[Plugin] samp.js - JavaScript for SA-MP
#61

No
http://forum.sa-mp.com/showpost.php?...5&postcount=85
Reply
#62

You forgot the dialogid argument in showDialog function, look.



it should be:
PHP код:
return ShowPlayerDialog(this.iddialogidstylecaptioninfobutton1button2); 
and how to escape the string for use in SQLite functions? in pawn I use format and %q
Reply
#63

Is it possible create a global variable to be accessible from another JS files? A kind of global variable accessible from any file

#edit
I figured out that I can simply use include function to load some JS file with a global variable xD

#another question
Can I assign a value to a new attribute of player's object, eg player.test = 1, that when the player disconnect this object will be cleared?

I noticed that when you use the function GameModeExit to reload the server, the changes made in source don't have any effect in the server until you close/open it again. It's quite bother...
Reply
#64

Quote:
Originally Posted by HardWar
Посмотреть сообщение
and how to escape the string for use in SQLite functions? in pawn I use format and %q
You'll be interested in:
Код:
var mysql_escape_string = function(str) {
    return str.replace(/[\0\x08\x09\x1a\n\r"'\\\%]/g, function (char) {
        switch (char) {
            case "\0":
                return "\\0";
            case "\x08":
                return "\\b";
            case "\x09":
                return "\\t";
            case "\x1a":
                return "\\z";
            case "\n":
                return "\\n";
            case "\r":
                return "\\r";
            case "\"":
            case "'":
            case "\\":
            case "%":
                return "\\"+char; // prepends a backslash to backslash, percent,
                                  // and double/single quotes
        }
    });
}

String.format = function(str, arr) {
    var i = -1;
	var callback;
	
    callback = function(exp, p0, p1, p2, p3, p4) {
        if(exp=='%%') {
			return '%';
		}
		
        if(arr[++i] === undefined) {
			return undefined;
		}
		
        var exp  = p2 ? parseInt(p2.substr(1)) : undefined;
        var base = p3 ? parseInt(p3.substr(1)) : undefined;
        var val;
		
        switch(p4) {
            case 's': val = arr[i]; break;
            case 'c': val = arr[i][0]; break;
	    case 'i': val = arr[i].toString(); break;
	    case 'd': val = arr[i].toString(); break;
            case 'f': val = parseFloat(arr[i]).toFixed(exp); break;
            case 'p': val = parseFloat(arr[i]).toPrecision(exp); break;
            case 'e': val = parseFloat(arr[i]).toExponential(exp); break;
            case 'x': val = parseInt(arr[i]).toString(base?base:16); break;
            case 'd': val = parseFloat(parseInt(arr[i], base?base:10).toPrecision(exp)).toFixed(0); break;
	    case 'q': val = mysql_escape_string(arr[i]); break;
        }
		
        val = (typeof(val) == 'object') ? JSON.stringify(val) : val.toString(base);
		
        var sz = parseInt(p1); /* padding size */
        var ch = p1 && p1[0]=='0' ? '0' : ' '; /* isnull? */
		
        while(val.length<sz) {
			val = p0 !== undefined ? val+ch : ch+val; /* isminus? */
		}
		return val;
    }
	
    var regex = /%(-)?(0?[0-9]+)?([.][0-9]+)?([#][0-9]+)?([scfpexd])/g;
    return str.replace(regex, callback);
}

String.prototype.format = function() {
    return String.format(this, Array.prototype.slice.call(arguments));
}
works similar to SAMP's format function. [https://sampwiki.blast.hk/wiki/Format]

Example:
Код:
const COLOR = {
	WHITE 	: 0xFFFFFFFF,
	TEAL	: 0x008080FF
};

SendClientMessage(player.id, COLOR.WHITE, ("Welcome to {%06x}%s{%06x}, {%06x}%s{%06x}!").format((COLOR.TEAL >>> 8), ServerData.name, (COLOR.WHITE >>> 8), (COLOR.TEAL >>> 8), player.name, (COLOR.WHITE >>> 8)));
^ copy&paste from my code.
Reply
#65

Interesting.
Reply
#66

Quote:
Originally Posted by Kamper
Посмотреть сообщение
Is it possible create a global variable to be accessible from another JS files? A kind of global variable accessible from any file

#edit
I figured out that I can simply use include function to load some JS file with a global variable xD

#another question
Can I assign a value to a new attribute of player's object, eg player.test = 1, that when the player disconnect this object will be cleared?

I noticed that when you use the function GameModeExit to reload the server, the changes made in source don't have any effect in the server until you close/open it again. It's quite bother...
#1
Код:
include("js/SomeFunction.js"); // Includes all global variables from the path into the script.

