sfcnr/gamemodes/irresistible/cnr/features/pool.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Steven Howard, Lorenc Pekaj
* Module: cnr/features/pool.pwn
* Purpose: pool minigame
*/
/* ** Includes ** */
#include < YSI\y_hooks >
#include < physics >
/* ** 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 POOL_FEE_RATE 0.02
#define MAX_POOL_TABLES 32
#define MAX_POOL_BALLS (16) // do not modify
//#define DIALOG_POOL_WAGER 3284
/* ** 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_SKINS {
E_SKIN_DEFAULT,
E_SKIN_WOOD_PURPLE,
E_SKIN_WOOD_GREEN,
E_SKIN_GOLD_GREEN,
E_SKIN_WOOD_BLUE,
E_SKIN_LWOOD_GREEN
};
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[ MAX_POOL_BALLS ] [ 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_POCKETED[ 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 ],
bool: E_EXTRA_SHOT, bool: E_CUE_POCKETED,
E_WAGER, bool: E_READY, E_CUEBALL_AREA,
Float: E_POWER, E_DIRECTION,
E_TABLE, Text3D: E_LABEL,
}
new
g_poolTableData [ MAX_POOL_TABLES ] [ E_POOL_TABLE_DATA ],
g_poolBallData [ MAX_POOL_TABLES ] [ E_POOL_BALL_DATA ],
p_PoolID [ MAX_PLAYERS ] = { -1, ... },
bool: p_isPlayingPool [ MAX_PLAYERS char ],
bool: p_PoolChalking [ MAX_PLAYERS char ],
bool: p_PoolCameraBirdsEye [ MAX_PLAYERS char ],
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_POOL_TABLES >,
Iterator: poolplayers < MAX_POOL_TABLES, MAX_PLAYERS >
;
/* ** Forwards ** */
forward deleteBall ( poolid, ballid );
forward RestoreWeapon ( playerid );
forward RestoreCamera ( playerid );
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( 510.10159, -84.83590, 998.9375, 90.00000, 11, 7 ); // misty's bar
CreatePoolTable( 506.48441, -84.83590, 998.9375, 90.00000, 11, 7 ); // misty's bar
// custom pool tables
CreatePoolTable( -1019.264, 1045.7419, 1.763000, 0.000000, 0, 0, E_SKIN_WOOD_PURPLE ); // panther
CreatePoolTable( 1999.0837, 1888.4924, 84.22465, 0.000000, VISAGE_APARTMENT_INT, VISAGE_APARTMENT_WORLD[ 1 ], E_SKIN_GOLD_GREEN ); // banging7grams
CreatePoolTable( 2005.2181, 1891.0632, 84.22465, 90.00000, VISAGE_APARTMENT_INT, VISAGE_APARTMENT_WORLD[ 7 ], E_SKIN_WOOD_GREEN ); // nibble
CreatePoolTable( -2087.757, 845.72698, 76.36699, 90.00000, 0, 0, E_SKIN_WOOD_BLUE ); // Stev
CreatePoolTable( -2880.332, 56.208999, 8.521999, 0.000000, 0, 0, E_SKIN_LWOOD_GREEN ); // Kova
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 );
RemoveBuildingForPlayer( playerid, 2964, 510.1016, -84.8359, 997.9375, 9999.9 );
return 1;
}
hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
{
if ( dialogid == DIALOG_POOL_WAGER )
{
new
poolid = p_PoolID[ playerid ];
if ( poolid == -1 ) {
return SendError( playerid, "Unable to identify pool table. Please enter the pool table again." );
}
new
wager_amount = strval( inputtext );
if ( response && wager_amount > 0 )
{
if ( wager_amount > GetPlayerCash( playerid ) ) {
ShowPlayerDialog( playerid, DIALOG_POOL_WAGER, DIALOG_STYLE_INPUT, "{FFFFFF}Pool Wager", "{FFFFFF}Please specify the minimum entry fee for the table:\n\n"COL_RED"You do not have this much money!", "Set", "No" );
} else {
GivePlayerCash( playerid, -wager_amount );
g_poolTableData[ poolid ] [ E_WAGER ] = wager_amount;
g_poolTableData[ poolid ] [ E_READY ] = true;
Pool_SendTableMessage( poolid, -1, ""COL_GREY"-- "COL_WHITE" %s(%d) has set the pool wager to %s!", ReturnPlayerName( playerid ), playerid, cash_format( wager_amount ) );
UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, sprintf( "" # COL_GREY "Pool Table\n"COL_GREEN"Press ENTER To Join %s(%d)\n"COL_RED"%s Entry", ReturnPlayerName( playerid ), playerid, cash_format( wager_amount ) ) );
}
return 1;
}
else
{
g_poolTableData[ poolid ] [ E_WAGER ] = 0;
g_poolTableData[ poolid ] [ E_READY ] = true;
Pool_SendTableMessage( poolid, -1, ""COL_GREY"-- "COL_WHITE" %s(%d) has set the pool wager to FREE!", ReturnPlayerName( playerid ), playerid );
UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, sprintf( "" # COL_GREY "Pool Table\n"COL_GREEN"Press ENTER To Join %s(%d)", ReturnPlayerName( playerid ), playerid ) );
}
}
return 1;
}
hook OnPlayerUpdateEx( playerid )
{
new
poolid = p_PoolID[ playerid ];
if ( IsPlayerPlayingPool( playerid ) && poolid != -1 )
{
new
Float: distance_to_table = GetPlayerDistanceFromPoint( playerid, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] );
if ( distance_to_table >= 25.0 )
{
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has been kicked from the table [Reason: Out Of Range]", ReturnPlayerName( playerid ), playerid );
return Pool_RemovePlayer( playerid ), 1;
}
}
return 1;
}
hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{
new Float: pooltable_distance = 99999.99;
new poolid = Pool_GetClosestTable( playerid, pooltable_distance );
if ( poolid != -1 && pooltable_distance < 2.5 )
{
if ( g_poolTableData[ poolid ] [ E_STARTED ] )
{
// quit table
if ( HOLDING( KEY_SECONDARY_ATTACK ) && IsPlayerPlayingPool( playerid ) ) {
if ( PRESSED( KEY_CROUCH ) ) {
HidePlayerHelpDialog( playerid );
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %s(%d) has left the table", ReturnPlayerName( playerid ), playerid );
return Pool_RemovePlayer( playerid );
} else {
return GameTextForPlayer( playerid, "~w~and now...~n~~w~ press ~r~~k~~PED_DUCK~~w~ to exit", 3500, 3 ), 1;
}
}
// make pressing key fire annoying
if ( RELEASED( KEY_FIRE ) && g_poolTableData[ poolid ] [ E_AIMER ] != playerid && ! p_PoolChalking{ playerid } )
{
// reset anims of player
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, 1, 1, 1, 0, 1 );
SetTimerEx( "PlayPoolSound", 1400, false, "dd", playerid, 31807 );
SetTimerEx( "RestoreWeapon", 3500, false, "d", playerid );
}
else
{
ClearAnimations( playerid );
}
// reset ball positions just in-case they hit it
if ( Pool_AreBallsStopped( poolid ) ) {
Pool_ResetBallPositions( poolid );
}
return 1;
}
// begin gameplay stuff
if ( IsPlayerPlayingPool( playerid ) && p_PoolID[ playerid ] == poolid )
{
if ( RELEASED( KEY_JUMP ) )
{
if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid )
{
p_PoolCameraBirdsEye{ playerid } = ! p_PoolCameraBirdsEye{ playerid };
Pool_UpdatePlayerCamera( playerid, poolid );
}
}
if ( RELEASED( KEY_HANDBRAKE ) )
{
if ( Pool_AreBallsStopped( poolid ) )
{
if ( g_poolTableData[ poolid ] [ E_AIMER ] != playerid )
{
if ( g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ] != playerid ) {
return SendPoolMessage( playerid, "It is not your turn. Please wait." );
}
if ( g_poolTableData[ poolid ] [ E_CUE_POCKETED ] ) {
return SendPoolMessage( playerid, "You can aim the cue as soon as you place the cue ball." );
}
if ( ! p_PoolChalking{ playerid } && g_poolTableData[ poolid ] [ E_AIMER ] == -1 )
{
new Float:X, Float:Y, Float:Z,
Float:Xa, Float:Ya, Float:Za,
Float:x, Float:y;
GetPlayerPos( playerid, X, Y, Z );
if ( Z > g_poolTableData[ poolid ] [ E_Z ] + 0.5 ) {
return SendPoolMessage( playerid, "Lower yourself from the table." );
}
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 < 2.0 && Z < 999.5 )
{
new
Float: poolrot = atan2( Ya - Y, Xa - X ) - 90.0;
TogglePlayerControllable( playerid, false );
p_PoolAngle[ playerid ] [ 0 ] = poolrot;
p_PoolAngle[ playerid ] [ 1 ] = poolrot;
SetPlayerArmedWeapon( playerid, 0 );
Pool_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 );
if ( distance_to_ball < 1.20 ) {
distance_to_ball = 1.20;
}
Pool_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 {
ApplyAnimation( playerid, "POOL", "POOL_Long_Start", 4.1, 0, 1, 1, 1, 1, 1 );
}
g_poolTableData[ poolid ] [ E_AIMER ] = playerid;
g_poolTableData[ poolid ] [ E_POWER ] = 1.0;
g_poolTableData[ poolid ] [ E_DIRECTION ] = 0;
