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- /*----------------------------------------------------------------------------*-
- ======================================
- y_classes - Advanced class selection
- ======================================
- Description:
- Allows greater control over classes so not everyone has every class. Uses
- a form of compression for locations.
- Legal:
- Version: MPL 1.1
-
- The contents of this file are subject to the Mozilla Public License Version
- 1.1 (the "License"); you may not use this file except in compliance with
- the License. You may obtain a copy of the License at
- http://www.mozilla.org/MPL/
-
- Software distributed under the License is distributed on an "AS IS" basis,
- WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
- for the specific language governing rights and limitations under the
- License.
-
- The Original Code is the SA:MP script information include.
-
- The Initial Developer of the Original Code is Alex "Y_Less" Cole.
- Portions created by the Initial Developer are Copyright (C) 2008
- the Initial Developer. All Rights Reserved.
-
- Contributors:
- ZeeX, koolk
-
- Thanks:
- Peter, Cam - Support.
- ZeeX - Very productive conversations.
- koolk - IsPlayerinAreaEx code.
- TheAlpha - Danish translation.
- breadfish - German translation.
- Fireburn - Dutch translation.
- yom - French translation.
- 50p - Polish translation.
- Zamaroht - Spanish translation.
- Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes
- for me to strive to better.
- Pixels^ - Running XScripters where the idea was born.
- Matite - Pestering me to release it and using it.
-
- Very special thanks to:
- Thiadmer - PAWN.
- Kye/Kalcor - SA:MP.
- SA:MP Team past, present and future - SA:MP.
- Version:
- 0.1
- Changelog:
- 02/01/08:
- First '08 edit - Fixed minus numbers in spawn points.
- 18/11/07:
- Improved location compression to allow larger areas.
- Moved position code to Class_OnPlayerSpawn to reduce overhead.
- 10/10/07:
- Fixed spawn data problem.
- 31/08/07:
- Added cheap master system - YSI_SLAVE_CLASSs can't be master.
- 05/08/07:
- Fixed a few bugs with repeated selection.
- 04/08/07:
- First version.
- Functions:
- Public:
- Class_AddRemote - Adds a class to the remote master.
- Class_Remote - Updates settings remotely.
- Core:
- Class_Class - Sets up the system.
- Class_OnPlayerRequestSpawn - Called when a player requests a spawn.
- Class_OnPlayerRequestClass - Called when a player requests a class.
- Class_OnPlayerConnect - Called when a player connects.
- Stock:
- Class_Delete - Removes a class.
- Class_SetPlayer - Sets whether or not a player can use a class.
- Class_Disable - Disables a class.
- Class_Enable - Enables a disabled class.
- Class_AddForGroup - Adds a class to the system for only one group.
- Class_Add - Adds a class to the system.
- Class_AddEx - Adds a class to the system with group selection and setting.
- Class_AddWithGroupSet - Adds a class and sets their group on selection.
- Class_AllowReselection - Allows or disallows people to return to reselect a class.
- Class_RequireSpawnLogin - Require people to login before spawning.
- Class_RequireSelectionLogin - Require people to login before selecting.
- Class_RequireSelectionReg - Require people to register before selecting.
- Class_RequireSpawnReg - Require people to register before spawning.
- Static:
- Class_AddClass - Adds a class, wrapped by API and remote functions.
- Inline:
- Class_IsActive - Checks a class is active.
- Class_Enabled - Checks a class is enabled.
- Class_IsValid - Checks a class is valid.
- Class_X - Gets a classes x position.
- Class_Y - Gets a classes y position.
- Class_Z - Gets a classes z position.
- Class_A - Gets a classes angle.
- Class_Skin - Gets a classes skin.
- API:
- -
- Callbacks:
- -
- Definitions:
- MAX_CLASSES - Maximum number of classes storeable by the system.
- CLASS_LEFT - Flag for last internal class viewed.
- CLASS_MIDDLE - Flag for last internal class viewed.
- CLASS_RIGHT - Flag for last internal class viewed.
- Enums:
- e_CLASS_FLAGS - Small data for individual classes.
- E_CLASS - Class data structure.
- Macros:
- -
- Tags:
- -
- Variables:
- Global:
- -
- Static:
- YSI_g_sClasses - Data for classes.
- YSI_g_sPlayerClass - Player's current classes.
- YSI_g_sLeft - Handle for the first internal class.
- YSI_g_sMiddle - Handle for the second internal class.
- YSI_g_sRight - Handle for the third internal class.
- YSI_g_sClassCount - Number of classes stored.
- Commands:
- -
- Compile options:
- -
- Operators:
- -
- -*----------------------------------------------------------------------------*/
- #include <YSI\internal\y_version>
- #include <YSI\y_bit>
- #include <YSI\y_debug>
- // Simple hookable callbacks.
- #define ALS_PREFIX Class
- #include <YSI\y_als>
- // Only the gamemode can run this.
