/* 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 YSI framework. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright C 2011 the Initial Developer. All Rights Reserved. Contributors: Y_Less koolk JoeBullet/Google63 g_aSlice/Slice Misiur samphunter tianmeta maddinat0r spacemud Crayder Dayvison Ahmad45123 Zeex irinel1996 Yiin- Chaprnks Konstantinos Masterchen09 Southclaws PatchwerkQWER m0k1 paulommu udan111 Thanks: JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL. 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. Los - Portuguese 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, whose limits continue to amaze me! Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Optional plugins: Gamer_Z - GPS. Incognito - Streamer. Me - sscanf2, fixes2, Whirlpool. */ //task DoPulse1 static stock YSI_g_sTimer[32] = "y_zonepulse_"; forward __GangZonePulse(playerid, zone, from, to, time, stage, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1); public __GangZonePulse(playerid, zone, from, to, time, stage, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1) { if (!IsPlayerConnected(playerid)) { return; } valstr(YSI_g_sTimer[12], zone); //format(YSI_g_sTimer, sizeof (YSI_g_sTimer), "y_zonepulse_%d", zone); stage = (stage + 1) % (time + time2); if (stage == time) { GangZoneShowForPlayer(playerid, zone, to); SetPVarInt(playerid, YSI_g_sTimer, SetTimerEx("__GangZonePulse", delay, 0, "iiiiiiiiiiiiiiiii", playerid, zone, from, to, time, stage, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1)); return; } else if (stage == 0) { GangZoneShowForPlayer(playerid, zone, from); SetPVarInt(playerid, YSI_g_sTimer, SetTimerEx("__GangZonePulse", delay2, 0, "iiiiiiiiiiiiiiiii", playerid, zone, from, to, time, 0, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1)); return; } if (stage > time) { // Fade back new multiplier = 2 * time2 - stage; // r = r1 * multiplier / time2 + r0, // g = g1 * multiplier / time2 + g0, // b = b1 * multiplier / time2 + b0, // a = a1 * multiplier / time2 + a0; //P:7("__GangZonePulse: %d %d %x %x %x %x", playerid, zone, r & 0xFF, g & 0xFF, b & 0xFF, a & 0xFF); GangZoneShowForPlayer(playerid, zone, ((r1 * multiplier / time2 + r0) << 24) | (((g1 * multiplier / time2 + g0) & 0xFF) << 16) | (((b1 * multiplier / time2 + b0) & 0xFF) << 8) | ((a1 * multiplier / time2 + a0) & 0xFF)); //GangZoneShowForPlayer(playerid, zone, (r << 24) | ((g & 0xFF) << 16) | ((b & 0xFF) << 8) | (a & 0xFF)); SetPVarInt(playerid, YSI_g_sTimer, SetTimerEx("__GangZonePulse", ZONE_PULSE_STAGE_TIME, 0, "iiiiiiiiiiiiiiiii", playerid, zone, from, to, time, stage, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1)); } else { // Fade there. //new // r = r1 * stage / time + r0, // g = g1 * stage / time + g0, // b = b1 * stage / time + b0, // a = a1 * stage / time + a0; //P:7("__GangZonePulse: %d %d %x %x %x %x", playerid, zone, r & 0xFF, g & 0xFF, b & 0xFF, a & 0xFF); GangZoneShowForPlayer(playerid, zone, ((r1 * stage / time + r0) << 24) | (((g1 * stage / time + g0) & 0xFF) << 16) | (((b1 * stage / time + b0) & 0xFF) << 8) | ((a1 * stage / time + a0) & 0xFF)); SetPVarInt(playerid, YSI_g_sTimer, SetTimerEx("__GangZonePulse", ZONE_PULSE_STAGE_TIME, 