Pool_UpdatePlayerCamera( playerid, poolid );
Pool_UpdateScoreboard( poolid );
TextDrawShowForPlayer( playerid, g_PoolTextdraw );
ShowPlayerProgressBar( playerid, g_PoolPowerBar[playerid] );
}
}
}
else
{
TogglePlayerControllable( playerid, true );
GivePlayerWeapon( playerid, 7, 1 );
ClearAnimations( playerid );
SetCameraBehindPlayer( playerid );
ApplyAnimation( playerid, "CARRY", "crry_prtial", 4.0, 0, 1, 1, 0, 0 );
TextDrawHideForPlayer( playerid, g_PoolTextdraw );
HidePlayerProgressBar( playerid, g_PoolPowerBar[playerid] );
g_poolTableData[ poolid ] [ E_AIMER ] = -1;
DestroyObject( g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] );
g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1;
}
}
}
if ( RELEASED( KEY_FIRE ) )
{
if ( g_poolTableData[ poolid ] [ E_AIMER ] == playerid )
{
new Float: ball_x, Float: ball_y, Float: ball_z;
g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] --;
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 );
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 );
}
new Float: 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 ] );
g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1;
GivePlayerWeapon( playerid, 7, 1 );
}
else ClearAnimations( playerid );
}
}
}
else
{
if ( PRESSED( KEY_SECONDARY_ATTACK ) )
{
if ( IsPlayerPlayingPool( playerid ) && Iter_Contains( poolplayers< poolid >, playerid ) )
{
HidePlayerHelpDialog( playerid );
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %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 ) )
{
if ( pool_player_count == 1 && ! g_poolTableData[ poolid ] [ E_READY ] ) {
return SendError( playerid, "This pool table is not ready to play." );
}
new
entry_fee = g_poolTableData[ poolid ] [ E_WAGER ];
if ( GetPlayerCash( playerid ) < entry_fee && g_poolTableData[ poolid ] [ E_READY ] ) {
return SendError( playerid, "You need %s to join this pool table.", cash_format( entry_fee ) );
}
// add to table
Iter_Add( poolplayers< poolid >, playerid );
// reset variables
p_isPlayingPool{ playerid } = true;
p_PoolID[ playerid ] = poolid;
// deduct cash
if ( g_poolTableData[ poolid ] [ E_READY ] ) {
GivePlayerCash( playerid, -entry_fee );
}
// 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, "-- "COL_WHITE" %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 );
Pool_RespawnBalls( poolid );
}
else
{
g_poolTableData[ poolid ] [ E_WAGER ] = 0;
g_poolTableData[ poolid ] [ E_READY ] = false;
ShowPlayerDialog( playerid, DIALOG_POOL_WAGER, DIALOG_STYLE_INPUT, "{FFFFFF}Pool Wager", "{FFFFFF}Please specify the minimum entry fee for the table:", "Set", "No Fee" );
ShowPlayerHelpDialog( playerid, 0, "~y~~h~~k~~PED_LOCK_TARGET~ ~w~- Aim Cue~n~~y~~h~~k~~PED_FIREWEAPON~ ~w~- Shoot Cue~n~~y~~h~~k~~PED_JUMPING~ ~w~- Camera Mode~n~~y~~h~~k~~VEHICLE_ENTER_EXIT~ ~w~- Exit Game~n~~n~~r~~h~Waiting for 1 more player..." );
UpdateDynamic3DTextLabelText( g_poolTableData[ poolid ] [ E_LABEL ], -1, sprintf( "" # COL_GREY "Pool Table\n"COL_ORANGE"... Waiting For %s(%d) ...", ReturnPlayerName( playerid ), playerid ) );
Pool_SendTableMessage( poolid, COLOR_GREY, "-- "COL_WHITE" %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;
RestoreCamera( playerid );
//HidePlayerHelpDialog( playerid );
// 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 ] )
{
// ... if there's only 1 guy in the table might as well declare him winner
if ( Iter_Count( poolplayers< poolid > ) )
{
new
replacement_winner = Iter_First( poolplayers< poolid > );
Pool_OnPlayerWin( poolid, replacement_winner );
}
return Pool_EndGame( poolid );
}
else
{
// no players and is a ready table, then refund
if ( ! Iter_Count( poolplayers< poolid > ) && g_poolTableData[ poolid ] [ E_READY ] )
{
GivePlayerCash( playerid, g_poolTableData[ poolid ] [ E_WAGER ] );
g_poolTableData[ poolid ] [ E_READY ] = false;