- #if defined FILTERSCRIPT
- #define YSIM_C_ENABLE
-
- #define OnPlayerRequestClassEx OnPlayerRequestClassExFS
- #define OnPlayerRequestSpawnEx OnPlayerRequestSpawnExFS
- #else
- #define YSIM_S_ENABLE
-
- #define OnPlayerRequestClassEx OnPlayerRequestClassExGM
- #define OnPlayerRequestSpawnEx OnPlayerRequestSpawnExGM
- #endif
- #include <YSI\y_master>
- #if !defined MAX_CLASSES
- #define MAX_CLASSES (256)
- #endif
- #if !defined MAX_CLASS_SPAWN_WEAPONS
- #define MAX_CLASS_SPAWN_WEAPONS (13)
- #endif
- #if !defined WEAPON_ARMOUR
- #define WEAPON_ARMOUR (100)
- #endif
- #define INFINATE_ARMOUR (0x00800000)
- #define _CLASS_WEAPON_CODE if((n-w)&0x01)while(w!=n&&s<MAX_CLASS_SPAWN_WEAPONS){cw=getarg(w++);if(cw==WEAPON_ARMOUR)weapons[MAX_CLASS_SPAWN_WEAPONS]=WEAPON_ARMOUR|(100<<8);else if(w==n)printf("*** Internal Error: Insufficient class weapon data.");else weapons[s++]=(cw&0xFF)|(getarg(w++)<<8);}else while(w!=n&&s<MAX_CLASS_SPAWN_WEAPONS){cw=getarg(w++);if(cw==WEAPON_ARMOUR)weapons[MAX_CLASS_SPAWN_WEAPONS]=WEAPON_ARMOUR|(getarg(w++)<<8);else weapons[s++]=(cw&0xFF)|(getarg(w++)<<8);}
- #define _GROUP_MAKE_NAME_CLASSES<%0...%1> %0Class%1
- #define _GROUP_MAKE_LIMIT_CLASSES MAX_CLASSES
- //forward Class_ResolveGroups(class, Group:forgroup, bool:cp);
- #include <YSI\y_groups>
- #include <YSI\y_playerarray>
- #include <YSI\y_iterate>
- enum e_CLASS_FLAGS (<<= 1)
- {
- e_CLASS_FLAGS_SKIN = 0x0000FFFF,
- e_CLASS_FLAGS_ACTIVE = 0x01000000,
- e_CLASS_FLAGS_ENABLED,
- e_CLASS_FLAGS_DEFAULT
- }
- enum E_CLASS
- {
- e_CLASS_FLAGS:E_CLASS_FLAGS,
- Float:E_CLASS_X,
- Float:E_CLASS_Y,
- Float:E_CLASS_Z,
- Float:E_CLASS_A,
- E_CLASS_WEAPONS[MAX_CLASS_SPAWN_WEAPONS + 1],
- //#if defined _YSI_SYSTEM_GROUPS
- E_CLASS_GROUP,
- //#endif
- PlayerArray:E_CLASS_PLAYERS<MAX_PLAYERS>
- //Bit:E_CLASS_PLAYERS[PLAYER_BIT_ARRAY]
- }
- enum e_CLASS_OPTION (<<= 1)
- {
- e_CLASS_OPTION_NORE = 1,
- e_CLASS_OPTION_LOGIN_SELECT,
- e_CLASS_OPTION_LOGIN_SPAWN,
- e_CLASS_OPTION_REG_SELECT,
- e_CLASS_OPTION_REG_SPAWN,
- e_CLASS_OPTION_HAS_RC_CALLBACK,
- e_CLASS_OPTION_HAS_RS_CALLBACK
- }
- enum e_PLAYER_CLASS (<<= 1)
- {
- e_PLAYER_CLASS_SKIN = 0x000FFFFF,
- e_PLAYER_CLASS_PRESS = 0x00E00000,
- e_PLAYER_CLASS_RIGHT = 0x00200000,
- e_PLAYER_CLASS_MIDDLE,
- e_PLAYER_CLASS_LEFT,
- e_PLAYER_CLASS_EVER,
- e_PLAYER_CLASS_DENY,
- e_PLAYER_CLASS_SPAWNED,
- e_PLAYER_CLASS_SELECT,
- e_PLAYER_CLASS_RETURN,
- e_PLAYER_CLASS_AFTER_RETURN,
- e_PLAYER_CLASS_TEMP_SPAWN
- }
- #define e_PLAYER_CLASS_SPAWN_CHECK (e_PLAYER_CLASS_AFTER_RETURN|e_PLAYER_CLASS_TEMP_SPAWN)
- #define CLASS_MOVE_LEFT (e_PLAYER_CLASS:-1)
- #define CLASS_MOVE_RIGHT (e_PLAYER_CLASS:1)
- static stock
- YSI_g_sClasses[MAX_CLASSES][E_CLASS],
- e_PLAYER_CLASS:YSI_g_sPlayerClass[MAX_PLAYERS],
- YSI_g_sLeft,
- YSI_g_sMiddle,
- YSI_g_sRight,
- YSI_g_sClassCount,
- e_CLASS_OPTION:YSI_g_sClassOptions,
- YSI_g_sLastRefuse[MAX_PLAYERS];
- forward OnPlayerRequestSpawnEx(playerid, classid);
- forward OnPlayerRequestClassEx(playerid, classid);
- ALS_DATA<>
- /*----------------------------------------------------------------------------*-
- Function:
- Class_IsActive
- Params:
- classid - Class to check.
- Return:
- -
- Notes:
- Checks if a class is currently in use.
- -*----------------------------------------------------------------------------*/
- #define Class_IsActive(%1) \
- (YSI_g_sClasses[(%1)][E_CLASS_FLAGS] & e_CLASS_FLAGS_ACTIVE)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Enabled
- Params:
- classid - Class to check.
- Return:
- -
- Notes:
- Checks if a class is currently available for viewing.
- -*----------------------------------------------------------------------------*/
- #define Class_Enabled(%1) \
- (YSI_g_sClasses[(%1)][E_CLASS_FLAGS] & e_CLASS_FLAGS_ENABLED)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_IsValid
- Params:
- classid - Class to check.
- Return:
- -
- Notes:
- Checks if a number is a valid classid and active.
- -*----------------------------------------------------------------------------*/
- #define Class_IsValid(%1) \
- ((%1) >= 0 && (%1) < MAX_CLASSES && Class_IsActive((%1)))
- /*----------------------------------------------------------------------------*-
- Function:
- Class_X
- Params:
- classid - Class to get X location for.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- #define Class_X(%1) \
- YSI_g_sClasses[(%1)][E_CLASS_X]
- //(float(YSI_g_sClasses[(%1)][E_CLASS_XY] >> 16) / 10.0)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Y
- Params:
- classid - Class to get Y location for.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- #define Class_Y(%1) \
- YSI_g_sClasses[(%1)][E_CLASS_Y]
- //(float((YSI_g_sClasses[(%1)][E_CLASS_XY] & 0x7FFF) | ((YSI_g_sClasses[(%1)][E_CLASS_XY] & 0x8000) ? (0xFFFF8000) : (0))) / 10.0)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Z
- Params:
- classid - Class to get Z location for.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- #define Class_Z(%1) \
- YSI_g_sClasses[(%1)][E_CLASS_Z]
- //(float(YSI_g_sClasses[(%1)][E_CLASS_ZA] >> 16) / 10.0)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_A
- Params:
- classid - Class to get angle for.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- #define Class_A(%1) \
- YSI_g_sClasses[(%1)][E_CLASS_A]
- //(float((YSI_g_sClasses[(%1)][E_CLASS_ZA] & 0x7FFF) | (YSI_g_sClasses[(%1)][E_CLASS_ZA] & 0x8000) ? (0xFFFF8000) : (0)) / 10.0)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Skin
- Params:
- classid - Class to get skin for.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- #define Class_Skin(%1) \
- (YSI_g_sClasses[(%1)][E_CLASS_FLAGS] & e_CLASS_FLAGS_SKIN)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Class
- Params:
- -
- Return:
- -
- Notes:
- Creates three real player classes so you can scroll correctly with the
- direction being detected.
