a_samp.inc 14 KB

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  1. /* SA-MP Functions
  2. *
  3. * (c) Copyright 2005-2012, SA-MP Team
  4. *
  5. */
  6. #if defined _samp_included
  7. #endinput
  8. #endif
  9. #define _samp_included
  10. #pragma library samp
  11. #pragma tabsize 4
  12. // Ignores warning 217 for properly indented PAWNO code
  13. // It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
  14. #include <core>
  15. #include <float>
  16. #include <string>
  17. #include <file>
  18. #include <time>
  19. #include <datagram>
  20. #include <a_players>
  21. #include <a_vehicles>
  22. #include <a_objects>
  23. #include <a_sampdb>
  24. // Limits and internal constants
  25. #define MAX_PLAYER_NAME (24)
  26. #define MAX_PLAYERS (500)
  27. #define MAX_VEHICLES (2000)
  28. #define INVALID_PLAYER_ID (0xFFFF)
  29. #define INVALID_VEHICLE_ID (0xFFFF)
  30. #define NO_TEAM (255)
  31. #define MAX_OBJECTS (1000)
  32. #define INVALID_OBJECT_ID (0xFFFF)
  33. #define MAX_GANG_ZONES (1024)
  34. #define MAX_TEXT_DRAWS (2048)
  35. #define MAX_PLAYER_TEXT_DRAWS (256)
  36. #define MAX_MENUS (128)
  37. #define MAX_3DTEXT_GLOBAL (1024)
  38. #define MAX_3DTEXT_PLAYER (1024)
  39. #define MAX_PICKUPS (4096)
  40. #define INVALID_MENU (0xFF)
  41. #define INVALID_TEXT_DRAW (0xFFFF)
  42. #define INVALID_GANG_ZONE (-1)
  43. #define INVALID_3DTEXT_ID (0xFFFF)
  44. // --------------------------------------------------
  45. // Natives
  46. // --------------------------------------------------
  47. // Util
  48. native print(const string[]);
  49. native printf(const format[], {Float,_}:...);
  50. native format(output[], len, const format[], {Float,_}:...);
  51. native SendClientMessage(playerid, color, const message[]);
  52. native SendClientMessageToAll(color, const message[]);
  53. native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
  54. native SendPlayerMessageToAll(senderid, const message[]);
  55. native SendDeathMessage(killer,killee,weapon);
  56. native GameTextForAll(const string[],time,style);
  57. native GameTextForPlayer(playerid,const string[],time,style);
  58. native SetTimer(funcname[], interval, repeating);
  59. native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
  60. native KillTimer(timerid);
  61. native GetTickCount();
  62. native GetMaxPlayers();
  63. native CallRemoteFunction(const function[], const format[], {Float,_}:...);
  64. native CallLocalFunction(const function[], const format[], {Float,_}:...);
  65. native Float:asin(Float:value);
  66. native Float:acos(Float:value);
  67. native Float:atan(Float:value);
  68. native Float:atan2(Float:x, Float:y);
  69. // Game
  70. native SetGameModeText(const string[]);
  71. native SetTeamCount(count);
  72. native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  73. native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  74. native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
  75. native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
  76. native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
  77. native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
  78. native DestroyPickup(pickup);
  79. native ShowNameTags(show);
  80. native ShowPlayerMarkers(mode);
  81. native GameModeExit();
  82. native SetWorldTime(hour);
  83. native GetWeaponName(weaponid, const weapon[], len);
  84. native EnableTirePopping(enable);
  85. native AllowInteriorWeapons(allow);
  86. native SetWeather(weatherid);
  87. native SetGravity(Float:gravity);
  88. native AllowAdminTeleport(allow);
  89. native SetDeathDropAmount(amount);
  90. native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
  91. native EnableZoneNames(enable);
  92. native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
  93. native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
  94. native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
  95. native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
  96. native LimitGlobalChatRadius(Float:chat_radius);
  97. native LimitPlayerMarkerRadius(Float:marker_radius);
  98. // Npc
  99. native ConnectNPC(name[], script[]);
  100. native IsPlayerNPC(playerid);
  101. // Admin
  102. native IsPlayerAdmin(playerid);
  103. native Kick(playerid);
  104. native Ban(playerid);
  105. native BanEx(playerid, const reason[]);
  106. native SendRconCommand(command[]);
  107. native GetServerVarAsString(const varname[], buffer[], len);
  108. native GetServerVarAsInt(const varname[]);
  109. native GetServerVarAsBool(const varname[]);
  110. native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
  111. native GetNetworkStats(retstr[], retstr_size);
  112. native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player
  113. // Menu