g_poolTableData[ poolid ] [ E_WAGER ] = 0;
}
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, E_POOL_SKINS: skin = E_SKIN_DEFAULT )
{
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
poolid = Iter_Free( pooltables );
if ( poolid != ITER_NONE )
{
new
Float: x_vertex[ 4 ], Float: y_vertex[ 4 ];
Iter_Add( pooltables, poolid );
g_poolTableData[ poolid ] [ E_X ] = X;
g_poolTableData[ poolid ] [ E_Y ] = Y;
g_poolTableData[ poolid ] [ E_Z ] = Z;
g_poolTableData[ poolid ] [ E_ANGLE ] = A;
g_poolTableData[ poolid ] [ E_INTERIOR ] = interior;
g_poolTableData[ poolid ] [ E_WORLD ] = world;
g_poolTableData[ poolid ] [ E_TABLE ] = CreateDynamicObject( 2964, X, Y, Z - 1.0, 0.0, 0.0, A, .interiorid = interior, .worldid = world, .priority = 9999 );
g_poolTableData[ poolid ] [ E_LABEL ] = CreateDynamic3DTextLabel( DEFAULT_POOL_STRING, COLOR_GREY, X, Y, Z, 10.0, .interiorid = interior, .worldid = world, .priority = 9999 );
Pool_RotateXY( -0.964, -0.51, A, x_vertex[ 0 ], y_vertex[ 0 ] );
Pool_RotateXY( -0.964, 0.533, A, x_vertex[ 1 ], y_vertex[ 1 ] );
Pool_RotateXY( 0.976, -0.51, A, x_vertex[ 2 ], y_vertex[ 2 ] );
Pool_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 );
// create boundary for replacing the cueball
new Float: vertices[ 4 ];
Pool_RotateXY( 0.94, 0.48, g_poolTableData[ poolid ] [ E_ANGLE ], vertices[ 0 ], vertices[ 1 ] );
Pool_RotateXY( -0.94, -0.48, g_poolTableData[ poolid ] [ E_ANGLE ], vertices[ 2 ], vertices[ 3 ] );
vertices[ 0 ] += g_poolTableData[ poolid ] [ E_X ], vertices[ 2 ] += g_poolTableData[ poolid ] [ E_X ];
vertices[ 1 ] += g_poolTableData[ poolid ] [ E_Y ], vertices[ 3 ] += g_poolTableData[ poolid ] [ E_Y ];
g_poolTableData[ poolid ] [ E_CUEBALL_AREA ] = CreateDynamicRectangle( vertices[ 2 ], vertices[ 3 ], vertices[ 0 ], vertices[ 1 ], .interiorid = interior, .worldid = world );
// skins
if ( skin == E_SKIN_WOOD_PURPLE ) // Panther
{
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 1, 8401, "vgshpground", "dirtywhite", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 2, 11631, "mp_ranchcut", "mpCJ_WOOD_DARK", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 3, 11631, "mp_ranchcut", "mpCJ_WOOD_DARK", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 4, 11631, "mp_ranchcut", "mpCJ_WOOD_DARK", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 0, 10375, "subshops_sfs", "ws_white_wall1", -10072402 );
}
else if ( skin == E_SKIN_GOLD_GREEN )
{
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 0, 1273, "icons3", "greengrad32", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 1, 946, "bskball_standext", "drkbrownmetal", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 2, 8463, "vgseland", "tiadbuddhagold", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 3, 8463, "vgseland", "tiadbuddhagold", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 4, 8463, "vgseland", "tiadbuddhagold", 0 );
}
else if ( skin == E_SKIN_WOOD_GREEN )
{
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 0, 1273, "icons3", "greengrad32", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 1, 8401, "vgshpground", "dirtywhite", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 2, 11631, "mp_ranchcut", "mpCJ_WOOD_DARK", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 3, 11631, "mp_ranchcut", "mpCJ_WOOD_DARK", 0 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 4, 11631, "mp_ranchcut", "mpCJ_WOOD_DARK", 0 );
}
else if ( skin == E_SKIN_WOOD_BLUE )
{
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 4, 11100, "bendytunnel_sfse", "blackmetal", -16 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 3, 11100, "bendytunnel_sfse", "blackmetal", -16 );
}
else if ( skin == E_SKIN_LWOOD_GREEN )
{
