yom_buttons.inc 7.4 KB

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  1. // yom_buttons
  2. #define MAX_BUTTONS 50
  3. #define MAX_DISTANCE 1.3
  4. #define OBJECT 2961
  5. #define SOUND 1083
  6. #define INVALID_BUTTON_ID -1
  7. new Float:PlayerPos[4];
  8. enum BUTTON_INFOS
  9. {
  10. bool:Created,
  11. bool:Moving,
  12. bool:Usable[MAX_PLAYERS],
  13. Float:Pos[4],
  14. ObjectID
  15. }
  16. new ButtonInfo[MAX_BUTTONS+1][BUTTON_INFOS];
  17. #if defined DEBUG
  18. enum PLAYER_INFOS
  19. {
  20. Float:MSpeed,
  21. SelectedButton,
  22. TimerID
  23. }
  24. new PlayerInfo[MAX_PLAYERS][PLAYER_INFOS];
  25. new String[128];
  26. #endif
  27. Float:Distance3D(Float:PointA[], Float:PointB[], bool:sqrt = true)
  28. {
  29. new Float:Dist[4];
  30. for (new i = 0; i < 3; i++)
  31. {
  32. Dist[i] = PointA[i] - PointB[i];
  33. Dist[i] *= Dist[i];
  34. }
  35. Dist[3] = Dist[0] + Dist[1] + Dist[2];
  36. return sqrt ? floatsqroot(Dist[3]) : Dist[3];
  37. }
  38. Float:Angle2D(Float:PointA[], Float:PointB[])
  39. {
  40. new bool:A_LS_B[2], Float:Dist[2], Float:Angle;
  41. for (new i = 0; i < 2; i++)
  42. {
  43. A_LS_B[i] = PointA[i] < PointB[i];
  44. Dist[i] = A_LS_B[i] ? PointB[i] - PointA[i] : PointA[i] - PointB[i];
  45. }
  46. Angle = atan2(Dist[1],Dist[0]);
  47. Angle = A_LS_B[0] ? 270.0 + Angle : 90.0 - Angle;
  48. Angle = A_LS_B[1] ? Angle : 180.0 - Angle;
  49. return Angle;
  50. }
  51. GetClosestButton(Float:Point[], &Float:Distance = 0.0)
  52. {
  53. new Closest = INVALID_BUTTON_ID, Float:Distance2 = 100000.0;
  54. for (new buttonid = 1, highest = FS_GetHighestButtonID(); buttonid <= highest; buttonid ++)
  55. {
  56. if (ButtonInfo[buttonid][Created])
  57. {
  58. Distance = Distance3D(Point, ButtonInfo[buttonid][Pos]);
  59. if (Distance < Distance2)
  60. {
  61. Distance2 = Distance;
  62. Closest = buttonid;
  63. }
  64. }
  65. }
  66. Distance = Distance2;
  67. return Closest;
  68. }
  69. forward FS_CreateButton(Float:X, Float:Y, Float:Z, Float:Angle);
  70. public FS_CreateButton(Float:X, Float:Y, Float:Z, Float:Angle)
  71. {
  72. new buttonid;
  73. for(buttonid = 1; buttonid <= MAX_BUTTONS; buttonid ++)
  74. if (!ButtonInfo[buttonid][Created])
  75. break;
  76. ButtonInfo[buttonid][ObjectID] = CreateObject(OBJECT,X,Y,Z,0.0,0.0,Angle);
  77. ButtonInfo[buttonid][Pos][0] = X;
  78. ButtonInfo[buttonid][Pos][1] = Y;
  79. ButtonInfo[buttonid][Pos][2] = Z;
  80. ButtonInfo[buttonid][Pos][3] = Angle;
  81. ButtonInfo[buttonid][Moving] = false;
  82. ButtonInfo[buttonid][Created] = true;
  83. for (new playerid = 0; playerid < MAX_PLAYERS; playerid ++)
  84. ButtonInfo[buttonid][Usable][playerid] = true;
  85. return buttonid;
  86. }
  87. stock CreateButton(Float:X, Float:Y, Float:Z, Float:Angle)
  88. {
  89. FS_CreateButton(X, Y, Z, Angle);
  90. }
  91. forward FS_DestroyButton(buttonid);
  92. public FS_DestroyButton(buttonid)