- -*----------------------------------------------------------------------------*/
- #if defined FILTERSCRIPT
- public OnFilterScriptInit()
- {
- #else
- public OnGameModeInit()
- {
- // This code placement is not generic.
- YSI_g_sLeft = AddPlayerClass(0, 1958.0, 1343.0, 15.0, 269.0, 0, 0, 0, 0, 0, 0);
- YSI_g_sMiddle = AddPlayerClass(0, 1958.0, 1343.0, 15.0, 269.0, 0, 0, 0, 0, 0, 0);
- YSI_g_sRight = AddPlayerClass(0, 1958.0, 1343.0, 15.0, 269.0, 0, 0, 0, 0, 0, 0);
- YSI_g_sClassOptions = ((funcidx("OnPlayerRequestClassExGM") == -1) ? (e_CLASS_OPTION:0) : (e_CLASS_OPTION_HAS_RC_CALLBACK)) | ((funcidx("OnPlayerRequestSpawnExGM") == -1) ? (e_CLASS_OPTION:0) : (e_CLASS_OPTION_HAS_RS_CALLBACK));
- #endif
- ALS_DETECT<PlayerConnect>
- //ALS_DETECT<PlayerRequestClass>
- //ALS_DETECT<PlayerRequestSpawn>
- ALS_DETECT<PlayerSpawn>
- ALS_DETECT<PlayerDeath>
- CallLocalFunction("Class_OnScriptInit", "");
- return 1;
- }
- #if defined FILTERSCRIPT
- #if defined _ALS_OnFilterScriptInit
- #undef OnFilterScriptInit
- #else
- #define _ALS_OnFilterScriptInit
- #endif
- #define OnFilterScriptInit Class_OnScriptInit
- #else
- #if defined _ALS_OnGameModeInit
- #undef OnGameModeInit
- #else
- #define _ALS_OnGameModeInit
- #endif
- #define OnGameModeInit Class_OnScriptInit
- #endif
- forward Class_OnScriptInit();
- /*----------------------------------------------------------------------------*-
- Function:
- Class_OnPlayerRequestSpawn
- Params:
- playerid - Player who selected a spawn.
- Return:
- -
- Notes:
- Has inbuilt protection for a bug where selections aren't correctly
- debounced so you can press shift twice at once which can mess up some
- scripts (e.g. the example team selection script). Calls
- OnPlayerRequestSpawnEx with an additional class parameter.
- -*----------------------------------------------------------------------------*/
- stock Class_ResolveGroups(class, Group:forgroup, bool:cp) <YSI_has_groups:n>
- {
- P:3("Class_AddClass<n>: call Resolve %d %d %d", class, forgroup, cp);
- if (!cp) PA_Init(YSI_g_sClasses[class][E_CLASS_PLAYERS], true);
- else if (forgroup) {}
- //Bit_SetAll(YSI_g_sClasses[class][E_CLASS_PLAYERS], true, bits<MAX_PLAYERS>);
- }
- stock Class_ResolveGroups(class, Group:forgroup, bool:cp) <>
- {
- P:3("Class_AddClass<>: call Resolve %d %d %d", class, forgroup, cp);
- if (!cp) PA_Init(YSI_g_sClasses[class][E_CLASS_PLAYERS], true);
- else if (forgroup) {}
- //Bit_SetAll(YSI_g_sClasses[class][E_CLASS_PLAYERS], true, bits<MAX_PLAYERS>);
- }
- RA:Class_OnPlayerRequestSpawn(playerid)
- {
- P:2("Class_OnPlayerRequestSpawn called");
- if (YSI_g_sClassCount)
- {
- new
- e_PLAYER_CLASS:playerclass = YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_SKIN;
- if (!Class_Enabled(playerclass) || PA!(YSI_g_sClasses[playerclass][E_CLASS_PLAYERS], playerid))
- {
- ALS_CALL<PlayerRequestSpawn>
- }
- // Don't need this line anymore - it's all done in OnPlayerRequestClass
- // OnPlayerSpawn.
- //SetSpawnInfo(playerid, NO_TEAM, Class_Skin(playerclass), Class_X(playerclass), Class_Y(playerclass), Class_Z(playerclass), Class_A(playerclass), 0, 0, 0, 0, 0, 0);
- new
- time = GetTickCount();
- if ((time - YSI_g_sLastRefuse[playerid]) >= 1000)
- {
- CallRemoteFunction("OnPlayerRequestSpawnExFS", "ii", playerid, playerclass);
- new
- ret = !(YSI_g_sClassOptions & e_CLASS_OPTION_HAS_RS_CALLBACK)|| CallLocalFunction("OnPlayerRequestSpawnExGM", "ii", playerid, playerclass);
- P:4("Class_OnPlayerRequestSpawn() return: %d", ret);
- if (ret)
- {
- //#if defined _YSI_SYSTEM_GROUPS
- new
- Group:newgroup = YSI_g_sClasses[playerclass][E_CLASS_GROUP];
- P:4("Class_OnPlayerRequestSpawn() newgroup: %d", newgroup);
- if (newgroup != -1) Class_ResolveGroups(playerid, newgroup, true); //Group_AddPlayer(newgroup, playerid);
- //#endif
- if (ret == 1)
- {
- //ALS_CALL<PlayerRequestSpawn>
- return 1;
- }
- else if(ret == -1)
- {
- YSI_g_sPlayerClass[playerid] |= e_PLAYER_CLASS_SKIN;
- // The order is VERY important here - this will actually
- // call the function further down (directly below in fact).
