sfcnr/gamemodes/irresistible/cnr/features/pool.pwn
2018-09-11 10:29:45 +00:00

1165 lines
37 KiB
Plaintext

/*
* Irresistible Gaming (c) 2018
* Developed by Steven Howard
* Module: cnr/features/pool.pwn
* Purpose: pool minigame
*/
/* ** Includes ** */
#include < YSI\y_hooks >
#include < physics >
#include < colandreas >
#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 "{FFDC2E}Pool Table\n{FFFFFF}To begin pool use /pool"
#define MAX_TABLES 100
#define COL_POOL "{C0C0C0}"
/* ** 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_COUNTDOWN, E_PLAYER[ 2 ],
bool: E_STARTED, E_AIMER, E_AIMER_OBJECT,
E_LAST_SHOOTER, E_LAST_SCORE, 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_PoolReciever [ MAX_PLAYERS ],
p_PoolSender [ MAX_PLAYERS ],
p_PoolID [ MAX_PLAYERS ],
bool: p_isPlayingPool [ MAX_PLAYERS char],
bool: p_PoolChalk [ MAX_PLAYERS ],
p_PoolCamera [ MAX_PLAYERS ],
p_PoolScore [ MAX_PLAYERS ],
Float: p_PoolAngle [ MAX_PLAYERS ][ 2 ],
PlayerBar: g_PoolPowerBar [ MAX_PLAYERS ],
PlayerText: g_PoolTextdraw [ MAX_PLAYERS ],
Iterator:pooltables <MAX_TABLES>
;
/* ** Hooks ** */
hook OnGameModeInit()
{
//stock CreatePoolTable(Float: X, Float: Y, Float: Z, Float: A = 0.0, interior = 0, world = 0)
CreatePoolTable(2048.5801, 1330.8917, 10.6719, 0, 0);
printf( "[POOL TABLES]: %d pool tables have been successfully loaded.", Iter_Count(pooltables) );
return 1;
}
hook OnPlayerDisconnect(playerid, reason)
{
if (IsPlayerPlayingPool(playerid))
{
gameEnd( p_PoolID[ playerid ] );
p_PoolSender[ playerid ] = INVALID_PLAYER_ID;
p_PoolReciever[ playerid ] = INVALID_PLAYER_ID;
p_isPlayingPool{ playerid } = false;
p_PoolID[ playerid ] = -1;
p_PoolScore[ playerid ] = 0;
}
return 1;
}
hook OnPlayerConnect(playerid)
{
g_PoolPowerBar[playerid] = CreatePlayerProgressBar(playerid, 530.000000, 233.000000, 61.000000, 6.199999, -1429936641, 100.0000, 0);
g_PoolTextdraw[playerid] = CreatePlayerTextDraw(playerid, 529.000000, 218.000000, "Power~n~~n~Score: 0");
PlayerTextDrawBackgroundColor(playerid, g_PoolTextdraw[playerid], 255);
PlayerTextDrawFont(playerid, g_PoolTextdraw[playerid], 1);
PlayerTextDrawLetterSize(playerid, g_PoolTextdraw[playerid], 0.300000, 1.299998);
PlayerTextDrawColor(playerid, g_PoolTextdraw[playerid], -1);
PlayerTextDrawSetOutline(playerid, g_PoolTextdraw[playerid], 1);
PlayerTextDrawSetProportional(playerid, g_PoolTextdraw[playerid], 1);
PlayerTextDrawSetSelectable(playerid, g_PoolTextdraw[playerid], 0);
return 1;
}
hook OnPlayerSpawn(playerid)
{
p_PoolSender[ playerid ] = INVALID_PLAYER_ID;
p_PoolReciever[ playerid ] = INVALID_PLAYER_ID;
p_isPlayingPool{ playerid } = false;
p_PoolID[ playerid ] = -1;
p_PoolScore[ playerid ] = 0;
return 1;
}
hook OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
new id = -1;
if ((id = getNearestPoolTable(playerid)) != -1)
{
if (g_poolTableData[ id ][ E_STARTED ] && IsPlayerPlayingPool( playerid ) && p_PoolID[ playerid ] == id)
{
if (PRESSED(KEY_FIRE))
{
ClearAnimations(playerid);
return 0;
}
else
{
// Not the players turn detection (player 1 and/or player 2)
if (IsKeyJustUp(KEY_SECONDARY_ATTACK, newkeys, oldkeys))
{
if (IsPlayerPlayingPool( playerid ) && g_poolTableData[ id ][ E_AIMER ] != playerid && !p_PoolChalk[ playerid ])