SomeFunction();
Код:
var script = require("js/SomeFunction.js"); // Includes all exported variables into the script.

script.SomeFunction();
SomeFunction.js
Код:
var SomeFunction = function() {
	print("This is some function");
}

exports = {
	SomeFunction : SomeFunction
}
#2
Use a global variable instead:
var PlayerData = [];

//PlayerConnect
PlayerData[player.id] = {};
PlayerData[player.id].test = 1;

//PlayerDisconnect
PlayerData[player.id] = null; // Or if you want it to free up memory do: delete PlayerData[player.id];
Reply
#67

Quote:
Originally Posted by SkittlesAreFalling
Посмотреть сообщение
You'll be interested in:
~code~

works similar to SAMP's format function. [https://sampwiki.blast.hk/wiki/Format]

Example:
~code~
^ copy&paste from my code.
Thank you!
Reply
#68

Quote:
Originally Posted by Kamper
View Post
#another question
Can I assign a value to a new attribute of player's object, eg player.test = 1, that when the player disconnect this object will be cleared?

I noticed that when you use the function GameModeExit to reload the server, the changes made in source don't have any effect in the server until you close/open it again. It's quite bother...
Yes you can assign custom variables to the player object and it should be cleared when they disconnect

You can put reload('scriptname.js'); in the GameModeExit and it will reload the javascript file
Reply
#69

Quote:
Originally Posted by !damo!spiderman
View Post
Yes you can assign custom variables to the player object and it should be cleared when they disconnect

You can put reload('scriptname.js'); in the GameModeExit and it will reload the javascript file
Great! For me that is the best plugin ever in SA-MP! I hope you keep working on it! I'm creating a great project using SAMP.js and build some includes to contributing to it
Reply
#70

WOW! this is great! I've just started to new script with your plugin, had same problem with non-english characters

saved .js file with encoding utf-8

Code:
$server.on("ScriptInit", function() {
	setlocale("Turkish"); // this only works on console
}
Code:
result:
Reply
#71

Quote:
Originally Posted by Omer.
View Post
WOW! this is great! I've just started to new script with your plugin, had same problem with non-english characters

saved .js file with encoding utf-8

Code:
$server.on("ScriptInit", function() {
	setlocale("Turkish");
Code:
player.message("з З ğ Ğ ı İ ц Ц ş Ş ь Ь");
result:
As far as i know samp client uses unicode... (But i may be completely wrong)
Reply
#72

Quote:
Originally Posted by DRIFT_HUNTER
View Post
As far as i know samp client uses unicode... (But i may be completely wrong)
kye says it's ANSI, I've also tried ANSI, but it gives worse result than this
Reply
#73