- OnPlayerRequestClass(playerid, YSI_g_sLeft);
- }
- }
- }
- YSI_g_sLastRefuse[playerid] = time;
- return 0;
- }
- //ALS_CALL<PlayerRequestSpawn>
- return 1;
- }
- /*#if defined _ALS_OnPlayerRequestSpawn
- #undef OnPlayerRequestSpawn
- #else
- #define _ALS_OnPlayerRequestSpawn
- #endif
- #define OnPlayerRequestSpawn Class_OnPlayerRequestSpawn
- ALS_FORWARD<PlayerRequestSpawn>*/
- #if defined _ALS_OnPlayerRequestSpawn
- #undef OnPlayerRequestSpawn
- #else
- #define _ALS_OnPlayerRequestSpawn
- #endif
- #define OnPlayerRequestSpawn(%0) OnPlayerRequestSpawnEx(%0,classid)
- /*----------------------------------------------------------------------------*-
- Function:
- Class_OnPlayerRequestClass
- Params:
- playerid - Player who requested a class.
- class - Class they requested.
- Return:
- -
- Notes:
- The input is one of the three real classes used to detect selected
- direction of alteration. Scans for a class the player is allowed to use
- and hot swaps it out. Uses SetPlayerSkin AND SetSpawnInfo to combat bugs
- with calling this from OnPlayerRequestSpawn (e.g. the example team script).
- Calls OnPlayerRequestClassEx with the current internal class not the real
- one.
- -*----------------------------------------------------------------------------*/
- static stock e_PLAYER_CLASS:Class_FindNew(playerid, e_PLAYER_CLASS:playerclass, e_PLAYER_CLASS:dir)
- {
- if (playerclass >= e_PLAYER_CLASS:YSI_g_sClassCount)
- {
- playerclass = -dir;
- }
- new
- e_PLAYER_CLASS:old = playerclass % e_PLAYER_CLASS:YSI_g_sClassCount;
- do
- {
- playerclass = (playerclass + dir) % e_PLAYER_CLASS:YSI_g_sClassCount;
- //P:4("Class_OnPlayerRequestClass() playerclass: %d", playerclass);
- /*if (playerclass < e_PLAYER_CLASS:0)
- {
- playerclass = e_PLAYER_CLASS:(YSI_g_sClassCount - 1);
- }
- else if (playerclass >= e_PLAYER_CLASS:YSI_g_sClassCount)
- {
- playerclass = e_PLAYER_CLASS:0;
- }*/
- P:4("Class_FindNew: %d %d", playerclass, playerid);
- }
- while (playerclass != old && (!Class_Enabled(playerclass) || PA!(YSI_g_sClasses[playerclass][E_CLASS_PLAYERS], playerid)));
- return playerclass;
- }
- RA:Class_OnPlayerRequestClass(playerid, classid)
- {
- P:2("Class_OnPlayerRequestClass() start");
- //YSI_g_sPlayerClass[playerid] |= e_PLAYER_CLASS_SELECT;
- new
- e_PLAYER_CLASS:playerclass = YSI_g_sPlayerClass[playerid],
- e_PLAYER_CLASS:dir = CLASS_MOVE_RIGHT;
- if ((YSI_g_sClassOptions & e_CLASS_OPTION_NORE) && (playerclass & e_PLAYER_CLASS_SPAWNED))
- {
- //YSI_g_sPlayerClass[playerid] &= ~e_PLAYER_CLASS_AFTER_RETURN;
- // People aren't allowed to return to class selection.
- SpawnPlayer(playerid);
- return 1;
- }
- // Spawned from returning to class selection but not meant to.
- P:3("Class_OnPlayerRequestClass(): Spawn check %d %d", (playerclass & e_PLAYER_CLASS_SPAWN_CHECK), e_PLAYER_CLASS_SPAWN_CHECK);
- if ((playerclass & e_PLAYER_CLASS_SPAWN_CHECK) == e_PLAYER_CLASS_SPAWN_CHECK)
- {
- YSI_g_sPlayerClass[playerid] &= ~e_PLAYER_CLASS_SPAWN_CHECK;
- // People aren't allowed to return to class selection.
- playerclass &= e_PLAYER_CLASS_SKIN;
- SetSpawnInfo(playerid, NO_TEAM, Class_Skin(e_PLAYER_CLASS:playerclass), Class_X(e_PLAYER_CLASS:playerclass), Class_Y(e_PLAYER_CLASS:playerclass), Class_Z(e_PLAYER_CLASS:playerclass), Class_A(e_PLAYER_CLASS:playerclass), 0, 0, 0, 0, 0, 0);
- SpawnPlayer(playerid);
- return 1;
- }
- if (playerclass & e_PLAYER_CLASS_DENY)
- {
- TogglePlayerControllable(playerid, false);
- TogglePlayerSpectating(playerid, true);
- return 0;
- }
- switch (playerclass & e_PLAYER_CLASS_PRESS)
- {
- case e_PLAYER_CLASS_RIGHT:
- {
- if (classid == YSI_g_sMiddle)
- {
- // Went from the right to the middle - that's a move left.
- dir = CLASS_MOVE_LEFT;
- }
- }
- case e_PLAYER_CLASS_MIDDLE:
- {
- if (classid == YSI_g_sLeft)
- {
- // Went from the middle to the left - that's a move left.
- dir = CLASS_MOVE_LEFT;
- }
- }
- default:
- {
- if (classid == YSI_g_sRight)
- {
- // Went from the left to the right - that's a wrap move left.
- dir = CLASS_MOVE_LEFT;
- }
- }
- }
- if (classid == YSI_g_sMiddle) YSI_g_sPlayerClass[playerid] = e_PLAYER_CLASS_MIDDLE | (playerclass & (e_PLAYER_CLASS_AFTER_RETURN | e_PLAYER_CLASS_EVER));
- else if (classid == YSI_g_sLeft) YSI_g_sPlayerClass[playerid] = e_PLAYER_CLASS_LEFT | (playerclass & (e_PLAYER_CLASS_AFTER_RETURN | e_PLAYER_CLASS_EVER));
- else if (classid == YSI_g_sRight) YSI_g_sPlayerClass[playerid] = e_PLAYER_CLASS_RIGHT | (playerclass & (e_PLAYER_CLASS_AFTER_RETURN | e_PLAYER_CLASS_EVER));
- if (playerclass & (e_PLAYER_CLASS_SPAWNED | e_PLAYER_CLASS_RETURN))
- {
- playerclass = e_PLAYER_CLASS_SKIN;
- }
- else
- {
- playerclass &= e_PLAYER_CLASS_SKIN;
- }
- if (!YSI_g_sClassCount)
- {
- SetSpawnInfo(playerid, NO_TEAM, 0, 1958.0, 1343.0, 15.0, 269.0, 0, 0, 0, 0, 0, 0);
- SetPlayerSkin(playerid, 0);
- P:1("*** Internal Error! No YSI classes found");
- }
- else
- {
- // Find the next available skin for this player. I'm still not sure how
- // this handles the case where you can't use any skin. I'll have to
- // look in to that.