{
SetTimerEx("PlayPoolSound", 1400, false, "dd", id, 31807);
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);
p_PoolChalk[ playerid ] = true;
SetTimerEx("RestoreWeapon", 3500, false, "d", playerid);
}
}
if (IsKeyJustUp(KEY_JUMP, newkeys, oldkeys))
{
if (g_poolTableData[ id ][ 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[ id ][ E_BALL_OBJECT ][ 0 ], Xa, Ya, Za);
switch (p_PoolCamera[ playerid ])
{
case 0:
{
GetXYBehindObjectInAngle(g_poolBallData[ id ][ E_BALL_OBJECT ][ 0 ], poolrot, x, y, 0.675);
SetPlayerCameraPos(playerid, x, y, g_poolTableData[ id ][ E_Z ] + DEFAULT_AIM);
SetPlayerCameraLookAt(playerid, Xa, Ya, Za + 0.170);
}
case 1..2:
{
SetPlayerCameraPos(playerid, g_poolTableData[ id ][ E_X ], g_poolTableData[ id ][ E_Y ], g_poolTableData[ id ][ E_Z ] + 2.0);
SetPlayerCameraLookAt(playerid, g_poolTableData[ id ][ E_X ], g_poolTableData[ id ][ E_Y ], g_poolTableData[ id ][ E_Z ]);
}
}
}
}
if (IsKeyJustUp(KEY_HANDBRAKE, newkeys, oldkeys))
{
if (AreAllBallsStopped(id))
{
if (g_poolTableData[ id ][ E_AIMER ] != playerid)
{
if (!p_PoolChalk[ playerid ] && g_poolTableData[ id ][ 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[id][E_BALL_OBJECT][0], Xa, Ya, Za);
if (Is2DPointInRangeOfPoint(X, Y, Xa, Ya, 1.5) && Z < 999.5)
{
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[ id ][ E_AIMER_OBJECT ] = CreateObject(3004, x, y, Za, 7.0, 0, poolrot + 180);
SetPlayerCameraPos(playerid, g_poolTableData[ id ][ E_X ], g_poolTableData[ id ][ E_Y ], g_poolTableData[ id ][ E_Z ] + 2.0);
ApplyAnimation(playerid, "POOL", "POOL_Med_Start", 50.0, 0, 0, 0, 1, 1, 1);
g_poolTableData[ id ][ E_AIMER ] = playerid;
g_poolTableData[ id ][ E_POWER ] = 1.0;
g_poolTableData[ id ][ E_DIRECTION ] = 0;
PlayerTextDrawSetString(playerid, g_PoolTextdraw[playerid], sprintf("Power:~n~~n~Score: %d", p_PoolScore[ playerid ]) );
PlayerTextDrawShow(playerid, g_PoolTextdraw[playerid]);
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[ id ][ E_AIMER ] = -1;
DestroyObject(g_poolTableData[ id ][ E_AIMER_OBJECT ]);
//TextDrawHideForPlayer(playerid, gPoolTD);
//HidePlayerProgressBar(playerid, g_PoolPowerBar[playerid]);
}
}
}
if (IsKeyJustUp(KEY_FIRE, newkeys, oldkeys))
{
if (g_poolTableData[ id ][ E_AIMER ] == playerid)
{
new Float: speed;
ApplyAnimation(playerid, "POOL", "POOL_Med_Shot", 3.0, 0, 0, 0, 0, 0, 1);
speed = 0.4 + (g_poolTableData[ id ][ E_POWER ] * 2.0) / 100.0;
PHY_SetObjectVelocity(g_poolBallData[id][E_BALL_OBJECT][0], speed * floatsin(-p_PoolAngle[ playerid ] [ 0 ], degrees), speed * floatcos(-p_PoolAngle[ playerid ] [ 0 ], degrees));
SetPlayerCameraPos(playerid, g_poolTableData[ id ][ E_X ], g_poolTableData[ id ][ E_Y ], g_poolTableData[ id ][ E_Z ] + 2.0);
SetPlayerCameraLookAt(playerid, g_poolTableData[ id ][ E_X ], g_poolTableData[ id ][ E_Y ], g_poolTableData[ id ][ E_Z ]);
PlayPoolSound(id, 31810);
g_poolTableData[ id ][ E_AIMER ] = -1;
DestroyObject(g_poolTableData[ id ][ E_AIMER_OBJECT ]);
GivePlayerWeapon(playerid, 7, 1);
g_poolTableData[ id ][ E_LAST_SHOOTER ] = playerid;
g_poolTableData[ id ][ E_LAST_SCORE ] = 0;
}
else ClearAnimations(playerid);
}
}
}
}
return 1;
}
/* ** Functions ** */
stock getNearestPoolTable(playerid)
{
