23.03.2012, 22:03
pawn Код:
#include <a_samp>
#define ELEVATOR_SPEED (5.0) // Movement speed of the elevator.
#define DOORS_SPEED (4.0) // Movement speed of the doors.
#define ELEVATOR_WAIT_TIME (5000) // Time in ms that the elevator will wait in each floor before continuing with the queue.
// Be sure to give enough time for doors to open.
#define DIALOG_ID (874)
// Private:
#define X_DOOR_CLOSED (1786.627685)
#define X_DOOR_R_OPENED (1785.027685)
#define X_DOOR_L_OPENED (1788.227685)
#define GROUND_Z_COORD (14.511476)
#define ELEVATOR_OFFSET (0.059523)
/* ------------------
// Constants:
-------------------*/
static FloorNames[21][] =
{
"Entrada",
"1є Andar",
"2є Andar",
"3є Andar",
"4є Andar",
"5є Andar",
"6є Andar",
"7є Andar",
"8є Andar",
"9є Andar",
"10є Andar",
"11є Andar",
"12є Andar",
"13є Andar",
"14є Andar",
"15є Andar",
"16є Andar",
"17є Andar",
"18є Andar",
"19є Andar",
"Ultimo"
};
static Float:FloorZOffsets[21] =
{
0.0, // 0.0,
8.5479, // 8.5479,
13.99945, // 8.5479 + (5.45155 * 1.0),
19.45100, // 8.5479 + (5.45155 * 2.0),
24.90255, // 8.5479 + (5.45155 * 3.0),
30.35410, // 8.5479 + (5.45155 * 4.0),
35.80565, // 8.5479 + (5.45155 * 5.0),
41.25720, // 8.5479 + (5.45155 * 6.0),
46.70875, // 8.5479 + (5.45155 * 7.0),
52.16030, // 8.5479 + (5.45155 * 8.0),
57.61185, // 8.5479 + (5.45155 * 9.0),
63.06340, // 8.5479 + (5.45155 * 10.0),
68.51495, // 8.5479 + (5.45155 * 11.0),
73.96650, // 8.5479 + (5.45155 * 12.0),
79.41805, // 8.5479 + (5.45155 * 13.0),
84.86960, // 8.5479 + (5.45155 * 14.0),
90.32115, // 8.5479 + (5.45155 * 15.0),
95.77270, // 8.5479 + (5.45155 * 16.0),
101.22425, // 8.5479 + (5.45155 * 17.0),
106.67580, // 8.5479 + (5.45155 * 18.0),
112.12735 // 8.5479 + (5.45155 * 19.0)
};
/* ------------------
// Variables:
-------------------*/
new Obj_Elevator, Obj_ElevatorDoors[2],
Obj_FloorDoors[21][2];
new Text3D:Label_Elevator, Text3D:Label_Floors[21];
#define ELEVATOR_STATE_IDLE (0)
#define ELEVATOR_STATE_WAITING (1)
#define ELEVATOR_STATE_MOVING (2)
new ElevatorState,
ElevatorFloor; // If Idle or Waiting, this is the current floor. If Moving, the floor it's moving to.
#define INVALID_FLOOR (-1)
new ElevatorQueue[21], // Floors in queue.
FloorRequestedBy[21]; // FloorRequestedBy[floor_id] = playerid; - Points out who requested which floor.
new ElevatorBoostTimer; // Timer that makes the elevator move faster after players start surfing the object.
/* ------------------
* Function forwards:
-------------------*/
// Public:
forward CallElevator(playerid, floorid); // You can use INVALID_PLAYER_ID too.
forward ShowElevatorDialog(playerid);
// Private:
forward Elevator_Initialize();
forward Elevator_Destroy();
forward Elevator_OpenDoors();
forward Elevator_CloseDoors();
forward Floor_OpenDoors(floorid);
forward Floor_CloseDoors(floorid);
forward Elevator_MoveToFloor(floorid);
forward Elevator_Boost(floorid); // Increases the elevator speed until it reaches 'floorid'.