md5.js
Code:
!function(a){"use strict";function b(a,b){var c=(65535&a)+(65535&b),d=(a>>16)+(b>>16)+(c>>16);return d<<16|65535&c}function c(a,b){return a<<b|a>>>32-b}function d(a,d,e,f,g,h){return b(c(b(b(d,a),b(f,h)),g),e)}function e(a,b,c,e,f,g,h){return d(b&c|~b&e,a,b,f,g,h)}function f(a,b,c,e,f,g,h){return d(b&e|c&~e,a,b,f,g,h)}function g(a,b,c,e,f,g,h){return d(b^c^e,a,b,f,g,h)}function h(a,b,c,e,f,g,h){return d(c^(b|~e),a,b,f,g,h)}function i(a,c){a[c>>5]|=128<<c%32,a[(c+64>>>9<<4)+14]=c;var d,i,j,k,l,m=1732584193,n=-271733879,o=-1732584194,p=271733878;for(d=0;d<a.length;d+=16)i=m,j=n,k=o,l=p,m=e(m,n,o,p,a[d],7,-680876936),p=e(p,m,n,o,a[d+1],12,-389564586),o=e(o,p,m,n,a[d+2],17,606105819),n=e(n,o,p,m,a[d+3],22,-1044525330),m=e(m,n,o,p,a[d+4],7,-176418897),p=e(p,m,n,o,a[d+5],12,1200080426),o=e(o,p,m,n,a[d+6],17,-1473231341),n=e(n,o,p,m,a[d+7],22,-45705983),m=e(m,n,o,p,a[d+8],7,1770035416),p=e(p,m,n,o,a[d+9],12,-1958414417),o=e(o,p,m,n,a[d+10],17,-42063),n=e(n,o,p,m,a[d+11],22,-1990404162),m=e(m,n,o,p,a[d+12],7,1804603682),p=e(p,m,n,o,a[d+13],12,-40341101),o=e(o,p,m,n,a[d+14],17,-1502002290),n=e(n,o,p,m,a[d+15],22,1236535329),m=f(m,n,o,p,a[d+1],5,-165796510),p=f(p,m,n,o,a[d+6],9,-1069501632),o=f(o,p,m,n,a[d+11],14,643717713),n=f(n,o,p,m,a[d],20,-373897302),m=f(m,n,o,p,a[d+5],5,-701558691),p=f(p,m,n,o,a[d+10],9,38016083),o=f(o,p,m,n,a[d+15],14,-660478335),n=f(n,o,p,m,a[d+4],20,-405537848),m=f(m,n,o,p,a[d+9],5,568446438),p=f(p,m,n,o,a[d+14],9,-1019803690),o=f(o,p,m,n,a[d+3],14,-187363961),n=f(n,o,p,m,a[d+8],20,1163531501),m=f(m,n,o,p,a[d+13],5,-1444681467),p=f(p,m,n,o,a[d+2],9,-51403784),o=f(o,p,m,n,a[d+7],14,1735328473),n=f(n,o,p,m,a[d+12],20,-1926607734),m=g(m,n,o,p,a[d+5],4,-378558),p=g(p,m,n,o,a[d+8],11,-2022574463),o=g(o,p,m,n,a[d+11],16,1839030562),n=g(n,o,p,m,a[d+14],23,-35309556),m=g(m,n,o,p,a[d+1],4,-1530992060),p=g(p,m,n,o,a[d+4],11,1272893353),o=g(o,p,m,n,a[d+7],16,-155497632),n=g(n,o,p,m,a[d+10],23,-1094730640),m=g(m,n,o,p,a[d+13],4,681279174),p=g(p,m,n,o,a[d],11,-358537222),o=g(o,p,m,n,a[d+3],16,-722521979),n=g(n,o,p,m,a[d+6],23,76029189),m=g(m,n,o,p,a[d+9],4,-640364487),p=g(p,m,n,o,a[d+12],11,-421815835),o=g(o,p,m,n,a[d+15],16,530742520),n=g(n,o,p,m,a[d+2],23,-995338651),m=h(m,n,o,p,a[d],6,-198630844),p=h(p,m,n,o,a[d+7],10,1126891415),o=h(o,p,m,n,a[d+14],15,-1416354905),n=h(n,o,p,m,a[d+5],21,-57434055),m=h(m,n,o,p,a[d+12],6,1700485571),p=h(p,m,n,o,a[d+3],10,-1894986606),o=h(o,p,m,n,a[d+10],15,-1051523),n=h(n,o,p,m,a[d+1],21,-2054922799),m=h(m,n,o,p,a[d+8],6,1873313359),p=h(p,m,n,o,a[d+15],10,-30611744),o=h(o,p,m,n,a[d+6],15,-1560198380),n=h(n,o,p,m,a[d+13],21,1309151649),m=h(m,n,o,p,a[d+4],6,-145523070),p=h(p,m,n,o,a[d+11],10,-1120210379),o=h(o,p,m,n,a[d+2],15,718787259),n=h(n,o,p,m,a[d+9],21,-343485551),m=b(m,i),n=b(n,j),o=b(o,k),p=b(p,l);return[m,n,o,p]}function j(a){var b,c="";for(b=0;b<32*a.length;b+=8)c+=String.fromCharCode(a[b>>5]>>>b%32&255);return c}function k(a){var b,c=[];for(c[(a.length>>2)-1]=void 0,b=0;b<c.length;b+=1)c[b]=0;for(b=0;b<8*a.length;b+=8)c[b>>5]|=(255&a.charCodeAt(b/8))<<b%32;return c}function l(a){return j(i(k(a),8*a.length))}function m(a,b){var c,d,e=k(a),f=[],g=[];for(f[15]=g[15]=void 0,e.length>16&&(e=i(e,8*a.length)),c=0;16>c;c+=1)f[c]=909522486^e[c],g[c]=1549556828^e[c];return d=i(f.concat(k(b)),512+8*b.length),j(i(g.concat(d),640))}function n(a){var b,c,d="0123456789abcdef",e="";for(c=0;c<a.length;c+=1)b=a.charCodeAt©,e+=d.charAt(b>>>4&15)+d.charAt(15&b);return e}function o(a){return unescape(encodeURIComponent(a))}function p(a){return l(o(a))}function q(a){return n(p(a))}function r(a,b){return m(o(a),o(b))}function s(a,b){return n(r(a,b))}function t(a,b,c){return b?c?r(b,a):s(b,a):c?p(a):q(a)}"function"==typeof define&&define.amd?define(function(){return t}):a.md5=t}(this);
Usage:
Code:
md5("Hello world!"); // 86fb269d190d2c85f6e0468ceca42a20
http://md5.gromweb.com/?md5=86fb269d...e0468ceca42a20