  114. native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
  115. native DestroyMenu(Menu:menuid);
  116. native AddMenuItem(Menu:menuid, column, const menutext[]);
  117. native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
  118. native ShowMenuForPlayer(Menu:menuid, playerid);
  119. native HideMenuForPlayer(Menu:menuid, playerid);
  120. native IsValidMenu(Menu:menuid);
  121. native DisableMenu(Menu:menuid);
  122. native DisableMenuRow(Menu:menuid, row);
  123. native Menu:GetPlayerMenu(playerid);
  124. // Text Draw
  125. native Text:TextDrawCreate(Float:x, Float:y, text[]);
  126. native TextDrawDestroy(Text:text);
  127. native TextDrawLetterSize(Text:text, Float:x, Float:y);
  128. native TextDrawTextSize(Text:text, Float:x, Float:y);
  129. native TextDrawAlignment(Text:text, alignment);
  130. native TextDrawColor(Text:text, color);
  131. native TextDrawUseBox(Text:text, use);
  132. native TextDrawBoxColor(Text:text, color);
  133. native TextDrawSetShadow(Text:text, size);
  134. native TextDrawSetOutline(Text:text, size);
  135. native TextDrawBackgroundColor(Text:text, color);
  136. native TextDrawFont(Text:text, font);
  137. native TextDrawSetProportional(Text:text, set);
  138. native TextDrawSetSelectable(Text:text, set);
  139. native TextDrawShowForPlayer(playerid, Text:text);
  140. native TextDrawHideForPlayer(playerid, Text:text);
  141. native TextDrawShowForAll(Text:text);
  142. native TextDrawHideForAll(Text:text);
  143. native TextDrawSetString(Text:text, string[]);
  144. // Gang Zones
  145. native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
  146. native GangZoneDestroy(zone);
  147. native GangZoneShowForPlayer(playerid, zone, color);
  148. native GangZoneShowForAll(zone, color);
  149. native GangZoneHideForPlayer(playerid, zone);
  150. native GangZoneHideForAll(zone);
  151. native GangZoneFlashForPlayer(playerid, zone, flashcolor);
  152. native GangZoneFlashForAll(zone, flashcolor);
  153. native GangZoneStopFlashForPlayer(playerid, zone);
  154. native GangZoneStopFlashForAll(zone);
  155. // Global 3D Text Labels
  156. native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
  157. native Delete3DTextLabel(Text3D:id);
  158. native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
  159. native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
  160. native Update3DTextLabelText(Text3D:id, color, text[]);
  161. // Per-player 3D Text Labels
  162. native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
  163. native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
  164. native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);
  165. // Player GUI Dialog
  166. #define DIALOG_STYLE_MSGBOX 0
  167. #define DIALOG_STYLE_INPUT 1
  168. #define DIALOG_STYLE_LIST 2
  169. #define DIALOG_STYLE_PASSWORD 3
  170. native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);
  171. // --------------------------------------------------
  172. // Defines
  173. // --------------------------------------------------
  174. // States
  175. #define PLAYER_STATE_NONE (0)
  176. #define PLAYER_STATE_ONFOOT (1)
  177. #define PLAYER_STATE_DRIVER (2)
  178. #define PLAYER_STATE_PASSENGER (3)
  179. #define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally)
  180. #define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally)
  181. #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally)
  182. #define PLAYER_STATE_WASTED (7)
  183. #define PLAYER_STATE_SPAWNED (8)
  184. #define PLAYER_STATE_SPECTATING (9)
  185. // Marker modes used by ShowPlayerMarkers()
  186. #define PLAYER_MARKERS_MODE_OFF (0)
  187. #define PLAYER_MARKERS_MODE_GLOBAL (1)
  188. #define PLAYER_MARKERS_MODE_STREAMED (2)
  189. // Weapons
  190. #define WEAPON_BRASSKNUCKLE (1)
  191. #define WEAPON_GOLFCLUB (2)
  192. #define WEAPON_NITESTICK (3)
  193. #define WEAPON_KNIFE (4)
  194. #define WEAPON_BAT (5)
  195. #define WEAPON_SHOVEL (6)
  196. #define WEAPON_POOLSTICK (7)
  197. #define WEAPON_KATANA (8)
  198. #define WEAPON_CHAINSAW (9)
  199. #define WEAPON_DILDO (10)
  200. #define WEAPON_DILDO2 (11)
  201. #define WEAPON_VIBRATOR (12)
  202. #define WEAPON_VIBRATOR2 (13)
  203. #define WEAPON_FLOWER (14)
  204. #define WEAPON_CANE (15)
  205. #define WEAPON_GRENADE (16)
  206. #define WEAPON_TEARGAS (17)
  207. #define WEAPON_MOLTOV (18)
  208. #define WEAPON_COLT45 (22)
  209. #define WEAPON_SILENCED (23)
  210. #define WEAPON_DEAGLE (24)
  211. #define WEAPON_SHOTGUN (25)
  212. #define WEAPON_SAWEDOFF (26)
  213. #define WEAPON_SHOTGSPA (27)
  214. #define WEAPON_UZI (28)
  215. #define WEAPON_MP5 (29)
  216. #define WEAPON_AK47 (30)
  217. #define WEAPON_M4 (31)
  218. #define WEAPON_TEC9 (32)
  219. #define WEAPON_RIFLE (33)
  220. #define WEAPON_SNIPER (34)