  93. {
  94. if (FS_IsValidButton(buttonid))
  95. {
  96. CallRemoteFunction("OnButtonDestroyed", "i", buttonid);
  97. ButtonInfo[buttonid][Created] = false;
  98. DestroyObject(ButtonInfo[buttonid][ObjectID]);
  99. }
  100. }
  101. forward FS_SetButtonPos(buttonid, Float:X, Float:Y, Float:Z, Float:Angle);
  102. public FS_SetButtonPos(buttonid, Float:X, Float:Y, Float:Z, Float:Angle)
  103. {
  104. if (FS_IsValidButton(buttonid))
  105. {
  106. new objectid = ButtonInfo[buttonid][ObjectID];
  107. SetObjectPos(objectid, X, Y, Z);
  108. SetObjectRot(objectid, 0.0, 0.0, Angle);
  109. ButtonInfo[buttonid][Pos][0] = X;
  110. ButtonInfo[buttonid][Pos][1] = Y;
  111. ButtonInfo[buttonid][Pos][2] = Z;
  112. ButtonInfo[buttonid][Pos][3] = Angle;
  113. }
  114. }
  115. forward FS_MoveButton(buttonid, Float:X, Float:Y, Float:Z, Float:Speed);
  116. public FS_MoveButton(buttonid, Float:X, Float:Y, Float:Z, Float:Speed)
  117. {
  118. if (FS_IsValidButton(buttonid))
  119. {
  120. MoveObject(ButtonInfo[buttonid][ObjectID], X, Y, Z, Speed);
  121. ButtonInfo[buttonid][Moving] = true;
  122. ButtonInfo[buttonid][Pos][0] = 99999.9;
  123. ButtonInfo[buttonid][Pos][1] = 99999.9;
  124. ButtonInfo[buttonid][Pos][2] = 99999.9;
  125. }
  126. }
  127. forward FS_StopButton(buttonid);
  128. public FS_StopButton(buttonid)
  129. {
  130. if (FS_IsValidButton(buttonid))
  131. StopObject(ButtonInfo[buttonid][ObjectID]);
  132. }
  133. forward bool:FS_IsValidButton(buttonid);
  134. public bool:FS_IsValidButton(buttonid)
  135. {
  136. return (buttonid <= MAX_BUTTONS && ButtonInfo[buttonid][Created]);
  137. }
  138. forward FS_GetHighestButtonID();
  139. public FS_GetHighestButtonID()
  140. {
  141. for (new buttonid = MAX_BUTTONS; buttonid > 0; buttonid --)
  142. if (ButtonInfo[buttonid][Created])
  143. return buttonid;
  144. return INVALID_BUTTON_ID;
  145. }
  146. forward FS_GetButtonObjectID(buttonid);
  147. public FS_GetButtonObjectID(buttonid)
  148. {
  149. return FS_IsValidButton(buttonid) ? ButtonInfo[buttonid][ObjectID] : INVALID_OBJECT_ID;
  150. }
  151. forward FS_GetObjectButtonID(objectid);
  152. public FS_GetObjectButtonID(objectid)
  153. {
  154. for (new buttonid = 1, highest = FS_GetHighestButtonID(); buttonid <= highest; buttonid ++)
  155. if (ButtonInfo[buttonid][Created] && ButtonInfo[buttonid][ObjectID] == objectid)
  156. return buttonid;
  157. return INVALID_BUTTON_ID;
  158. }
  159. forward FS_PrintButtonsInfos();
  160. public FS_PrintButtonsInfos()
  161. {
  162. print( "\n \
  163. ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\n \
  164. ³ Buttons Informations ³\n \
  165. ÃÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄ´\n \
  166. ³ButtonID³ObjectID³ X ³ Y ³ Z ³ A ³\n \
  167. ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄ´");
  168. for (new buttonid = 1; buttonid <= MAX_BUTTONS; buttonid ++)
  169. {