- playerclass = Class_FindNew(playerid, playerclass, dir);
- P:4("Class_OnPlayerRequestClass() selected: %d", playerclass);
- }
- return Class_Goto(playerid, _:playerclass);
- //ALS_CALL_EX<PlayerRequestClass, ret>
- }
- /*#if defined _ALS_OnPlayerRequestClass
- #undef OnPlayerRequestClass
- #else
- #define _ALS_OnPlayerRequestClass
- #endif
- #define OnPlayerRequestClass Class_OnPlayerRequestClass
- ALS_FORWARD<PlayerRequestClass>*/
- #if defined _ALS_OnPlayerRequestClass
- #undef OnPlayerRequestClass
- #else
- #define _ALS_OnPlayerRequestClass
- #endif
- #define OnPlayerRequestClass OnPlayerRequestClassEx
- RF:Class_Goto[ii](playerid, playerclass)
- {
- // This now sets the REAL spawn information, including spawn location.
- // 0.2 code
- //SetSpawnInfo(playerid, NO_TEAM, Class_Skin(e_PLAYER_CLASS:playerclass), Class_X(e_PLAYER_CLASS:playerclass), Class_Y(e_PLAYER_CLASS:playerclass), Class_Z(e_PLAYER_CLASS:playerclass), Class_A(e_PLAYER_CLASS:playerclass), weapon1 & 0xFF, weapon1 >>> 8, weapon2 & 0xFF, weapon2 >>> 8, weapon3 & 0xFF, weapon3 >>> 8);
- // 0.3 code
- SetSpawnInfo(playerid, NO_TEAM, Class_Skin(e_PLAYER_CLASS:playerclass), Class_X(e_PLAYER_CLASS:playerclass), Class_Y(e_PLAYER_CLASS:playerclass), Class_Z(e_PLAYER_CLASS:playerclass), Class_A(e_PLAYER_CLASS:playerclass), 0, 0, 0, 0, 0, 0);
- SetPlayerSkin(playerid, Class_Skin(e_PLAYER_CLASS:playerclass));
- YSI_g_sPlayerClass[playerid] = (YSI_g_sPlayerClass[playerid] & (e_PLAYER_CLASS_PRESS | e_PLAYER_CLASS_EVER | e_PLAYER_CLASS_AFTER_RETURN)) | e_PLAYER_CLASS:playerclass | e_PLAYER_CLASS_SELECT;
- // Save the last viewed class so that we know which direction the person
- // went next time OnPlayerRequestClass is called.
- P:2("Class_Goto() end");
- // Call the OnPlayerRequestClassEx functions.
- CallRemoteFunction("OnPlayerRequestClassExFS", "ii", playerid, playerclass);
- return !(YSI_g_sClassOptions & e_CLASS_OPTION_HAS_RC_CALLBACK) || CallLocalFunction("OnPlayerRequestClassExGM", "ii", playerid, playerclass);
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_OnPlayerConnect
- Params:
- playerid - Player who joined.
- Return:
- -
- Notes:
- Resets the player's current class.
- -*----------------------------------------------------------------------------*/
- RA:Class_OnPlayerConnect(playerid)
- {
- P:3("Class_OnPlayerConnect called");
- YSI_g_sPlayerClass[playerid] = e_PLAYER_CLASS_SKIN;
- ALS_CALL<PlayerConnect>
- }
- #if defined _ALS_OnPlayerConnect
- #undef OnPlayerConnect
- #else
- #define _ALS_OnPlayerConnect
- #endif
- #define OnPlayerConnect Class_OnPlayerConnect
- ALS_FORWARD<PlayerConnect>
- RF@v:Class_ReturnToSelection[i](playerid)
- {
- // All of these lines are required to correctly send the player back to the
- // class selection, unfortunately they also cause nasty side effects.
- //TogglePlayerControllable(playerid, true);
- /*if (YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_EVER)
- {
- //TogglePlayerControllable(playerid, true);
- //YSI_g_sPlayerClass[playerid] &= e_PLAYER_CLASS_SPAWNED;
- //SetPlayerHealth(playerid, 0.0);
- }*/
- ForceClassSelection(playerid);
- //YSI_g_sPlayerClass[playerid] &= ~(e_PLAYER_CLASS_DENY | e_PLAYER_CLASS_SPAWNED);
- //TogglePlayerControllable(playerid, true);
- //YSI_g_sPlayerClass[playerid] &= e_PLAYER_CLASS_SPAWNED;
- //ForceClassSelection(playerid);
- TogglePlayerSpectating(playerid, false);
- SetPlayerHealth(playerid, 0.0);
- TogglePlayerControllable(playerid, false);
- //YSI_g_sPlayerClass[playerid] = YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_PRESS | e_PLAYER_CLASS_SKIN;
- Class_Goto(playerid, Class_FindNew(playerid, e_PLAYER_CLASS_SKIN, CLASS_MOVE_RIGHT));
- YSI_g_sPlayerClass[playerid] |= e_PLAYER_CLASS_RETURN | e_PLAYER_CLASS_AFTER_RETURN;
- }
- RF@v:Class_DenySelection[i](playerid)
- {
- //SpawnPlayer(playerid);
- //TogglePlayerControllable(playerid, false);
- TogglePlayerSpectating(playerid, true);
- SetSpawnInfo(playerid, 0, 0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
- SpawnPlayer(playerid);
- YSI_g_sPlayerClass[playerid] = (YSI_g_sPlayerClass[playerid] | e_PLAYER_CLASS_DENY) & ~e_PLAYER_CLASS_SELECT;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_OnPlayerDeath
- Params:
- playerid - Player who dies.
