, &Float: dis = 99999.99 ) { new pooltable = -1; foreach ( new i : pooltables ) { new Float: dis2 = GetPlayerDistanceFromPoint( playerid, g_poolTableData[ i ] [ E_X ], g_poolTableData[ i ] [ E_Y ], g_poolTableData[ i ] [ E_Z ] ); if ( dis2 < dis && dis2 != -1.00 ) { dis = dis2; pooltable = i; } } return pooltable; } stock RespawnPoolBalls( poolid ) { if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 ) { TogglePlayerControllable(g_poolTableData[ poolid ] [ E_AIMER ], 1); //ClearAnimations(g_poolTableData[ poolid ] [ E_AIMER ]); //ApplyAnimation(g_poolTableData[ poolid ] [ E_AIMER ], "CARRY", "crry_prtial", 1.0, 0, 0, 0, 0, 0); SetCameraBehindPlayer(g_poolTableData[ poolid ] [ E_AIMER ]); DestroyObject(g_poolTableData[ poolid ] [ E_AIMER_OBJECT ]); //TextDrawHideForPlayer(g_poolTableData[ poolid ] [ E_AIMER ], gPoolTD); //HidePlayerProgressBar(g_poolTableData[ poolid ] [ E_AIMER ], g_PoolPowerBar[g_poolTableData[ poolid ] [ E_AIMER ]]); g_poolTableData[ poolid ] [ E_AIMER ] = -1; } new Float: offset_x, Float: offset_y; 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 ); // reset balls if ( g_poolBallData[ poolid ] [ E_EXISTS ] [ i ] ) { PHY_DeleteObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ); g_poolBallData[ poolid ] [ E_EXISTS ] [ i ] = false; } DestroyObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ); // create pool balls on table g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] = CreateObject( g_poolBallOffsetData[ i ] [ E_MODEL_ID ], g_poolTableData[ poolid ] [ E_X ] + offset_x, g_poolTableData[ poolid ] [ E_Y ] + offset_y, g_poolTableData[ poolid ] [ E_Z ] - 0.045, 0.0, 0.0, 0.0 ); // initialize physics on each ball InitBalls( poolid, i ); } KillTimer( g_poolTableData[ poolid ] [ E_TIMER ] ); g_poolTableData[ poolid ] [ E_TIMER ] = SetTimerEx( "OnPoolUpdate", POOL_TIMER_SPEED, true, "d", poolid ); g_poolTableData[ poolid ] [ E_BALLS_SCORED ] = 0; } stock InitBalls(poolid, ballid) { PHY_InitObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 3003, _, _, PHY_MODE_2D); PHY_SetObjectFriction(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 0.08); //PHY_SetObjectFriction(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 0.10); PHY_SetObjectAirResistance(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid], 0.2); PHY_RollObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid]); g_poolBallData[ poolid ] [ E_EXISTS ] [ ballid ] = true; } stock 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 ) { new Float: x, Float: y, Float: z; for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_EXISTS ] [ i ] ) { PHY_GetObjectVelocity( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ], x, y, z ); if ( x != 0.0 || y != 0.0 ) return 0; } return 1; } stock GetAngleToXY(Float:X, Float:Y, Float:CurrX, Float:CurrY, &Float:angle) { angle = atan2(Y-CurrY, X-CurrX); angle = floatsub(angle, 90.0); if(angle < 0.0) angle = floatadd(angle, 360.0); } 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 ) { new Float: hole_x, Float: hole_y; 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 ); // 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 ) ) { return i; } } return -1; } stock removePlayerWeapon(playerid, weaponid) { SetPlayerArmedWeapon(playerid, weaponid); if (GetPlayerWeapon(playerid) != 0) GivePlayerWeapon(playerid, weaponid, 0); return 1; } stock Pool_UpdateScoreboard( poolid, close = 0 ) { 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 : poolplayers< poolid > ) { DestroyDynamicObject( p_PoolHoleGuide[ i ] ); p_PoolHoleGuide[ i ] = -1; p_isPlayingPool{ i } = false; p_PoolScore[ i ] = -1; p_PoolID[ i ] = -1; removePlayerWeapon( i, 7 ); } Iter_Clear( poolplayers< poolid > ); g_poolTableData[ poolid ] [ E_STARTED ] = false; g_poolTableData[ poolid ] [ E_AIMER ] = -1; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = 0; g_poolTableData[ poolid ] [ E_FOULS ] = 0; KillTimer(g_poolTableData[ poolid ] [ E_TIMER ]); for (new i = 0; i < 16; i ++) { DestroyObject(g_poolBallData[poolid] [E_BALL_OBJECT] [i]); if (g_poolBallData[poolid] [E_EXISTS] [i]) { PHY_DeleteObject(g_poolBallData[poolid] [E_BALL_OBJECT] [i]); g_poolBallData[poolid] [E_EXISTS] [i] = false; } } UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], COLOR_GREY, DEFAULT_POOL_STRING ); return 1; } stock AngleInRangeOfAngle(Float:a1, Float:a2, Float:range) { a1 -= a2; return (a1 < range) && (a1 > -range); } stock IsBallAtPos( objectid, Float: x, Float: y, Float: z, Float: radius ) { new Float: object_x, Float: object_y, Float: object_z; GetObjectPos( objectid, object_x, object_y, object_z ); new Float: distance = GetDistanceBetweenPoints( object_x, object_y, object_z, x, y, z ); return distance < radius; } public PlayPoolSound( poolid, soundid ) { foreach ( new playerid : poolplayers< poolid > ) { PlayerPlaySound( playerid, soundid, 0.0, 0.0, 0.0 ); } return 1; } public OnPoolUpdate(poolid) { if (!g_poolTableData[ poolid ] [ E_STARTED ]) return 0; if (g_poolTableData[ poolid ] [ E_AIMER ] != -1) { new playerid = g_poolTableData[ poolid ] [ E_AIMER ], keys, ud, lr; GetPlayerKeys(playerid, keys, ud, lr); if (!(keys & KEY_FIRE)) { if (lr) { 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); newrot = p_PoolAngle[ playerid ] [ 0 ] + (lr > 0 ? 0.9 : -0.9); dist = GetDistanceBetweenPoints( X, Y, 0.0, Xa, Ya, 0.0 ); if (AngleInRangeOfAngle(p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0)) { p_PoolAngle[ playerid ] [ 0 ] = newrot; switch (p_PoolCamera[ playerid ]) { case 0: { 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, 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 ]); } } 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); } } } else { if (g_poolTableData[ poolid ] [ E_DIRECTION ]) { g_poolTableData[ poolid ] [ E_POWER ] -= 2.0; } else { g_poolTableData[ poolid ] [ E_POWER ] += 2.0; } 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) { g_poolTableData[ poolid ] [ E_DIRECTION ] = 1; g_poolTableData[ poolid ] [ E_POWER ] = 100.0; } // TextDrawTextSize(g_PoolTextdraw[2], 501.0 + ((67.0 * g_poolTableData[ poolid ] [ E_POWER ])/100.0), 0.0); // TextDrawShowForPlayer(playerid, g_PoolTextdraw[2]); // 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); } } new current_player = g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ]; if ( ! g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] && AreAllBallsStopped( poolid ) ) { Pool_ResetBallPositions( poolid ); Pool_QueueNextPlayer( poolid, current_player ); SetTimerEx( "RestoreCamera", 800, 0, "dd", current_player, poolid ); } return 1; } public RestoreCamera(playerid, 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] - 0.045), 0, 0, 0); InitBalls(poolid, 0); } if (g_poolTableData[ poolid ] [ E_AIMER ] == playerid) return 0; TextDrawHideForPlayer(playerid, g_PoolTextdraw); HidePlayerProgressBar(playerid, g_PoolPowerBar[playerid]); TogglePlayerControllable(playerid, 1); return SetCameraBehindPlayer(playerid); } public deleteBall(poolid, ballid) { if (g_poolBallData[poolid] [E_MOVING] [ballid]) { g_poolBallData[poolid] [E_EXISTS] [ballid] = false; DestroyObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid]); PHY_DeleteObject(g_poolBallData[poolid] [E_BALL_OBJECT] [ballid]); g_poolBallData[poolid] [E_MOVING] [ballid] = false; } return 1; } public RestoreWeapon( playerid ) { RemovePlayerAttachedObject( playerid, 0 ); p_PoolChalking{ playerid } = false; GivePlayerWeapon( playerid, 7, 1 ); ClearAnimations( playerid ); return 1; } stock GetPoolBallIndexFromModel( modelid ) { for ( new i = 0; i < sizeof( g_poolBallOffsetData ); i ++ ) if ( g_poolBallOffsetData[ i ] [ E_MODEL_ID ] == modelid ) { return i; } return -1; } /** * Physics Callbacks * **/ public PHY_OnObjectCollideWithObject(object1, object2) { foreach ( new id : pooltables ) if ( g_poolTableData[ id ] [ E_STARTED ] ) { for (new i = 0; i < 16; i++) { if (object1 == g_poolBallData[id] [E_BALL_OBJECT] [i]) { PlayPoolSound(id, 31800 + random(3)); return 1; } } } return 1; } public PHY_OnObjectCollideWithWall( objectid, wallid ) { foreach ( new id : pooltables ) if ( g_poolTableData[ id ] [ E_STARTED ] ) { for ( new i = 0; i < 16; i ++ ) if ( objectid == g_poolBallData[ id ] [ E_BALL_OBJECT ] [ i ] ) { PlayPoolSound(id, 31808); return 1; } } return 1; } public PHY_OnObjectUpdate( objectid ) { foreach ( new poolid : pooltables ) if ( g_poolTableData[ poolid ] [ E_STARTED ] ) { 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 first_player = Iter_First( poolplayers< poolid > ); new second_player = Iter_Last( poolplayers< poolid > ); new current_player = g_poolTableData[ poolid ] [ E_NEXT_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 pocketed to figure winner if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED || g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_SOLID ) { 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 ]; // 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 > ) { Player_Clearchat( playerid ); 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" ) ); } } } new Float: hole_x, Float: hole_y; // 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 ); // 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 ); } // penalty for that g_poolTableData[ poolid ] [ E_FOULS ] ++; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = 0; } else if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_8BALL ) { new opposite_player = current_player != first_player ? first_player : second_player; g_poolTableData[ poolid ] [ E_BALLS_SCORED ] ++; // restore player camera RestoreCamera( current_player, poolid ); // check if valid shot if ( p_PoolScore[ current_player ] < 7 ) { Pool_SendTableMessage( poolid, COLOR_YELLOW, "%s(%d) has accidentally pocketed the 8-Ball ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player ); } else if ( g_poolTableData[ poolid ] [ E_PLAYER_8BALL_TARGET ] [ current_player ] != holeid ) { Pool_SendTableMessage( poolid, COLOR_YELLOW, "%s(%d) has put the 8-Ball in the wrong pocket ... %s(%d) wins!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player ); } else { p_PoolScore[ current_player ] ++; // shows on the end result if we do it anyway here Pool_OnPlayerWin( poolid, current_player ); } return Pool_EndGame( poolid ); } else { // check if player pocketed their own ball type or btfo if ( g_poolTableData[ poolid ] [ E_BALLS_SCORED ] > 1 && g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] != g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] ) { new 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); foreach ( new playerid : poolplayers< poolid > ) { SendClientMessageFormatted( playerid, COLOR_RED, "* %s(%d) has wrongly pocketed %s, instead of %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolTableData[ poolid ] [ E_PLAYER_BALL_TYPE ] [ current_player ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ) ); } // penalty for that g_poolTableData[ poolid ] [ E_FOULS ] ++; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = 0; } else { p_PoolScore[ current_player ] ++; GameTextForPlayer( current_player, "~n~~n~~n~~w~Score: +1", 3000, 4); foreach ( new playerid : poolplayers< poolid > ) { SendClientMessageFormatted( playerid, COLOR_YELLOW, "%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 if ( ! g_poolTableData[ poolid ] [ E_FOULS ] ) { g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = 1; } } // mark final target hole if ( p_PoolScore[ first_player ] == 7 || p_PoolScore[ second_player ] == 7 ) { new player_being_marked = p_PoolScore[ first_player ] == 7 ? first_player : second_player; if ( ! IsValidDynamicObject( p_PoolHoleGuide[ player_being_marked ] ) ) { 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 ); 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." ); } } } // rotate hole offsets according to table RotateXY( g_poolPotOffsetData[ holeid ] [ 0 ], g_poolPotOffsetData[ holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y ); // move object into the pocket MoveObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ j ], g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 1.0); g_poolBallData[ poolid ] [ E_MOVING ] [ j ] = true; SetTimerEx( "deleteBall", 500, false, "dd", poolid, j ); PlayerPlaySound( current_player, 31803, 0.0, 0.0, 0.0 ); // update scoreboard Pool_UpdateScoreboard( poolid ); // reset cam Pool_QueueNextPlayer( poolid, current_player ); SetTimerEx( "RestoreCamera", 800, 0, "dd", current_player, poolid ); } return 1; } } return 1; } CMD:fakescore( playerid, params [ ]) { p_PoolScore[ playerid ] = 6; Pool_UpdateScoreboard(GetClosestPoolTable(playerid )); return 1; } stock Pool_OnPlayerWin( poolid, winning_player ) { // restore camera RestoreCamera( winning_player, poolid ); // winning player foreach ( new playerid : poolplayers< poolid > ) { SendClientMessageFormatted( playerid, COLOR_RED, "**** %s(%d) has won %s", ReturnPlayerName( winning_player ), winning_player ); } return 1; } stock Pool_QueueNextPlayer( poolid, current_player ) { if ( g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] > 0 && g_poolTableData[ poolid ] [ E_FOULS ] < 1 ) { Pool_SendTableMessage( poolid, COLOR_RED, "%s(%d) has %d shots remaining!", ReturnPlayerName( current_player ), current_player, g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] ); } else { new first_player = Iter_First( poolplayers< poolid > ); new second_player = Iter_Last( poolplayers< poolid > ); g_poolTableData[ poolid ] [ E_FOULS ] = 0; g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = 1; g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] = current_player == first_player ? second_player : first_player; // reset ball positions just incase Pool_SendTableMessage( poolid, COLOR_RED, "%s(%d)'s turn to play!", ReturnPlayerName( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ), g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] ); } // update turn Pool_UpdateScoreboard( poolid ); } stock Pool_SendTableMessage( poolid, colour, format[ ], va_args<> ) // Conversion to foreach 14 stuffed the define, not sure how... { static out[ 144 ]; va_format( out, sizeof( out ), format, va_start<3> ); foreach ( new i : poolplayers< poolid > ) { SendClientMessage( i, colour, out ); } return 1; } stock Pool_ResetBallPositions( poolid ) { static Float: last_x, Float: last_y, Float: last_z; static Float: last_rx, Float: last_ry, Float: last_rz; for ( new i = 0; i < sizeof( g_poolBallOffsetData ); i ++ ) if ( g_poolBallData[ poolid ] [ E_EXISTS ] [ i ] ) { if ( ! IsValidObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ) ) { continue; } new modelid = GetObjectModel( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ); // get current position GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ], last_x, last_y, last_z ); GetObjectRot( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ], last_rx, last_ry, last_rz ); // destroy object PHY_DeleteObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ); DestroyObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ); // create pool balls on table 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 ); } } /*hook OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float: fX, Float: fY, Float: fZ ) { if ( hittype == BULLET_HIT_TYPE_OBJECT ) { } return 1; }*/ /* ** Commands ** */ CMD:endgame(playerid) { if ( ! IsPlayerAdmin( playerid ) ) return 0; new iPool = GetClosestPoolTable( playerid ); if ( iPool == -1 ) return SendError( playerid, "You must be near a pool table to use this command." ); Pool_EndGame( iPool ); SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]"COL_WHITE" You have force ended the pool game!"); return 1; } CMD:play(playerid) { new iPool = GetClosestPoolTable( playerid ); if ( iPool == -1 ) return SendError( playerid, "You are not near a pool table." ); if ( ! IsPlayerPlayingPool( playerid )) { p_isPlayingPool { playerid } = true; p_PoolID[ playerid ] = iPool; PlayerPlaySound( playerid, 1085, 0.0, 0.0, 0.0 ); GivePlayerWeapon( playerid, 7, 1 ); p_PoolScore[ playerid ] = 0; if (!g_poolTableData[ iPool ] [ E_STARTED ]) { 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 ); } } else { Pool_EndGame( iPool ); } return 1; } /* ** Commands ** */ CMD:addpool(playerid, params[]) { if ( p_AdminLevel[ playerid ] < 6 ) return SendError( playerid, ADMIN_COMMAND_REJECT ); new Float: x, Float: y, Float: z; if ( GetPlayerPos( playerid, x, y, z ) ) { CreatePoolTable( x + 1.0, y + 1.0, z, floatstr(params), GetPlayerInterior( playerid ), GetPlayerVirtualWorld( playerid ) ); SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]{FFFFFF} You have created a pool table."); } return 1; } /* ** Debug Mode ** */ #if defined POOL_DEBUG new potlabels_x[MAX_TABLES][sizeof(g_poolPotOffsetData)]; new potlabels[MAX_TABLES][sizeof(g_poolPotOffsetData)][36]; CMD:camtest( playerid, params[ ] ) { new iPool = GetClosestPoolTable( playerid ); if ( iPool == -1 ) return SendError( playerid, "You are not near a pool table." ); new index = strval( params ); new Float: pot_x = g_poolTableData[ iPool ] [ E_X ] + g_poolPotOffsetData[ index ] [ 0 ]; new Float: pot_y = g_poolTableData[ iPool ] [ E_Y ] + g_poolPotOffsetData[ index ] [ 1 ]; new Float: pot_z = g_poolTableData[ iPool ] [ E_Z ]; SetPlayerCameraPos(playerid, pot_x, pot_y, pot_z + 2.5); SetPlayerCameraLookAt(playerid, pot_x, pot_y, pot_z); return 1; } CMD:setoffset( playerid, params[ ] ) { new iPool = GetClosestPoolTable( playerid ); new offset; new Float: x, Float: y; if ( ! sscanf( params, "dff", offset, x, y ) ) { g_poolPotOffsetData[ offset ] [ 0 ] = x; g_poolPotOffsetData[ offset ] [ 1 ] = y; printf("[%d] -> { %f, %f }", offset, x, y); ReloadPotTestLabel( playerid, iPool ); } return 1; } stock ReloadPotTestLabel( playerid, gID ) { for ( new i = 0; i < sizeof( g_poolPotOffsetData ); i ++ ) { new Float: pot_x = g_poolTableData[ gID ] [ E_X ] + g_poolPotOffsetData[ i ] [ 0 ]; new Float: pot_y = g_poolTableData[ gID ] [ E_Y ] + g_poolPotOffsetData[ i ] [ 1 ]; new Float: pot_z = g_poolTableData[ gID ] [ E_Z ]; //DestroyDynamic3DTextLabel( potlabels_x[ gID ] [ i ] ); //potlabels_x[ gID ] [ i ] = CreateDynamic3DTextLabel( "+", COLOR_GOLD, pot_x, pot_y, pot_z, 10.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0 ); DestroyDynamicObject( potlabels_x[ gID ] [ i ] ); potlabels_x[ gID ] [ i ] = CreateDynamicObject( 18643, pot_x, pot_y, pot_z - 1.0, 0.0, -90.0, 0.0 ); for ( new Float: angle = 0.0, c = 0; angle < 360.0; angle += 10.0, c ++ ) { new Float: rad_x = pot_x + ( POCKET_RADIUS * floatsin( -angle, degrees ) ); new Float: rad_y = pot_y + ( POCKET_RADIUS * floatcos( -angle, degrees ) ); //DestroyDynamic3DTextLabel( potlabels[ gID ] [ i ] [ c ] ); //potlabels[ gID ] [ i ] [ c ] = CreateDynamic3DTextLabel( ".", COLOR_WHITE, rad_x, rad_y, pot_z, 10.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0 ); DestroyDynamicObject( potlabels[ gID ] [ i ] [ c ] ); potlabels[ gID ] [ i ] [ c ] = CreateDynamicObject( 18643, rad_x, rad_y, pot_z - 1.0, 0.0, -90.0, 0.0 ); } } return Streamer_Update( playerid ), 1; } #endif