  221. #define WEAPON_ROCKETLAUNCHER (35)
  222. #define WEAPON_HEATSEEKER (36)
  223. #define WEAPON_FLAMETHROWER (37)
  224. #define WEAPON_MINIGUN (38)
  225. #define WEAPON_SATCHEL (39)
  226. #define WEAPON_BOMB (40)
  227. #define WEAPON_SPRAYCAN (41)
  228. #define WEAPON_FIREEXTINGUISHER (42)
  229. #define WEAPON_CAMERA (43)
  230. #define WEAPON_PARACHUTE (46)
  231. #define WEAPON_VEHICLE (49)
  232. #define WEAPON_DROWN (53)
  233. #define WEAPON_COLLISION (54)
  234. // Keys
  235. #define KEY_ACTION (1)
  236. #define KEY_CROUCH (2)
  237. #define KEY_FIRE (4)
  238. #define KEY_SPRINT (8)
  239. #define KEY_SECONDARY_ATTACK (16)
  240. #define KEY_JUMP (32)
  241. #define KEY_LOOK_RIGHT (64)
  242. #define KEY_HANDBRAKE (128)
  243. #define KEY_LOOK_LEFT (256)
  244. #define KEY_SUBMISSION (512)
  245. #define KEY_LOOK_BEHIND (512)
  246. #define KEY_WALK (1024)
  247. #define KEY_ANALOG_UP (2048)
  248. #define KEY_ANALOG_DOWN (4096)
  249. #define KEY_ANALOG_LEFT (8192)
  250. #define KEY_ANALOG_RIGHT (16384)
  251. #define KEY_YES (65536)
  252. #define KEY_NO (131072)
  253. #define KEY_CTRL_BACK (262144)
  254. #define KEY_UP (-128)
  255. #define KEY_DOWN (128)
  256. #define KEY_LEFT (-128)
  257. #define KEY_RIGHT (128)
  258. // --------------------------------------------------
  259. // Forwards (Callback declarations)
  260. // --------------------------------------------------
  261. forward OnGameModeInit();
  262. forward OnGameModeExit();
  263. forward OnFilterScriptInit();
  264. forward OnFilterScriptExit();
  265. forward OnPlayerConnect(playerid);
  266. forward OnPlayerDisconnect(playerid, reason);
  267. forward OnPlayerSpawn(playerid);
  268. forward OnPlayerDeath(playerid, killerid, reason);
  269. forward OnVehicleSpawn(vehicleid);
  270. forward OnVehicleDeath(vehicleid, killerid);
  271. forward OnPlayerText(playerid, text[]);
  272. forward OnPlayerCommandText(playerid, cmdtext[]);
  273. forward OnPlayerRequestClass(playerid, classid);
  274. forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
  275. forward OnPlayerExitVehicle(playerid, vehicleid);
  276. forward OnPlayerStateChange(playerid, newstate, oldstate);
  277. forward OnPlayerEnterCheckpoint(playerid);
  278. forward OnPlayerLeaveCheckpoint(playerid);
  279. forward OnPlayerEnterRaceCheckpoint(playerid);
  280. forward OnPlayerLeaveRaceCheckpoint(playerid);
  281. forward OnRconCommand(cmd[]);
  282. forward OnPlayerRequestSpawn(playerid);
  283. forward OnObjectMoved(objectid);
  284. forward OnPlayerObjectMoved(playerid, objectid);
  285. forward OnPlayerPickUpPickup(playerid, pickupid);
  286. forward OnVehicleMod(playerid, vehicleid, componentid);
  287. forward OnEnterExitModShop(playerid, enterexit, interiorid);
  288. forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
  289. forward OnVehicleRespray(playerid, vehicleid, color1, color2);
  290. forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
  291. forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat);
  292. forward OnPlayerSelectedMenuRow(playerid, row);
  293. forward OnPlayerExitedMenu(playerid);
  294. forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
  295. forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
  296. forward OnRconLoginAttempt( ip[], password[], success );
  297. forward OnPlayerUpdate(playerid);
  298. forward OnPlayerStreamIn(playerid, forplayerid);
  299. forward OnPlayerStreamOut(playerid, forplayerid);
  300. forward OnVehicleStreamIn(vehicleid, forplayerid);
  301. forward OnVehicleStreamOut(vehicleid, forplayerid);
  302. forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
  303. forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid);
  304. forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid);
  305. forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
  306. forward OnPlayerClickTextDraw(playerid, Text:clickedid);
  307. forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);
  308. #define CLICK_SOURCE_SCOREBOARD 0
  309. forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
  310. #define EDIT_RESPONSE_CANCEL 0
  311. #define EDIT_RESPONSE_FINAL 1
  312. #define EDIT_RESPONSE_UPDATE 2
  313. forward OnPlayerEditObject( playerid, playerobject, objectid, response,
  314. Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );
  315. forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
  316. Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
  317. Float:fRotX, Float:fRotY, Float:fRotZ,
  318. Float:fScaleX, Float:fScaleY, Float:fScaleZ );
  319. #define SELECT_OBJECT_GLOBAL_OBJECT 1
  320. #define SELECT_OBJECT_PLAYER_OBJECT 2
  321. forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);
  322. // --------------------------------------------------