- reason - The reason they died.
- Return:
- -
- Notes:
- Catches and hides fake deaths caused by the spawn system.
- -*----------------------------------------------------------------------------*/
- RA:Class_OnPlayerDeath(playerid, killerid, reason)
- {
- P:2("Class_OnPlayerDeath called");
- //new
- // time = GetTickCount();
- if ((YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_SPAWN_CHECK) == e_PLAYER_CLASS_SPAWN_CHECK)// || (time - YSI_g_sLastRefuse[playerid]) < 200)
- {
- P:3("Class_OnPlayerDeath: Inner");
- new
- e_PLAYER_CLASS:playerclass = YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_SKIN;
- // Fake death to get the ForceClassSelection out the system.
- SetSpawnInfo(playerid, NO_TEAM, Class_Skin(e_PLAYER_CLASS:playerclass), Class_X(e_PLAYER_CLASS:playerclass), Class_Y(e_PLAYER_CLASS:playerclass), Class_Z(e_PLAYER_CLASS:playerclass), Class_A(e_PLAYER_CLASS:playerclass), 0, 0, 0, 0, 0, 0);
- //SpawnPlayer(playerid);
- //SetPlayerHealth(playerid, 100.0);
- //YSI_g_sPlayerClass[playerid] &= ~e_PLAYER_CLASS_SPAWN_CHECK;
- //YSI_g_sLastRefuse[playerid] = time;
- return 1;
- }
- ALS_CALL<PlayerDeath>
- }
- #if defined _ALS_OnPlayerDeath
- #undef OnPlayerDeath
- #else
- #define _ALS_OnPlayerDeath
- #endif
- #define OnPlayerDeath Class_OnPlayerDeath
- ALS_FORWARD<PlayerDeath>
- /*----------------------------------------------------------------------------*-
- Function:
- Class_OnPlayerSpawn
- Params:
- playerid - Player who spawned.
- Return:
- -
- Notes:
- Sets a player's position based on skin.
- -*----------------------------------------------------------------------------*/
- RA:Class_OnPlayerSpawn(playerid)
- {
- P:2("Class_OnPlayerSpawn called: %d %d", YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_AFTER_RETURN, e_PLAYER_CLASS_AFTER_RETURN);
- if (YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_AFTER_RETURN)
- {
- // Fake spawn.
- //SetPlayer
- YSI_g_sPlayerClass[playerid] |= e_PLAYER_CLASS_TEMP_SPAWN;
- return 1;
- }
- YSI_g_sPlayerClass[playerid] = (YSI_g_sPlayerClass[playerid] | e_PLAYER_CLASS_SPAWNED | e_PLAYER_CLASS_EVER) & ~e_PLAYER_CLASS_SELECT;
- new
- playerclass = YSI_g_sPlayerClass[playerid] & e_PLAYER_CLASS_SKIN,
- weapon;
- for (new i = 0; i != MAX_CLASS_SPAWN_WEAPONS; ++i)
- {
- weapon = YSI_g_sClasses[playerclass][E_CLASS_WEAPONS][i];
- //if (weapon == WEAPON_ARMOUR) SetPlayerArmour(playerid, 100.0);
- if (weapon)
- {
- GivePlayerWeapon(playerid, weapon & 0xFF, weapon >>> 8);
- }
- else
- {
- break;
- }
- }
- weapon = YSI_g_sClasses[playerclass][E_CLASS_WEAPONS][MAX_CLASS_SPAWN_WEAPONS];
- P:5("Class_OnPlayerSpawn: Armour %d %d %d", weapon, weapon & 0xFF, WEAPON_ARMOUR);
- if ((weapon & 0xFF) == WEAPON_ARMOUR)
- {
- weapon >>>= 8;
- if (weapon == 0x00800000)
- {
- // INFINITY
- SetPlayerArmour(playerid, Float:0x7F800000);
- }
- else
- {
- SetPlayerArmour(playerid, weapon);
- }
- }
- ALS_CALL<PlayerSpawn>
- }
- #if defined _ALS_OnPlayerSpawn
- #undef OnPlayerSpawn
- #else
- #define _ALS_OnPlayerSpawn
- #endif
- #define OnPlayerSpawn Class_OnPlayerSpawn
- ALS_FORWARD<PlayerSpawn>
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Add
- Params:
- skin - Skin of the class.
- Float:x - X spawn location.
- Float:y - Y spawn location.
- Float:z - Z spawn location.
- Float:a - A spawn location.
- ... - Spawn weapons and ammo (weapon then ammo)
- Return:
- -
- Notes:
- Pretty much AddPlayerClass but allows greater control over the classes.
- Now has infinate (MAX_CLASS_SPAWN_WEAPONS) spawn weapons. This is one of
- the few API functions which is not entirely remote. This is because it has
- variable parameters which is need to collect in to a single array to pass to
- the remote function.
- -*----------------------------------------------------------------------------*/
- stock Class_Add(skin, Float:x, Float:y, Float:z, Float:a, ...)
- {
- new
- n = numargs(),
- w = 5,
- s,
- weapons[MAX_CLASS_SPAWN_WEAPONS + 1],
- cw;
- // Should have an odd number of parameters
- //if (!(num & 0x01)) --num;
- // Armour now has a parameter - how much armour to give them!
- _CLASS_WEAPON_CODE
- /*if (num & 0x01)
- {
- // Odd number of parameters - good.
- while (weap != num && slot < MAX_CLASS_SPAWN_WEAPONS)
- {
- cw = getarg(weap++);
- if (cw == WEAPON_ARMOUR)
- {
- // Default armour value.
- weapons[MAX_CLASS_SPAWN_WEAPONS] = WEAPON_ARMOUR | (getarg(weap++) << 8);
- }
- else
- {
- // Store both weapon data and ammo data in one variable.
- weapons[slot++] = (cw & 0xFF) | (getarg(weap++) << 8);
- }
- }
- }
- else
- {
- // Got an even number of parameters - look for the odd one being armour.
- while (weap != num && slot < MAX_CLASS_SPAWN_WEAPONS)
- {
- cw = getarg(weap++);
- if (cw == WEAPON_ARMOUR)
- {
- // Default armour value.