for (new i = 0; i != MAX_TABLES; i ++) if ( IsPlayerInRangeOfPoint( playerid, 2.5, g_poolTableData[ i][ E_X ], g_poolTableData[ i][ E_Y ], g_poolTableData[ i][ E_Z ]) ) {
return i;
}
return -1;
}
stock GetPlayerFrontPos(playerid, &Float:x, &Float:y, &Float:z, Float:distance = 0.0)
{
new Float: px,
Float: py,
Float: pz,
Float: pa;
GetPlayerPos(playerid, px, py, pz);
GetPlayerFacingAngle(playerid, pa);
x = px + (floatsin(-pa, degrees) * distance);
y = py + (floatcos(-pa, degrees) * distance);
z = pz;
}
stock CreatePoolTable(Float: X, Float: Y, Float: Z, Float: A = 0.0, interior = 0, world = 0)
{
new
gID = Iter_Free(pooltables), Float: x_vertex[4], Float: y_vertex[4];
if ( gID != ITER_NONE )
{
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, 0.0, world, interior);
g_poolTableData[ gID][ E_LABEL ] = CreateDynamic3DTextLabel( DEFAULT_POOL_STRING, COLOR_GOLD, X, Y, (Z - 0.5), 10.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, world, interior);
RotateXY( -0.96, -0.515, 0.0, x_vertex[0], y_vertex[0] );
RotateXY( -0.96, 0.515, 0.0, x_vertex[1], y_vertex[1] );
RotateXY( 0.96, -0.515, 0.0, x_vertex[2], y_vertex[2] );
RotateXY( 0.96, 0.515, 0.0, 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);
}
return gID;
}
stock RespawnPoolBalls(poolid, mode = 0)
{
for (new i = 0; i < 16; i ++)
{
DestroyObject(g_poolBallData[poolid][E_BALL_OBJECT][i]);
if (g_poolBallData[i][E_EXISTS][i])
{
PHY_DeleteObject(g_poolBallData[poolid][E_BALL_OBJECT][i]);
g_poolBallData[poolid][E_EXISTS][i] = false;
}
}
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;
}
CreateBalls(poolid);
if (mode)
{
KillTimer(g_poolTableData[ poolid][ E_TIMER ]);
g_poolTableData[ poolid][ E_TIMER ] = SetTimerEx("OnPoolUpdate", POOL_TIMER_SPEED, true, "d", poolid);
for (new i = 0; i < 16; i ++)
{
InitBalls(poolid, i);
}
}
}
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 CreateBalls(poolid)
{
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);
RotateXY(-0.3, 0.0, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][1] = CreateObject(3002, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.525, - 0.040, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][2] = CreateObject(3100, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.375, 0.044, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][3] = CreateObject(3101, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.600, 0.079, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][4] = CreateObject(3102, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.525, 0.118, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][5] = CreateObject(3103, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.600, - 0.157, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][6] = CreateObject(3104, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.450, - 0.079, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][7] = CreateObject(3105, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.450, 0.0, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][8] = CreateObject(3106, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.375, - 0.044, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][9] = CreateObject(2995, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.450, 