  170. if (ButtonInfo[buttonid][Created])
  171. {
  172. printf
  173. (
  174. " ³%8d³%8d³%6.2f³%6.2f³%6.2f³%6.2f³",
  175. buttonid,
  176. ButtonInfo[buttonid][ObjectID],
  177. ButtonInfo[buttonid][Pos][0],
  178. ButtonInfo[buttonid][Pos][1],
  179. ButtonInfo[buttonid][Pos][2],
  180. ButtonInfo[buttonid][Pos][3]
  181. );
  182. }
  183. }
  184. print(" ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÙ\n");
  185. }
  186. forward Float:FS_GetDistanceToButton(buttonid, Float:X, Float:Y, Float:Z);
  187. public Float:FS_GetDistanceToButton(buttonid, Float:X, Float:Y, Float:Z)
  188. {
  189. if (FS_IsValidButton(buttonid))
  190. {
  191. new Float:Point[3];
  192. Point[0] = X;
  193. Point[1] = Y;
  194. Point[2] = Z;
  195. return Distance3D(Point, ButtonInfo[buttonid][Pos]);
  196. }
  197. return -1.0;
  198. }
  199. forward FS_TeleportPlayerToButton(playerid, buttonid);
  200. public FS_TeleportPlayerToButton(playerid, buttonid)
  201. {
  202. if (FS_IsValidButton(buttonid) && !ButtonInfo[buttonid][Moving])
  203. {
  204. new Float:Angle = ButtonInfo[buttonid][Pos][3];
  205. SetPlayerPos
  206. (
  207. playerid,
  208. ButtonInfo[buttonid][Pos][0] - (0.65 * floatsin(-Angle,degrees)),
  209. ButtonInfo[buttonid][Pos][1] - (0.65 * floatcos(-Angle,degrees)),
  210. ButtonInfo[buttonid][Pos][2] - 0.63
  211. );
  212. SetPlayerFacingAngle(playerid, -Angle);
  213. SetCameraBehindPlayer(playerid);
  214. }
  215. }
  216. forward FS_ToggleButtonEnabledForPlayer(playerid, buttonid, bool:enabled);
  217. public FS_ToggleButtonEnabledForPlayer(playerid, buttonid, bool:enabled)
  218. {
  219. if (FS_IsValidButton(buttonid))
  220. {
  221. ButtonInfo[buttonid][Usable][playerid] = enabled;
  222. }
  223. }
  224. forward FS_ToggleButtonEnabled(buttonid, bool:enabled);
  225. public FS_ToggleButtonEnabled(buttonid, bool:enabled)
  226. {
  227. if (FS_IsValidButton(buttonid))
  228. {
  229. for (new playerid = 0; playerid < MAX_PLAYERS; playerid ++)
  230. {
  231. ButtonInfo[buttonid][Usable][playerid] = enabled;
  232. }
  233. }
  234. }
  235. forward OnPlayerPressButton_Delay(playerid, buttonid);
  236. public OnPlayerPressButton_Delay(playerid, buttonid)
  237. {
  238. #if defined SOUND
  239. PlayerPlaySound(playerid, SOUND, 0.0, 0.0, 0.0);
  240. #endif
  241. CallRemoteFunction("OnPlayerPressButton", "ii", playerid, buttonid);
  242. }
  243. public OnObjectMoved(objectid)
  244. {
  245. new buttonid = FS_GetObjectButtonID(objectid);
  246. if (buttonid != INVALID_BUTTON_ID)
  247. {
  248. new Float:ObjectPos[3];
  249. GetObjectPos(objectid, ObjectPos[0], ObjectPos[1], ObjectPos[2]);
  250. ButtonInfo[buttonid][Pos][0] = ObjectPos[0];
  251. ButtonInfo[buttonid][Pos][1] = ObjectPos[1];
  252. ButtonInfo[buttonid][Pos][2] = ObjectPos[2];
  253. ButtonInfo[buttonid][Moving] = false;
  254. CallRemoteFunction("OnButtonMoved", "i", buttonid);
  255. }
  256. }