- weapons[MAX_CLASS_SPAWN_WEAPONS] = WEAPON_ARMOUR | (100 << 8);
- }
- else if (weap == num)
- {
- // Something went wrong - there was no armour but was also not
- // enough data for the other weapons.
- printf("*** Internal Error: Insufficient class weapon data.");
- }
- else
- {
- // Store both weapon data and ammo data in one variable.
- weapons[slot++] = (cw & 0xFF) | (getarg(weap++) << 8);
- }
- }
- }*/
- return Class_AddClass(skin, x, y, z, a, weapons, MAX_CLASS_SPAWN_WEAPONS + 1, -1, -1);
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_AddEx
- Params:
- forgroup - Group that can use the skin.
- setgroup - Group to add the player to on selection.
- skin - Skin of the class.
- Float:x - X spawn location.
- Float:y - Y spawn location.
- Float:z - Z spawn location.
- Float:a - A spawn location.
- ... - Spawn weapons and ammo (weapon then ammo)
- Return:
- -
- Notes:
- Pretty much AddPlayerClass but allows greater control over the classes.
- Now has infinate (MAX_CLASS_SPAWN_WEAPONS) spawn weapons.
- -*----------------------------------------------------------------------------*/
- stock Class_AddEx(Group:forgroup, Group:setgroup, skin, Float:x, Float:y, Float:z, Float:a, ...)
- {
- new
- n = numargs(),
- w = 7,
- s,
- weapons[MAX_CLASS_SPAWN_WEAPONS + 1],
- cw;
- _CLASS_WEAPON_CODE
- return Class_AddClass(skin, x, y, z, a, weapons, MAX_CLASS_SPAWN_WEAPONS + 1, forgroup, asgroup);
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_AddClass
- Params:
- skin - Skin of the class.
- Float:x - X spawn location.
- Float:y - Y spawn location.
- Float:z - Z spawn location.
- Float:a - A spawn location.
- weapons[] - Array of spawn weapon data.
- count - Number of weapons added.
- forgroup - Group that can use the class.
- asgroup - Group to assign people to with this class.
- Return:
- -
- Notes:
- Does the hard work.
- -*----------------------------------------------------------------------------*/
- RF@pc:Class_AddClass[iffffaiii](s,Float:x,Float:y,Float:z,Float:a,w[],c,Group:f,Group:g)<s,x,y,z,a,w,c,f,g>
- {
- new
- i;
- while (i < MAX_CLASSES)
- {
- if (!Class_IsActive(i)) break;
- i++;
- }
- if (i == MAX_CLASSES) return -1;
- YSI_g_sClasses[i][E_CLASS_FLAGS] = e_CLASS_FLAGS_ACTIVE | e_CLASS_FLAGS_ENABLED | e_CLASS_FLAGS:s;
- YSI_g_sClasses[i][E_CLASS_X] = x;
- YSI_g_sClasses[i][E_CLASS_Y] = y;
- YSI_g_sClasses[i][E_CLASS_Z] = z;
- YSI_g_sClasses[i][E_CLASS_A] = a;
- new
- j;
- // This may be better with a memcpy.
- while (j < c)
- {
- P:5("Class_AddClass: weapon %d %d %d", j, c, w[j]);
- YSI_g_sClasses[i][E_CLASS_WEAPONS][j] = w[j];
- ++j;
- }
- //Bit_SetAll(YSI_g_sClasses[class][E_CLASS_PLAYERS], false, bits<MAX_PLAYERS>);
- PA_Init(YSI_g_sClasses[i][E_CLASS_PLAYERS]);
- Class_ResolveGroups(i, f, false);
- YSI_g_sClasses[i][E_CLASS_GROUP] = g;
- //YSI_g_sClasses[i][E_CLASS_WEAPONS][MAX_CLASS_SPAWN_WEAPONS] = w[MAX_CLASS_SPAWN_WEAPONS];
- YSI_g_sClassCount++;
- //setproperty(0, "LReqClass", i);
- //#if !defined YSI_CLASS_INVERT
- // Bit_SetAll(YSI_g_sClasses[i][E_CLASS_PLAYERS], true, bits<MAX_PLAYERS>);
- //#endif
- return i;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_AddForGroup
- Params:
- group - Group to allow to use the class.
- skin - Skin of the class.
- Float:x - X spawn location.
- Float:y - Y spawn location.
- Float:z - Z spawn location.
- Float:a - A spawn location.
- ... - Weapon data.
- Return:
- -
- Notes:
- Adds a class only people in the specified group can use.
- -*----------------------------------------------------------------------------*/
- //#if defined _YSI_SYSTEM_GROUPS
- stock Class_AddForGroup(Group:group, skin, Float:x, Float:y, Float:z, Float:a, ...)
- {
- new
- n = numargs(),
- w = 6,
- s,
- weapons[MAX_CLASS_SPAWN_WEAPONS + 1],
- cw;
- _CLASS_WEAPON_CODE
- return Class_AddClass(skin, x, y, z, a, weapons, MAX_CLASS_SPAWN_WEAPONS + 1, group, -1);
- }
- /*#else
- #define Class_AddForGroup(%1,%2) \
- Class_Add(%2)
- #endif*/
- /*----------------------------------------------------------------------------*-
- Function:
- Class_AddWithGroupSet
- Params:
- group - Group to make players who use this group.
- skin - Skin of the class.
- Float:x - X spawn location.
- Float:y - Y spawn location.
- Float:z - Z spawn location.
- Float:a - A spawn location.
- ... - Spawn weapons.
- Return:
- -
- Notes:
- Adds a class which puts you in the specified group when selected.
- -*----------------------------------------------------------------------------*/
- //#if defined _YSI_SYSTEM_GROUPS
- stock Class_AddWithGroupSet(Group:group, skin, Float:x, Float:y, Float:z, Float:a, ...)
- {
- new
- n = numargs(),
- w = 6,
- s,
- weapons[MAX_CLASS_SPAWN_WEAPONS + 1],
- cw;
- _CLASS_WEAPON_CODE
- return Class_AddClass(skin, x, y, z, a, weapons, MAX_CLASS_SPAWN_WEAPONS + 1, -1, group);
- }
- /*#else
- #define Class_AddWithGroupSet(%1,%2) \
- Class_Add(%2)
- #endif*/
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Enable
- Params:
- classid - Class to re-enable.