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 0, 10375, "subshops_sfs", "ws_white_wall1", -11731124 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 3, 16150, "ufo_bar", "sa_wood07_128", -16 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 4, 16150, "ufo_bar", "sa_wood07_128", -16 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 1, 9362, "sfn_byofficeint", "CJ_Black_metal", -16 );
SetDynamicObjectMaterial( g_poolTableData[ poolid ] [ E_TABLE ], 2, 8463, "vgseland", "tiadbuddhagold", -16 );
}
#if defined POOL_DEBUG
ReloadPotTestLabel( 0, poolid );
/*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 poolid;
}
stock Pool_GetClosestTable( 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 Pool_RespawnBalls( 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 ] );
g_poolTableData[ poolid ] [ E_AIMER_OBJECT ] = -1;
//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
Pool_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_BALL_OBJECT ] [ i ] != -1 ) {
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(
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
Pool_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 Pool_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_POCKETED ] [ ballid ] = false;
}
stock Pool_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 Pool_AreBallsStopped( poolid )
{
new
balls_not_moving = 0;
for ( new i = 0; i < 16; i ++ ) if ( g_poolBallData[ poolid ] [ E_POCKETED ] [ i ] || ! PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ) ) {
balls_not_moving ++;
}
return balls_not_moving >= 16;
}
stock Pool_GetXYInFrontOfPos( Float: xx, Float: yy, Float: a, &Float: x2, &Float: y2, Float: distance )
{
x2 = xx + ( distance * floatsin( -a, degrees ) );
y2 = yy + ( distance * floatcos( -a, degrees ) );
}
stock Pool_IsBallInHole( poolid, objectid )
{
new
Float: hole_x, Float: hole_y;
for ( new i = 0; i < sizeof( g_poolPotOffsetData ); i ++ )
{
// rotate offsets according to table
Pool_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 ( Pool_IsObjectAtPos( 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 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;
RestoreCamera( i );
}
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;
g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false;
g_poolTableData[ poolid ] [ E_READY ] = false;
g_poolTableData[ poolid ] [ E_WAGER ] = 0;
g_poolTableData[ poolid ] [ E_CUE_POCKETED ] = false;
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 ] );
DestroyObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] );
g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] = -1;
}
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 Pool_IsObjectAtPos( 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 1;
}
if ( ! Iter_Count( poolplayers< poolid > ) ) {
Pool_EndGame( poolid );
return 1;
}
new Float: Xa, Float: Ya, Float: Za;
new Float: X, Float: Y, Float: Z;
new keys, ud, lr;
if ( g_poolTableData[ poolid ] [ E_CUE_POCKETED ] )
{
new
playerid = g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ];
GetPlayerKeys( playerid, keys, ud, lr );
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], X, Y, Z );
if ( ud == KEY_UP ) Y += 0.01;
else if ( ud == KEY_DOWN ) Y -= 0.01;
if ( lr == KEY_LEFT ) X -= 0.01;
else if ( lr == KEY_RIGHT ) X += 0.01;
// set position only if it is within boundaries
if ( IsPointInDynamicArea( g_poolTableData[ poolid ] [ E_CUEBALL_AREA ], X, Y, 0.0 ) ) {
SetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], X, Y, Z );
}
// click to set
if ( keys & KEY_FIRE )
{
// check if we are placing the pool ball near another pool ball
for ( new i = 1; i < MAX_POOL_BALLS; i ++ ) if ( IsValidObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] ) ) {
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ], Xa, Ya, Za );
if ( GetDistanceFromPointToPoint( X, Y, Xa, Ya ) < 0.085 ) {
