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New .inc SourcePawn samples
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246
samples/SourcePawn/Check.inc
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246
samples/SourcePawn/Check.inc
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// Checkpoint Manager
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// (c) João Pedro Lopes, All right's reserved
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//
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// Feel free to change any line above, as long as you post the 'fix' / 'patch' at the forum
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// and send a copy to jplopes@live.com.pt
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/* natives
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native CreateCheckpoint(ownerid, chpid, Float:posX, Float:posY, Float:posZ, Float:size); // Creates a checkpoint
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native SetCheckpointInterior(chpid, interiorid); // Changes the checkpoint interior
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native SetCheckpointVirtualWorld(chpid, VirtualWorldID); // Changes the Checkpoint vWorld
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native ToggleCheckpointActive(chpid, bool:active); // Deactivates / Activates the checkpoint
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native ChangeCheckpointOwner(chpid, owner); // Change the checkpoint owner
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native RemoveCheckpoint(chpid); // Removes the specified checkpoint
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native StartCheckpointSeeking(); // Starts seeking for each individual
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native StopCheckpointSeeking(); // Stops the system
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native VerifyCheckpoint(playerid); // Place this at OnPlayerEnterCheckpoint
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*/
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// Function Forwards
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forward public OnCheckpointEnter(playerid, checkpointid);
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#if defined _CHECKPOINT_MANAGER_INCLUDED
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#endinput
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#endif
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#define _CHECKPOINT_MANAGER_INCLUDED
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#pragma library CheckpointManager
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#include <a_samp>
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#define MAX_CHECKPOINTS 200
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#define CHECKPOINT_SEEKER_DELAY 300
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#define GLOBAL_OWNER_ID -1
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// CHECKPOINT ENUMERATION
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enum _checkpointEnum{
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_chp_populated, // Is this slot of the memory populated?
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_chp_id, // The ID of the checkpoint
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_chp_owner, // The ID of the player who this checkpoint is visible too
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Float:_chp_posX, // The X position of this checkpoint
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Float:_chp_posY, // The Y position of this checkpoint
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Float:_chp_posZ, // The Z position of this checkpoint
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Float:_chp_size, // The checkpoint size
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Float:_chp_viewDistance, // The checkpoint view distance
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bool:_chp_active, // Is this checkpoint active?
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_chp_interior_id, // The interior id of this checkpoint
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_chp_world_id // The world id of this checkpoint
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};
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// DATA ARRAYS
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new _checkpoints[MAX_CHECKPOINTS][_checkpointEnum];
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new _p_VisibleCheckpoint[MAX_PLAYERS];
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new _chp_manager_timer_id;
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// DATA VARIABLES
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new _totalCheckpoints;
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// --------------------------------------------------------------------------------------------------------
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// Creates a new checkpoint with some initial data
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stock CreateCheckpoint(__ownerid, __chpid, Float:__posX, Float:__posY, Float:__posZ, Float:__size){
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// Max checkpoint reached?
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if(_totalCheckpoints == MAX_CHECKPOINTS) return 0;
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// First checkpoint? Setting everything to unpopulated
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if(!_totalCheckpoints){
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for(new i; i < MAX_PLAYERS; i++) _p_VisibleCheckpoint[i] = -1;
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for(new i; i < MAX_CHECKPOINTS; i++){
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_checkpoints[i][_chp_populated] = false;
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}
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// Sending the Initialization Info
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printf("[Checkpoint Manager : Version 0.1.1b] System Initialized...", __chpid);
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}
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// Getting the first open slot
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new _slot;
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for(new i = 0; i < MAX_CHECKPOINTS; i++){
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if(!_checkpoints[i][_chp_populated]){
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_slot = i;
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break;
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}
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}
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// Adding the new checkpoint
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_checkpoints[_slot][_chp_populated] = true;
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_checkpoints[_slot][_chp_id] = __chpid;
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_checkpoints[_slot][_chp_owner] = __ownerid;
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_checkpoints[_slot][_chp_posX] = __posX;
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_checkpoints[_slot][_chp_posY] = __posY;
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_checkpoints[_slot][_chp_posZ] = __posZ;
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_checkpoints[_slot][_chp_size] = __size;
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_checkpoints[_slot][_chp_viewDistance] = 50.0;
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_checkpoints[_slot][_chp_active] = true;
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_checkpoints[_slot][_chp_interior_id] = 0;
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_checkpoints[_slot][_chp_world_id] = 0;
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printf("[Checkpoint Manager] Checkpoint created (%d) at slot %d", __chpid, _slot);
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printf("Checkpoint Position: { %f, %f, %f }", _checkpoints[_slot][_chp_posX], _checkpoints[_slot][_chp_posY], _checkpoints[_slot][_chp_posZ]);
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_totalCheckpoints++;
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return 1;
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}
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//---------------------------------------------------------------------------------------------
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stock SetCheckpointInterior(__chpid, __interiorid){
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new _slot = __ChpSlotByID(__chpid);
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if(_slot > -1){
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// Valid slot?