0, "iiiiiiiiiiiiiiiii", playerid, zone, from, to, time, stage, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1)); } return; } stock _GangZonePulse(@PlayerSet:ps, zone, from, to, time, delay = ZONE_PULSE_STAGE_TIME, time2 = -1, delay2 = -1) { //static // YSI_g_sTimer[32]; //format(YSI_g_sTimer, sizeof (YSI_g_sTimer), "y_zonepulse_%d", zone); valstr(YSI_g_sTimer[12], zone); if (time2 == -1) { time2 = time; } if (delay2 == -1) { delay2 = delay; } time /= ZONE_PULSE_STAGE_TIME; time2 /= ZONE_PULSE_STAGE_TIME; // Do a load of maths in advance. new r0 = (from >>> 24), g0 = (from >>> 16 & 0xFF), b0 = (from >>> 8 & 0xFF), a0 = (from & 0xFF), r1 = ((to >>> 24) - r0), g1 = ((to >>> 16 & 0xFF) - g0), b1 = ((to >>> 8 & 0xFF) - b0), a1 = ((to & 0xFF) - a0); // This method would have simpler maths in the main timer, but with less // accurate results (possibly MUCH less accurate). For reference, this way // would result in: // // cur = from + fromAdd - fromSub; // /*new thereAdd, thereSub, backAdd, backSub; if (to >>> 24 > from >>> 24) thereAdd |= ((to >>> 24) - (from >>> 24)) / time << 24, backSub |= ((to >>> 24) - (from >>> 24)) / time2 << 24; else thereSub |= ((from >>> 24) - (to >>> 24)) / time << 24, backAdd |= ((from >>> 24) - (to >>> 24)) / time2 << 24; if (to >>> 16 & 0xFF > from >>> 16 & 0xFF) thereAdd |= ((to >>> 16 & 0xFF) - (from >>> 16 & 0xFF)) / time << 16, backSub |= ((to >>> 16 & 0xFF) - (from >>> 16 & 0xFF)) / time2 << 16; else thereSub |= ((from >>> 16 & 0xFF) - (to >>> 16 & 0xFF)) / time << 16, backAdd |= ((from >>> 16 & 0xFF) - (to >>> 16 & 0xFF)) / time2 << 16; if (to >>> 8 & 0xFF > from >>> 8 & 0xFF) thereAdd |= ((to >>> 8 & 0xFF) - (from >>> 8 & 0xFF)) / time << 8, backSub |= ((to >>> 8 & 0xFF) - (from >>> 8 & 0xFF)) / time2 << 8; else thereSub |= ((from >>> 8 & 0xFF) - (to >>> 8 & 0xFF)) / time << 8, backAdd |= ((from >>> 8 & 0xFF) - (to >>> 8 & 0xFF)) / time2 << 8; if (to & 0xFF > from & 0xFF) thereAdd |= ((to & 0xFF) - (from & 0xFF)) / time, backSub |= ((to & 0xFF) - (from & 0xFF)) / time2; else thereSub |= ((from & 0xFF) - (to & 0xFF)) / time, backAdd |= ((from & 0xFF) - (to & 0xFF)) / time2;*/ foreach (new p : PS(ps)) { KillTimer(GetPVarInt(p, YSI_g_sTimer)); GangZoneShowForPlayer(p, zone, from); // Don't delay at the start (because that's just silly, it already is // that colour). SetPVarInt(p, YSI_g_sTimer, SetTimerEx("__GangZonePulse", ZONE_PULSE_STAGE_TIME, 0, "iiiiiiiiiiiiiiiii", p, zone, from, to, time, 0, delay, time2, delay2, r0, g0, b0, a0, r1, g1, b1, a1)); } } #define GangZonePulse(%0) PSF:_GangZonePulse(%0) #define GangZonePulseForPlayer(%0) PSF:_GangZonePulse(%0) #define GangZonePulseForAll(%0) PSF:_GangZonePulse(ALL_PLAYERS,%0) stock _GangZoneStopPulse(@PlayerSet:ps, zone) { //static // YSI_g_sTimer[32]; //format(YSI_g_sTimer, sizeof (YSI_g_sTimer), "y_zonepulse_%d", zone); valstr(YSI_g_sTimer[12], zone); foreach (new p : PS(ps)) { KillTimer(GetPVarInt(p, YSI_g_sTimer)); } } #define GangZoneStopPulse(%0) PSF:_GangZoneStopPulse(%0) #define GangZoneStopPulseForPlayer(%0) PSF:_GangZoneStopPulse(%0) #define GangZoneStopPulseForAll(%0) PSF:_GangZoneStopPulse(ALL_PLAYERS,%0)