0.079, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][10] = CreateObject(2996, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.525, - 0.118, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][11] = CreateObject(2997, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.600, - 0.079, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][12] = CreateObject(2998, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.600, 0.0, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][13] = CreateObject(2999, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.600, 0.157, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][14] = CreateObject(3000, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
RotateXY(-0.525, 0.040, angle, x, y);
g_poolBallData[poolid][E_BALL_OBJECT][15] = CreateObject(3001, x + pos[0], y + pos[1], (pos[2] - 0.045), 0, 0, 0);
}
stock IsKeyJustUp(key, newkeys, oldkeys)
{
if (!(newkeys & key) && (oldkeys & key)) return 1;
return 0;
}
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 Is2DPointInRangeOfPoint(Float:x, Float:y, Float:x2, Float:y2, Float:range)
{
x2 -= x;
y2 -= y;
return ((x2 * x2) + (y2 * y2)) < (range * range);
}
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 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)
{
if (IsInBall(objectid, g_poolTableData[ poolid][ E_X ] + 0.955, g_poolTableData[ poolid][ E_Y ] + 0.510, g_poolTableData[ poolid][ E_Z ], POCKET_RADIUS)) return 1;
else if (IsInBall(objectid, g_poolTableData[ poolid][ E_X ] + 0.955, g_poolTableData[ poolid][ E_Y ] - 0.510, g_poolTableData[ poolid][ E_Z ], POCKET_RADIUS)) return 1;
else if (IsInBall(objectid, g_poolTableData[ poolid][ E_X ] + 0.000, g_poolTableData[ poolid][ E_Y ] + 0.550, g_poolTableData[ poolid][ E_Z ], POCKET_RADIUS)) return 1;
else if (IsInBall(objectid, g_poolTableData[ poolid][ E_X ] + 0.000, g_poolTableData[ poolid][ E_Y ] - 0.550, g_poolTableData[ poolid][ E_Z ], POCKET_RADIUS)) return 1;
else if (IsInBall(objectid, g_poolTableData[ poolid][ E_X ] - 0.955, g_poolTableData[ poolid][ E_Y ] + 0.510, g_poolTableData[ poolid][ E_Z ], POCKET_RADIUS)) return 1;
else if (IsInBall(objectid, g_poolTableData[ poolid][ E_X ] - 0.955, g_poolTableData[ poolid][ E_Y ] - 0.510, g_poolTableData[ poolid][ E_Z ], POCKET_RADIUS)) return 1;
return 0;
}
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);
if (GetPlayerWeapon(playerid) != 0)
GivePlayerWeapon(playerid, weaponid, 0);
return 1;
}
stock gameEnd(poolid)
{
foreach (new i : Player)
{
if (p_PoolID[ i ] == poolid)
{
p_isPlayingPool{ i } = false;
p_PoolScore[ i ] = -1;
p_PoolID[ i ] = -1;
removePlayerWeapon(i, 7);
}
}
g_poolTableData[ poolid][ E_STARTED ] = false;
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 ], -1, DEFAULT_POOL_STRING);
return 1;
}
stock AngleInRangeOfAngle(Float:a1, Float:a2, Float:range)
{
a1 -= a2;
if ((a1 < range) && (a1 > -range))
return true;
return false;
}
stock IsInBall(objectid, Float:x, Float:y, Float:z, Float:radius)
{
new Float:pos[3], Float:dis;
GetObjectPos(objectid, pos[0], pos[1], pos[2]);
dis = floatsqroot(floatpower(floatabs(floatsub(x, pos[0])), 2) + floatpower(floatabs(floatsub(y, pos[1])), 2) + floatpower(floatabs(floatsub(z, pos[2])), 2));