return GameTextForPlayer( playerid, "~n~~n~~n~~r~~h~Ball too close to other!", 500, 3 );
}
}
// check if ball is close to hole
new
Float: hole_x, Float: hole_y;
for ( new i = 0; i < sizeof( g_poolPotOffsetData ); i ++ )
{
// rotate offsets according to table
Pool_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 ( Pool_IsObjectAtPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], g_poolTableData[ poolid ] [ E_X ] + hole_x , g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ], POCKET_RADIUS ) ) {
return GameTextForPlayer( playerid, "~n~~n~~n~~r~~h~Ball too close to hole!", 500, 3 );
}
}
// reset state
SetCameraBehindPlayer( playerid );
TogglePlayerControllable( playerid, true );
g_poolTableData[ poolid ] [ E_CUE_POCKETED ] = false;
ApplyAnimation( playerid, "CARRY", "crry_prtial", 4.0, 0, 1, 1, 0, 0 );
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has placed the cueball!", ReturnPlayerName( playerid ), playerid );
}
}
else if ( g_poolTableData[ poolid ] [ E_AIMER ] != -1 )
{
new
playerid = g_poolTableData[ poolid ] [ E_AIMER ];
GetPlayerKeys( playerid, keys, ud, lr );
if ( ! ( keys & KEY_FIRE ) )
{
if ( lr )
{
new 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 );
// keep the head out of the point of view
if ( dist < 1.20 ) {
dist = 1.20;
}
if ( AngleInRangeOfAngle( p_PoolAngle[ playerid ] [ 1 ], newrot, 30.0 ) )
{
p_PoolAngle[ playerid ] [ 0 ] = newrot;
Pool_UpdatePlayerCamera( playerid, poolid );
Pool_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 );
Pool_GetXYInFrontOfPos( Xa, Ya, newrot + 180 - 5.0, x, y, dist ); // offset 5 degrees
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 ] = 99.0;
}
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 ] || g_poolTableData[ poolid ] [ E_FOULS ] || g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] ) && Pool_AreBallsStopped( poolid ) ) {
Pool_QueueNextPlayer( poolid, current_player );
SetTimerEx( "RestoreCamera", 800, 0, "d", current_player );
}
return 1;
}
public RestoreCamera( 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 )
{
if ( g_poolBallData[ poolid ] [ E_POCKETED ] [ ballid ] && g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ ballid ] != -1 )
{
PHY_DeleteObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ ballid ] );
DestroyObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ ballid ] );
g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ ballid ] = -1;
}
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 )
{
new
poolball_index = GetPoolBallIndexFromModel( GetObjectModel( objectid ) );
if ( poolball_index == -1 ) {
return 1;
}
foreach ( new poolid : pooltables ) if ( g_poolTableData[ poolid ] [ E_STARTED ] )
{
if ( objectid == g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] && ! g_poolBallData[ poolid ] [ E_POCKETED ] [ poolball_index ] && PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] ) )
{
new
holeid = Pool_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 opposite_player = current_player != first_player ? first_player : second_player;
// 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, -1, ""COL_GREY"-- "COL_WHITE" %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, -1, ""COL_GREY"-- "COL_WHITE" %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~wrong ball", 3000, 3);
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has pocketed the cue ball, %s(%d) will set it!", ReturnPlayerName( current_player ), current_player, ReturnPlayerName( opposite_player ), opposite_player );
// penalty for that
g_poolTableData[ poolid ] [ E_FOULS ] ++;
g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = 0;
g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false;
g_poolTableData[ poolid ] [ E_CUE_POCKETED ] = true;
}