- Return:
- -
- Notes:
- Reallow use of this class.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_Enable[i](classid)
- {
- if (Class_IsValid(classid)) YSI_g_sClasses[classid][E_CLASS_FLAGS] |= e_CLASS_FLAGS_ENABLED;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Disable
- Params:
- classid - Class to disable.
- Return:
- -
- Notes:
- Stop people being able to use this class.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_Disable[i](classid)
- {
- if (Class_IsValid(classid))
- {
- YSI_g_sClasses[classid][E_CLASS_FLAGS] &= ~e_CLASS_FLAGS_ENABLED;
- foreach (Player, playerid)
- {
- new
- e_PLAYER_CLASS:curclass = YSI_g_sPlayerClass[playerid];
- if (curclass & e_PLAYER_CLASS_SELECT)
- {
- if (e_PLAYER_CLASS:classid == curclass & e_PLAYER_CLASS_SKIN) Class_Goto(playerid, Class_FindNew(playerid, e_PLAYER_CLASS:classid, CLASS_MOVE_RIGHT));
- }
- }
- }
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Remote
- Params:
- allow - Wether or not to allow changing class.
- Return:
- -
- Notes:
- Sets wether or not people can change class after first spawning.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_AllowReselection[i](allow)
- {
- if (allow) YSI_g_sClassOptions &= ~e_CLASS_OPTION_NORE;
- else YSI_g_sClassOptions |= e_CLASS_OPTION_NORE;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_Delete
- Params:
- classid - Class to delete.
- Return:
- -
- Notes:
- Completely removes a class from the system.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_Delete[i](classid)
- {
- if (Class_IsValid(classid))
- {
- YSI_g_sClasses[classid][E_CLASS_FLAGS] = e_CLASS_FLAGS:0;
- foreach (Player, playerid)
- {
- new
- e_PLAYER_CLASS:curclass = YSI_g_sPlayerClass[playerid];
- P:4("Class_Delete: %d %d %d", playerid, curclass, e_PLAYER_CLASS_SELECT);
- if (curclass & e_PLAYER_CLASS_SELECT)
- {
- if (e_PLAYER_CLASS:classid == curclass & e_PLAYER_CLASS_SKIN) Class_Goto(playerid, Class_FindNew(playerid, e_PLAYER_CLASS:classid, CLASS_MOVE_RIGHT));
- }
- }
- }
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_SetPlayer
- Params:
- classid - Class to set permissions for.
- playerid - Player to set for.
- set - Whether or not they can use this class.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- RF@pv:Class_SetPlayer[iii](cl,pid,bool:s)<cl,pid,s>
- {
- P:5("Class_SetPlayer %d %d %d", cl, pid, s);
- if (Class_IsValid(cl) && 0 <= pid < MAX_PLAYERS)
- {
- if (s) PA+(YSI_g_sClasses[cl][E_CLASS_PLAYERS], pid);
- else
- {
- PA-(YSI_g_sClasses[cl][E_CLASS_PLAYERS], pid);
- new
- e_PLAYER_CLASS:curclass = YSI_g_sPlayerClass[pid];
- if (curclass & e_PLAYER_CLASS_SELECT)
- {
- P:1("WARNING");
- if (e_PLAYER_CLASS:cl == curclass & e_PLAYER_CLASS_SKIN) Class_Goto(pid, Class_FindNew(pid, e_PLAYER_CLASS:cl, CLASS_MOVE_RIGHT));
- }
- }
- }
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_GetPlayer
- Params:
- classid - Class to set permissions for.
- playerid - Player to set for.
- Return:
- -
- Notes:
- -
- -*----------------------------------------------------------------------------*/
- RF@t:bool:Class_GetPlayer[ii](cl,pid)
- {
- if (Class_IsValid(cl) && 0 <= pid < MAX_PLAYERS)
- {
- return PA=(YSI_g_sClasses[cl][E_CLASS_PLAYERS], pid);
- }
- return false;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_RequireSelectionLogin
- Params:
- allow - Wether or not people must login.
- Return:
- -
- Notes:
- Don't let registered people select a class till they log in.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_RequireSelectionLogin[i](allow)
- {
- if (allow) YSI_g_sClassOptions |= e_CLASS_OPTION_LOGIN_SELECT;
- else YSI_g_sClassOptions &= ~e_CLASS_OPTION_LOGIN_SELECT;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_RequireSpawnLogin
- Params:
- allow - Wether or not people must login.
- Return:
- -
- Notes:
- Don't let registered people spawn till they log in.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_RequireSpawnLogin[i](allow)
- {
- if (allow) YSI_g_sClassOptions |= e_CLASS_OPTION_LOGIN_SPAWN;
- else YSI_g_sClassOptions &= ~e_CLASS_OPTION_LOGIN_SPAWN;
- }
- /*----------------------------------------------------------------------------*-
- Function:
- Class_RequireSelectionReg
- Params:
- allow - Wether or not people must register.
- Return:
- -
- Notes:
- Don't let people select a class till they register.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_RequireSelectionReg[i](allow)
- {
- if (allow) YSI_g_sClassOptions |= e_CLASS_OPTION_REG_SELECT;
- else YSI_g_sClassOptions &= ~e_CLASS_OPTION_REG_SELECT;
- }
- #define Class_RequireSelectionRegistration Class_RequireSelectionReg
- /*----------------------------------------------------------------------------*-
- Function:
- Class_RequireSpawnReg
- Params:
- allow - Wether or not people must register.
- Return:
- -
- Notes:
- Don't let people spawn till they register.
- -*----------------------------------------------------------------------------*/
- RF@v:Class_RequireSpawnReg[i](allow)
- {
- if (allow) YSI_g_sClassOptions |= e_CLASS_OPTION_REG_SPAWN;
- else YSI_g_sClassOptions &= ~e_CLASS_OPTION_REG_SPAWN;
- }
- #define Class_RequireSpawnRegistration Class_RequireSpawnReg
- // Clean up - there's no way to do this like in the master system as people can
- // use any arbitrary string here, not just a restricted set of numbers.
- #undef ALS_PREFIX
- #define YSI_GROUPS_LAST 22
- #include <YSI\internal\y_grouprevert>
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