if (dis < radius)
return 1;
return 0;
}
stock IsBallNearSide(poolid, objectid)
{
new Float: x_vertex[4],
Float: y_vertex[4];
RotateXY(-0.96, -0.515, 0.0, x_vertex[0], y_vertex[0]);
RotateXY(-0.96, 0.515, 0.0, x_vertex[1], y_vertex[1]);
RotateXY(0.96, -0.515, 0.0, x_vertex[2], y_vertex[2]);
RotateXY(0.96, 0.515, 0.0, x_vertex[3], y_vertex[3]);
if (IsInBall(objectid, x_vertex[0] + g_poolTableData[ poolid][ E_X ], y_vertex[0] + g_poolTableData[ poolid][ E_Y ], x_vertex[1] + g_poolTableData[ poolid][ E_X ], y_vertex[1] + g_poolTableData[ poolid][ E_Y ])) return 1;
if (IsInBall(objectid, x_vertex[1] + g_poolTableData[ poolid][ E_X ], y_vertex[1] + g_poolTableData[ poolid][ E_Y ], x_vertex[3] + g_poolTableData[ poolid][ E_X ], y_vertex[3] + g_poolTableData[ poolid][ E_Y ])) return 1;
if (IsInBall(objectid, x_vertex[2] + g_poolTableData[ poolid][ E_X ], y_vertex[2] + g_poolTableData[ poolid][ E_Y ], x_vertex[3] + g_poolTableData[ poolid][ E_X ], y_vertex[3] + g_poolTableData[ poolid][ E_Y ])) return 1;
if (IsInBall(objectid, x_vertex[0] + g_poolTableData[ poolid][ E_X ], y_vertex[0] + g_poolTableData[ poolid][ E_Y ], x_vertex[2] + g_poolTableData[ poolid][ E_X ], y_vertex[2] + g_poolTableData[ poolid][ E_Y ])) return 1;
return 0;
}
forward PlayPoolSound(poolid, soundid);
public PlayPoolSound(poolid, soundid)
{
foreach (new playerid : Player)
{
if (p_PoolID[ playerid ] == poolid)
{
PlayerPlaySound(playerid, soundid, 0.0, 0.0, 0.0);
}
}
}
forward OnPoolUpdate(poolid);
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 = GetPointDistanceToPoint(X, Y, Xa, Ya);
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:
{
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:
{
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 ] = 98.0;
}
// 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]);
PlayerTextDrawShow(playerid, g_PoolTextdraw[playerid]);
}
}
if (g_poolTableData[ poolid][ E_LAST_SHOOTER ] != -1 && AreAllBallsStopped(poolid))
{
SetTimerEx("RestoreCamera", 800, 0, "dd", g_poolTableData[ poolid][ E_LAST_SHOOTER ], poolid);
g_poolTableData[ poolid][ E_LAST_SHOOTER ] = -1;
}
return 1;
}
forward RestoreCamera(playerid, poolid);
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;
PlayerTextDrawHide(playerid, g_PoolTextdraw[playerid]);
HidePlayerProgressBar(playerid, g_PoolPowerBar[playerid]);
TogglePlayerControllable(playerid, 1);
return SetCameraBehindPlayer(playerid);
}
Float:GetPointDistanceToPoint(Float:x1,Float:y1,Float:x2,Float:y2)
{
new Float: x, Float: y;
x = x1 - x2;
y = y1 - y2;
return floatsqroot(x * x + y * y);
}
forward deleteBall(poolid, ballid);
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;
}
forward RestoreWeapon(playerid);
public RestoreWeapon(playerid)
{
RemovePlayerAttachedObject(playerid, 0);
p_PoolChalk[ playerid ] = false;
GivePlayerWeapon(playerid, 7, 1);
ApplyAnimation(playerid, "CARRY", "crry_prtial", 1.0, 0, 0, 0, 0, 0, 1);
return 1;
}
/** * Public Functions * **/
public PHY_OnObjectCollideWithObject(object1, object2)
{
for (new id = 0; id < MAX_TABLES; id ++) 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)
{
for (new id = 0; id < MAX_TABLES; id ++) 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 i : Player)