forward Elevator_TurnToIdle();
forward ReadNextFloorInQueue();
forward RemoveFirstQueueFloor();
forward AddFloorToQueue(floorid);
forward IsFloorInQueue(floorid);
forward ResetElevatorQueue();
forward DidPlayerRequestElevator(playerid);
forward Float:GetElevatorZCoordForFloor(floorid);
forward Float:GetDoorsZCoordForFloor(floorid);
// ------------------------ Callbacks ------------------------
public OnFilterScriptInit()
{
ResetElevatorQueue();
Elevator_Initialize();
return 1;
}
public OnFilterScriptExit()
{
Elevator_Destroy();
return 1;
}
public OnObjectMoved(objectid)
{
new Float:x, Float:y, Float:z;
for(new i; i < sizeof(Obj_FloorDoors); i ++)
{
if(objectid == Obj_FloorDoors[i][0])
{
GetObjectPos(Obj_FloorDoors[i][0], x, y, z);
if(x < X_DOOR_L_OPENED - 0.5) // Some floor doors have shut, move the elevator to next floor in queue:
{
Elevator_MoveToFloor(ElevatorQueue[0]);
RemoveFirstQueueFloor();
}
}
}
if(objectid == Obj_Elevator) // The elevator reached the specified floor.
{
KillTimer(ElevatorBoostTimer); // Kills the timer, in case the elevator reached the floor before boost.
FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;
Elevator_OpenDoors();
Floor_OpenDoors(ElevatorFloor);
GetObjectPos(Obj_Elevator, x, y, z);
Label_Elevator = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, z - 0.9, 4.0, 0, 1);
ElevatorState = ELEVATOR_STATE_WAITING;
SetTimer("Elevator_TurnToIdle", ELEVATOR_WAIT_TIME, 0);
}
return 1;
}
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == DIALOG_ID)
{
if(!response)
return 0;
if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
GameTextForPlayer(playerid, "~r~O piso jб estб na fila", 3500, 4);
else if(DidPlayerRequestElevator(playerid))
GameTextForPlayer(playerid, "~r~Vocк jб pediu o elevador", 3500, 4);
else
CallElevator(playerid, listitem);
return 1;
}
return 0;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(!IsPlayerInAnyVehicle(playerid) && newkeys & KEY_SECONDARY_ATTACK)
{
new Float:pos[3];
GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
if(pos[1] < -1301.4 && pos[1] > -1303.2417 && pos[0] < 1786.2131 && pos[0] > 1784.1555) // He is using the elevator button
ShowElevatorDialog(playerid);
else // Is he in a floor button?
{
if(pos[1] > -1301.4 && pos[1] < -1299.1447 && pos[0] < 1785.6147 && pos[0] > 1781.9902)
{
// He is most likely using it, check floor:
new i=20;
while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0)
i --;
if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
i = -1;
if(i <= 19)
{
CallElevator(playerid, i + 1);
GameTextForPlayer(playerid, "~r~Elevador Chamado", 3500, 4);
}
}
}
}
return 1;
}
// ------------------------ Functions ------------------------
stock Elevator_Initialize()
{
// Initializes the elevator.
Obj_Elevator = CreateObject(18755, 1786.678100, -1303.459472, GROUND_Z_COORD + ELEVATOR_OFFSET, 0.000000, 0.000000, 270.000000);
Obj_ElevatorDoors[0] = CreateObject(18757, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
Obj_ElevatorDoors[1] = CreateObject(18756, X_DOOR_CLOSED, -1303.459472, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
Label_Elevator = Create3DTextLabel("Aperte 'F' para ver o dialog", 0xFFFFDD, 1784.9822, -1302.0426, 13.6491, 4.0, 0, 1);
new string[128],
Float:z;
for(new i; i < sizeof(Obj_FloorDoors); i ++)
{
Obj_FloorDoors[i][0] = CreateObject(18757, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
Obj_FloorDoors[i][1] = CreateObject(18756, X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
format(string, sizeof(string), "%s\nAperte 'F' para Chamar o Elevador", FloorNames[i]);
if(i == 0)
z = 13.4713;
else
z = 13.4713 + 8.7396 + ((i-1) * 5.45155);
Label_Floors[i] = Create3DTextLabel(string, 0xFFFFDD, 1783.9799, -1300.7660, z, 10.5, 0, 1);
// Label_Elevator, Text3D:Label_Floors[21];
}
// Open ground floor doors:
Floor_OpenDoors(0);
Elevator_OpenDoors();
return 1;
}
stock Elevator_Destroy()
{
// Destroys the elevator.
DestroyObject(Obj_Elevator);
DestroyObject(Obj_ElevatorDoors[0]);
DestroyObject(Obj_ElevatorDoors[1]);
Delete3DTextLabel(Label_Elevator);
for(new i; i < sizeof(Obj_FloorDoors); i ++)
{
DestroyObject(Obj_FloorDoors[i][0]);
DestroyObject(Obj_FloorDoors[i][1]);
Delete3DTextLabel(Label_Floors[i]);
}
return 1;
}
stock Elevator_OpenDoors()
{
// Opens the elevator's doors.
new Float:x, Float:y, Float:z;
GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED);
MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED);
return 1;
}
stock Elevator_CloseDoors()
{
// Closes the elevator's doors.
if(ElevatorState == ELEVATOR_STATE_MOVING)
return 0;
new Float:x, Float:y, Float:z;
GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED);
MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED);
return 1;
}
stock Floor_OpenDoors(floorid)
{
// Opens the doors at the specified floor.
MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
return 1;
}
stock Floor_CloseDoors(floorid)
{
// Closes the doors at the specified floor.
MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_CLOSED, -1303.171142, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
return 1;
}
stock Elevator_MoveToFloor(floorid)
{
// Moves the elevator to specified floor (doors are meant to be already closed).
ElevatorState = ELEVATOR_STATE_MOVING;
ElevatorFloor = floorid;
// Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), 0.5);
MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), 0.5);
Delete3DTextLabel(Label_Elevator);
ElevatorBoostTimer = SetTimerEx("Elevator_Boost", 2000, 0, "i", floorid);
return 1;
}
public Elevator_Boost(floorid)
{
// Increases the elevator's speed until it reaches 'floorid'
MoveObject(Obj_Elevator, 1786.678100, -1303.459472, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, -1303.459472, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
return 1;
}
public Elevator_TurnToIdle()
{
ElevatorState = ELEVATOR_STATE_IDLE;
ReadNextFloorInQueue();
return 1;
}
stock RemoveFirstQueueFloor()
{
// Removes the data in ElevatorQueue[0], and reorders the queue accordingly.
for(new i; i < sizeof(ElevatorQueue) - 1; i ++)
ElevatorQueue[i] = ElevatorQueue[i + 1];
ElevatorQueue[sizeof(ElevatorQueue) - 1] = INVALID_FLOOR;
return 1;
}
stock AddFloorToQueue(floorid)
{
// Adds 'floorid' at the end of the queue.
// Scan for the first empty space:
new slot = -1;
for(new i; i < sizeof(ElevatorQueue); i ++)
{
if(ElevatorQueue[i] == INVALID_FLOOR)
{
slot = i;
break;
}
}
if(slot != -1)
{
ElevatorQueue[slot] = floorid;
// If needed, move the elevator.
if(ElevatorState == ELEVATOR_STATE_IDLE)
ReadNextFloorInQueue();
return 1;
}
return 0;
}
stock ResetElevatorQueue()
{
// Resets the queue.
for(new i; i < sizeof(ElevatorQueue); i ++)
{
ElevatorQueue[i] = INVALID_FLOOR;
FloorRequestedBy[i] = INVALID_PLAYER_ID;
}
return 1;
}
stock IsFloorInQueue(floorid)
{
// Checks if the specified floor is currently part of the queue.
for(new i; i < sizeof(ElevatorQueue); i ++)
if(ElevatorQueue[i] == floorid)
return 1;
return 0;
}
stock ReadNextFloorInQueue()
{
// Reads the next floor in the queue, closes doors, and goes to it.
if(ElevatorState != ELEVATOR_STATE_IDLE || ElevatorQueue[0] == INVALID_FLOOR)
return 0;
Elevator_CloseDoors();
Floor_CloseDoors(ElevatorFloor);
return 1;
}
stock DidPlayerRequestElevator(playerid)
{
for(new i; i < sizeof(FloorRequestedBy); i ++)
if(FloorRequestedBy[i] == playerid)
return 1;
return 0;
}
stock ShowElevatorDialog(playerid)
{
new string[512];
for(new i; i < sizeof(ElevatorQueue); i ++)
{
if(FloorRequestedBy[i] != INVALID_PLAYER_ID)
strcat(string, "{FF0000}");
strcat(string, FloorNames[i]);
strcat(string, "\n");
}
ShowPlayerDialog(playerid, DIALOG_ID, DIALOG_STYLE_LIST, "Elevador", string, "Aceitar", "Cancelar");
return 1;
}
stock CallElevator(playerid, floorid)
{
// Calls the elevator (also used with the elevator dialog).
if(FloorRequestedBy[floorid] != INVALID_PLAYER_ID || IsFloorInQueue(floorid))
return 0;
FloorRequestedBy[floorid] = playerid;
AddFloorToQueue(floorid);
return 1;
}
stock Float:GetElevatorZCoordForFloor(floorid)
return (GROUND_Z_COORD + FloorZOffsets[floorid] + ELEVATOR_OFFSET); // A small offset for the elevator object itself.
stock Float:GetDoorsZCoordForFloor(floorid)
return (GROUND_Z_COORD + FloorZOffsets[floorid]);