else if ( g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_8BALL )
{
g_poolTableData[ poolid ] [ E_BALLS_SCORED ] ++;
// restore player camera
RestoreCamera( current_player );
// check if valid shot
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_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_OnPlayerWin( poolid, opposite_player );
}
else
{
p_PoolScore[ current_player ] ++;
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 ] )
{
p_PoolScore[ opposite_player ] += 1;
GameTextForPlayer( current_player, "~n~~n~~n~~r~wrong ball", 3000, 3);
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %s(%d) has wrongly pocketed %s %s, instead of %s!", ReturnPlayerName( current_player ), current_player, g_poolBallOffsetData[ poolball_index ] [ E_BALL_TYPE ] == E_STRIPED ? ( "Striped" ) : ( "Solid" ), g_poolBallOffsetData[ poolball_index ] [ E_BALL_NAME ], 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;
g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = false;
}
else
{
p_PoolScore[ current_player ] ++;
GameTextForPlayer( current_player, "~n~~n~~n~~g~+1 score", 3000, 3);
Pool_SendTableMessage( poolid, -1, "{2DD9A9} * * %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
g_poolTableData[ poolid ] [ E_SHOTS_LEFT ] = g_poolTableData[ poolid ] [ E_FOULS ] > 0 ? 0 : 1;
g_poolTableData[ poolid ] [ E_EXTRA_SHOT ] = true;
}
// mark final target hole
if ( ( p_PoolScore[ first_player ] == 7 && p_PoolHoleGuide[ first_player ] == -1 ) || ( p_PoolScore[ second_player ] == 7 && p_PoolHoleGuide[ second_player ] == -1 ) )
{
foreach ( new player_being_marked : poolplayers< poolid > ) if ( p_PoolScore[ player_being_marked ] == 7 && p_PoolHoleGuide[ player_being_marked ] == -1 )
{
new
opposite_holeid = g_poolHoleOpposite[ holeid ];
Pool_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." );
Streamer_Update( player_being_marked );
}
}
}
// rotate hole offsets according to table
Pool_RotateXY( g_poolPotOffsetData[ holeid ] [ 0 ], g_poolPotOffsetData[ holeid ] [ 1 ], g_poolTableData[ poolid ] [ E_ANGLE ], hole_x, hole_y );
// move object into the pocket
new move_speed = MoveObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ], g_poolTableData[ poolid ] [ E_X ] + hole_x, g_poolTableData[ poolid ] [ E_Y ] + hole_y, g_poolTableData[ poolid ] [ E_Z ] - 0.5, 1.0);
// mark ball as pocketed
g_poolBallData[ poolid ] [ E_POCKETED ] [ poolball_index ] = true;
// delete it anyway
SetTimerEx( "deleteBall", move_speed + 100, false, "dd", poolid, poolball_index );
// update scoreboard
Pool_UpdateScoreboard( poolid );
PlayerPlaySound( current_player, 31803, 0.0, 0.0, 0.0 );
}
return 1;
}
}
return 1;
}
stock Pool_OnPlayerWin( poolid, winning_player )
{
if ( ! IsPlayerConnected( winning_player ) && ! IsPlayerNPC( winning_player ) )
return 0;
new
win_amount = floatround( float( g_poolTableData[ poolid ] [ E_WAGER ] ) * ( 1 - POOL_FEE_RATE ) * 2.0 );
// restore camera
RestoreCamera( winning_player );
GivePlayerCash( winning_player, win_amount );
// winning player
Pool_SendTableMessage( poolid, -1, "{9FCF30}****************************************************************************************");
Pool_SendTableMessage( poolid, -1, "{9FCF30}Player {FF8000}%s {9FCF30}has won the game!", ReturnPlayerName( winning_player ) );
Pool_SendTableMessage( poolid, -1, "{9FCF30}Prize: {377CC8}%s | -%0.0f%s percent fee", cash_format( win_amount ), win_amount > 0 ? POOL_FEE_RATE * 100.0 : 0.0, "%%");
Pool_SendTableMessage( poolid, -1, "{9FCF30}****************************************************************************************");
return 1;
}
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 );
}
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_EXTRA_SHOT ] = false;
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 ] );
}
// respawn the cue ball if it has been pocketed