{
new
poolid = getNearestPoolTable( i );
if ( poolid == -1 )
return 0;
for (new j = 0; j < 16; j ++)
{
if ( IsBallInHole( poolid, objectid) )
{
if ( objectid == g_poolBallData[ poolid ][ E_BALL_OBJECT ][ j ] && PHY_IsObjectMoving( g_poolBallData[ poolid ][ E_BALL_OBJECT ][ j ]) && !g_poolBallData[ poolid ][ E_MOVING ][ j ] )
{
new pool_player = g_poolTableData[ poolid ][ E_LAST_SHOOTER ],
modelid = GetObjectModel( objectid );
if (modelid == 3003)
{
GameTextForPlayer(pool_player, "~n~~n~~n~~r~~h~You have pocketed the cue ball!", 10000, 4);
respawnCueBall( poolid );
}
else
{
p_PoolScore[ pool_player ] += 1;
GameTextForPlayer( pool_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 ] );
//ShowPlayerHelpDialog( pool_player, 10000, "~w~You have pocketed another ball!~n~~n~Score: %d", p_PoolScore[pool_player]);
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);
}
new Float: vx,
Float: vy,
Float: vz;
GetObjectPos( g_poolBallData[ poolid ][ E_BALL_OBJECT ][ j ], vx, vy, vz);
MoveObject( g_poolBallData[ poolid ][ E_BALL_OBJECT ][ j ], vx, vy, vz - 1.25, 1);
g_poolBallData[ poolid ][ E_MOVING ][ j ] = true;
SetTimerEx("deleteBall", 500, false, "dd", poolid, j);
PlayerPlaySound(pool_player, 31803, 0.0, 0.0, 0.0);
if (( GetPoolBallsCount( poolid ) - 1) <= 1)
{
g_poolTableData[ poolid ][ E_STARTED ] = false;
g_poolTableData[ poolid ][ E_AIMER ] = -1;
new
win_score = GetMaxPoolScore( poolid );
RestoreCamera(i, poolid);
g_poolTableData[ poolid ][ E_LAST_SHOOTER ] = -1;
if ( IsPlayerPlayingPool( i ) && p_PoolScore[ i ] == win_score)
{
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;
}
}
}
}
}
return 1;
}
/* ** Commands ** */
CMD:pool(playerid, params[])
{
new selection[32];
if ( sscanf( params, "s[32] ", selection) )
return SendUsage(playerid, "/pool [INVITE/ACCEPT/DECLINE]" );
if ( strmatch( selection, "accept") )
{
if ( !IsPlayerConnected(p_PoolSender[ playerid ]) )
return SendError(playerid, "You do not have any pool game invitations to accept." );
if ( IsPlayerPlayingPool( playerid ))
return SendError(playerid, "You are already playing pool." );
new targetid = p_PoolSender[ playerid ];
if (GetDistanceBetweenPlayers(playerid, targetid) > 10.0)
return SendError(playerid, "You must be within 10.0 meters of your opponent!");
new poolid = p_PoolID[ playerid ];
g_poolTableData[ poolid ][ E_PLAYER ] [ 0 ] = playerid;
g_poolTableData[ poolid ][ E_PLAYER ] [ 1 ] = 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(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;
p_PoolScore[ playerid ] = 0;
p_isPlayingPool{ targetid } = true;
p_PoolID[ targetid ] = poolid;
p_PoolScore[ targetid ] = 0;
PlayerPlaySound(playerid, 1085, 0.0, 0.0, 0.0);
PlayerPlaySound(targetid, 1085, 0.0, 0.0, 0.0);
GivePlayerWeapon(targetid, 7, 1);
GivePlayerWeapon(playerid, 7, 1);
if (!g_poolTableData[ poolid][ E_STARTED ])
{
g_poolTableData[ poolid][ E_STARTED ] = true;
RespawnPoolBalls(poolid, 1);
}
return 1;
}
else if ( strmatch( selection, "decline") )
{
if ( !IsPlayerConnected( p_PoolSender[ playerid ]) )
return SendError( playerid, "You do not have any pool game invitations to decline." );
new targetid = p_PoolSender[ playerid ];