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_checkpoints[_slot][_chp_interior_id] = __interiorid;
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------------------------
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stock SetCheckpointVirtualWorld(__chpid, __virtual_world_id){
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new _slot = __ChpSlotByID(__chpid);
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if(_slot > -1){
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_checkpoints[_slot][_chp_world_id] = __virtual_world_id;
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return 1;
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}
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return 0;
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}
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stock ToggleCheckpointActive(__chpid, bool:__active){
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new _slot = __ChpSlotByID(__chpid);
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if(_slot > -1){
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_checkpoints[_slot][_chp_active] = __active;
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return 1;
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}
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return 0;
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}
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stock ChangeCheckpointOwner(__chpid, __owner){
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new _slot = __ChpSlotByID(__chpid);
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if(_slot > -1){
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_checkpoints[_slot][_chp_owner] = __owner;
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return 1;
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}
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return 0;
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}
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stock RemoveCheckpoint(__chpid){
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new _slot = __ChpSlotByID(__chpid);
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if(_slot > -1){
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// Deleting the checkpoint
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_checkpoints[_slot][_chp_populated] = false;
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_checkpoints[_slot][_chp_id] = -1;
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_checkpoints[_slot][_chp_owner] = 255;
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_checkpoints[_slot][_chp_posX] = -1;
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_checkpoints[_slot][_chp_posY] = -1;
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_checkpoints[_slot][_chp_posZ] = -1;
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_checkpoints[_slot][_chp_size] = -1;
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_checkpoints[_slot][_chp_viewDistance] = -1;
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_checkpoints[_slot][_chp_active] = false;
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_checkpoints[_slot][_chp_interior_id] = -1;
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_checkpoints[_slot][_chp_world_id] = -1;
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_totalCheckpoints--;
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printf("\n[Checkpoint Manager] Checkpoint removed (ID: %d)", __chpid);
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------------------------
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// Gets the checkpoint slot by id
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stock __ChpSlotByID(__chpid){
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for(new i; i < MAX_CHECKPOINTS; i++){
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if(_checkpoints[i][_chp_id] == __chpid) return i;
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}
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return -1;
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}
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forward CheckpointSeeker();
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stock StartCheckpointSeeking(){
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_chp_manager_timer_id = SetTimer("CheckpointSeeker", CHECKPOINT_SEEKER_DELAY, 1);
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return 1;
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}
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stock StopCheckpointSeeking(){
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KillTimer(_chp_manager_timer_id);
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return 1;
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}
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public CheckpointSeeker(){
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new Float:__posX, Float:__posY, Float:__posZ;
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new __interior;
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new __virtualWorld;
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for(new i; i < MAX_PLAYERS; i++)
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{
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if(!IsPlayerConnected(i)) continue;
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GetPlayerPos(i, Float:__posX, Float:__posY, Float:__posZ);
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// Is the player near a checkpoint?
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if(_p_VisibleCheckpoint[i] > -1)
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{
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// If the player is no longer near that point
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if(__posX < (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posX] - _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
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|| __posX > (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posX] + _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
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|| __posY < (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posY] - _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
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|| __posY > (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posY] + _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])){
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DisablePlayerCheckpoint(i);
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_p_VisibleCheckpoint[i] = -1;
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}
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}
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else
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{
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// Getting the player Interior and virtual world
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__interior = GetPlayerInterior(i);
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__virtualWorld = GetPlayerVirtualWorld(i);
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// Looking for a new checkpoint
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for(new j = 0; j < MAX_CHECKPOINTS; j++){
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if(!_checkpoints[j][_chp_populated]) continue;
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if((_checkpoints[j][_chp_owner] != i) && (_checkpoints[j][_chp_owner] != -1)) continue;
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if(_checkpoints[j][_chp_interior_id] != __interior) continue;
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if(_checkpoints[j][_chp_world_id] != __virtualWorld) continue;
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if(__posX > (_checkpoints[j][_chp_posX] - _checkpoints[j][_chp_viewDistance])
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&& __posX < (_checkpoints[j][_chp_posX] + _checkpoints[j][_chp_viewDistance])
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&& __posY > (_checkpoints[j][_chp_posY] - _checkpoints[j][_chp_viewDistance])
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&& __posY < (_checkpoints[j][_chp_posY] + _checkpoints[j][_chp_viewDistance])){
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SetPlayerCheckpoint(i, _checkpoints[j][_chp_posX], _checkpoints[j][_chp_posY], _checkpoints[j][_chp_posZ], _checkpoints[j][_chp_size]);
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_p_VisibleCheckpoint[i] = j;
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break;
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}
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}
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}
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}
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return 1;
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}
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stock VerifyCheckpoint(__playerid){
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if(_p_VisibleCheckpoint[__playerid] >= 0){
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OnCheckpointEnter(__playerid, _checkpoints[_p_VisibleCheckpoint[__playerid]][_chp_id]);
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return 1;
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}
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return 0;
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}
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