if ( g_poolBallData[ poolid ] [ E_POCKETED ] [ 0 ] )
{
new
Float: x, Float: y;
Pool_RotateXY( 0.5, 0.0, g_poolTableData[ poolid ] [ E_ANGLE ], x, y );
// make sure object dont exist
if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] != -1 ) {
PHY_DeleteObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] );
DestroyObject( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ] );
}
// recreate cueball
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 ] - 0.045, 0.0, 0.0, 0.0 );
Pool_InitBalls( poolid, 0 );
// set next player camera
new next_shooter = g_poolTableData[ poolid ] [ E_NEXT_SHOOTER ];
SetPlayerCameraPos( next_shooter, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] + 2.0 );
SetPlayerCameraLookAt( next_shooter, g_poolTableData[ poolid ] [ E_X ], g_poolTableData[ poolid ] [ E_Y ], g_poolTableData[ poolid ] [ E_Z ] );
ApplyAnimation( next_shooter, "POOL", "POOL_Idle_Stance", 3.0, 0, 1, 1, 0, 0, 1 );
TogglePlayerControllable( next_shooter, false );
}
// update turn
Pool_UpdateScoreboard( poolid );
Pool_ResetBallPositions( 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, begining_ball = 0, last_ball = MAX_POOL_BALLS )
{
static Float: last_x, Float: last_y, Float: last_z;
static Float: last_rx, Float: last_ry, Float: last_rz;
for ( new i = begining_ball; i < last_ball; i ++ ) if ( ! g_poolBallData[ poolid ] [ E_POCKETED ] [ 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
if ( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ i ] != -1 ) {
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
Pool_InitBalls( poolid, i );
}
}
hook OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float: fX, Float: fY, Float: fZ )
{
// check if a player shot a pool ball and restore it
if ( hittype == BULLET_HIT_TYPE_OBJECT ) {
new
poolball_index = GetPoolBallIndexFromModel( GetObjectModel( hitid ) );
if ( poolball_index != -1 ) {
foreach ( new poolid : pooltables ) if ( g_poolTableData[ poolid ] [ E_STARTED ] && ( g_poolBallData[ poolid ] [ E_POCKETED ] [ poolball_index ] || ! PHY_IsObjectMoving( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ poolball_index ] ) ) ) {
Pool_ResetBallPositions( poolid, poolball_index, poolball_index + 1 );
break;
}
return 0; // desync the shot
}
}
return 1;
}
stock Pool_UpdatePlayerCamera( playerid, poolid )
{
new
Float: Xa, Float: Ya, Float: Za;
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], Xa, Ya, Za );
if ( ! p_PoolCameraBirdsEye{ playerid } )
{
new
Float: x, Float: y, Float: z;
GetObjectPos( g_poolBallData[ poolid ] [ E_BALL_OBJECT ] [ 0 ], x, y, z );
x += ( 0.675 * floatsin( -p_PoolAngle[ playerid ] [ 0 ] + 180.0, degrees ) );
y += ( 0.675 * floatcos( -p_PoolAngle[ playerid ] [ 0 ] + 180.0, degrees ) );
SetPlayerCameraPos( playerid, x, y, g_poolTableData[ poolid ] [ E_Z ] + DEFAULT_AIM );
SetPlayerCameraLookAt( playerid, Xa, Ya, Za + 0.170 );
}
else
{
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 ] );
}
}
stock IsPlayerPlayingPool( playerid ) {
return p_isPlayingPool{ playerid };
}
/* ** Commands ** */
CMD:endgame(playerid)
{
if ( ! IsPlayerAdmin( playerid ) )
return 0;
new iPool = Pool_GetClosestTable( 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: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_POOL_TABLES][sizeof(g_poolPotOffsetData)];
new potlabels[MAX_POOL_TABLES][sizeof(g_poolPotOffsetData)][36];
CMD:camtest( playerid, params[ ] )
{
new
iPool = Pool_GetClosestTable( 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 = Pool_GetClosestTable( 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;
}
CMD:play(playerid)
{
new
iPool = Pool_GetClosestTable( 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 )) );
Pool_RespawnBalls( iPool );
}
}
else
{
Pool_EndGame( iPool );
}
return 1;
}
#endif