SendClientMessageFormatted( targetid, -1, ""COL_POOL"[SERVER]{FFFFFF} %s(%d) has declined your pool game invitation.", ReturnPlayerName(playerid), playerid );
SendClientMessageFormatted( playerid, -1, ""COL_POOL"[SERVER]{FFFFFF} You have declined %s(%d)'s pool game invitation.", ReturnPlayerName(targetid), targetid );
return 1;
}
else if (strmatch(selection, "invite"))
{
new id = -1, targetid;
id = getNearestPoolTable(playerid);
if (id == -1)
return SendError(playerid, "You are not close enough to a pool table.");
if (g_poolTableData[ id ][ E_STARTED ])
return SendError(playerid, "You cannot invite anyone to this table, since there is already a game in progress.");
if (sscanf(params, "s[32] u", selection, targetid))
return SendUsage(playerid, "/pool invite [PLAYER_ID]");
if (targetid == playerid)
return SendError(playerid, "You cannot play pool with yourself!");
if (targetid == INVALID_PLAYER_ID || !IsPlayerConnected(targetid))
return SendError(playerid, "Invalid Player ID.");
if ( IsPlayerPlayingPool( targetid ))
return SendError(playerid, "This player is already playing pool!");
//if (GetDistanceBetweenPlayers(playerid, targetid) > 10.0)
//return SendError(playerid, "The player you wish to play pool with is not near you.");
if (GetPlayerWantedLevel(playerid))
return SendError(playerid, "You can't play pool with this person right now, they are wanted");
// if (IsPlayerJailed(targetid))
// return SendError(playerid, "You can't play pool with this person right now, they are currently in jail.");
p_PoolSender[ targetid ] = playerid;
p_PoolReciever[ playerid ] = targetid;
p_PoolID[ targetid ] = id;
SendClientMessageFormatted(playerid, -1, ""COL_POOL"[SERVER]{FFFFFF} You have sent a pool game invitation to %s(%d)!", ReturnPlayerName(targetid), targetid);
SendClientMessageFormatted(targetid, -1, ""COL_POOL"[SERVER]{FFFFFF} You have recieved a pool game invitation by %s(%d)!", ReturnPlayerName(playerid), playerid);
SendClientMessageFormatted(targetid, -1, ""COL_POOL"[SERVER]{FFFFFF} To accept or decline the invite, use /pool [ACCEPT/DECLINE]");
}
else
{
SendUsage(playerid, "/pool [INVITE/ACCEPT/DECLINE]");
}
return 1;
}
CMD:endgame(playerid)
{
if ( ! IsPlayerAdmin( playerid ) )
return 0;
new iPool = getNearestPoolTable( playerid );
if ( iPool == -1 )
return SendError( playerid, "You must be near a pool table to use this command." );
gameEnd( iPool );
SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]"COL_WHITE" You have force ended the pool game!");
return 1;
}
CMD:play(playerid)
{
new
iPool = getNearestPoolTable( 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;
UpdateDynamic3DTextLabelText(g_poolTableData[ iPool ][ E_LABEL ], -1, sprintf( "{FFDC2E}%s is currently playing a test game.", ReturnPlayerName( playerid )) );
RespawnPoolBalls(iPool, 1);
}
}
else
{
gameEnd(iPool);
}
return 1;
}
/* ** Commands ** */
CMD:addpool(playerid)
{
if ( p_AdminLevel[ playerid ] < 6 )
return SendError( playerid, ADMIN_COMMAND_REJECT );
new Float: x, Float: y, Float: z;
GetPlayerFrontPos(playerid, x, y, z, 2.0);
CreatePoolTable(x, y, z, 0.0, GetPlayerInterior(playerid), GetPlayerVirtualWorld(playerid));
SendClientMessage(playerid, -1, ""COL_PINK"[ADMIN]{FFFFFF} You have created a pool table.");
return 1;
}