PLEASE:
Do not use this to store user passwords.
Reply
#74

FCNPC.inc.js (https://sampforum.blast.hk/showthread.php?tid=428066)
Code:
const MOVE_TYPE_WALK = 0;
const MOVE_TYPE_RUN = 1;
const MOVE_TYPE_SPRINT = 2;
const MOVE_TYPE_DRIVE= 3;

const MAX_NODES = 64;

const NODE_TYPE_NONE = (-1);
const NODE_TYPE_PED = 0;
const NODE_TYPE_VEHICLE = 1;
const NODE_TYPE_BOAT = 2;

RegisterPublic("FCNPC_OnCreate", "i", "FCNPC_OnCreate", ['npcid']);
RegisterPublic("FCNPC_OnSpawn", "i", "FCNPC_OnSpawn", ['npcid']);
RegisterPublic("FCNPC_OnRespawn", "i", "FCNPC_OnRespawn", ['npcid']);
RegisterPublic("FCNPC_OnDeath", "iii", "FCNPC_OnDeath", ['npcid', 'killerid', 'weaponid']);
RegisterPublic("FCNPC_OnVehicleEntryComplete", "iii", "FCNPC_OnVehicleEntryComplete", ['npcid', 'vehicleid', 'seat']);
RegisterPublic("FCNPC_OnVehicleExitComplete", "i", "FCNPC_OnVehicleExitComplete", ['npcid']);
RegisterPublic("FCNPC_OnReachDestination", "i", "FCNPC_OnReachDestination", ['npcid']);
RegisterPublic("FCNPC_OnFinishPlayback", "i", "FCNPC_OnFinishPlayback", ['npcid']);
RegisterPublic("FCNPC_OnTakeDamage", "iiiif", "FCNPC_OnTakeDamage", ['npcid', 'damagerid', 'weaponid', 'bodypart', 'health_loss']);
RegisterPublic("FCNPC_OnFinishNodePoint", "ii", "FCNPC_OnFinishNodePoint", ['npcid', 'point']);
RegisterPublic("FCNPC_OnChangeNode", "ii", "FCNPC_OnChangeNode", ['playerid', 'nodeid']);
RegisterPublic("FCNPC_OnFinishNode", "i", "FCNPC_OnFinishNode", ['npcid']);

function FCNPC_SetUpdateRate(rate) {
	return CallNativeGDK("FCNPC_SetUpdateRate", "i", rate);
}

function FCNPC_InitZMap(file) {
	return CallNativeGDK("FCNPC_InitZMap", "s", file);
}

function FCNPC_Create(name) {
	return CallNativeGDK("FCNPC_Create", "s", name);
}

function FCNPC_Destroy(npcid) {
	return CallNativeGDK("FCNPC_Destroy", "i", npcid);
}

function FCNPC_Spawn(npcid, skinid, x, y, z) {
	return CallNativeGDK("FCNPC_Spawn", "iifff", npcid, skinid, x, y, z);
}

function FCNPC_Respawn(npcid) {
	return CallNativeGDK("FCNPC_Respawn", "i", npcid);
}

function FCNPC_IsSpawned(npcid) {
	return CallNativeGDK("FCNPC_IsSpawned", "i", npcid);
}

function FCNPC_Kill(npcid) {
	return CallNativeGDK("FCNPC_Kill", "i", npcid);
}

function FCNPC_IsDead(npcid) {
	return CallNativeGDK("FCNPC_IsDead", "i", npcid);
}

function FCNPC_SetPosition(npcid, x, y, z) {
	return CallNativeGDK("FCNPC_SetPosition", "ifff", npcid, x, y, z);
}

function FCNPC_GetPosition(npcid) {
	let out = CallNativeGDK("FCNPC_GetPosition", "iFFF", npcid);
	return {x: out[0], y: out[1], z: out[2]};
}

function FCNPC_SetAngle(npcid, a) {
	return CallNativeGDK("FCNPC_SetAngle", "if", npcid, a);
}

function FCNPC_GetAngle(npcid) {
	return CallNativeGDK("FCNPC_GetAngle", "iF", npcid);
}

function FCNPC_SetQuaternion(npcid, x, y, z) {
	return CallNativeGDK("FCNPC_SetQuaternion", "iffff", npcid, x, y, z);
}

function FCNPC_GetQuaternion(npcid) {
	let out = CallNativeGDK("FCNPC_GetQuaternion", "iFFFF", npcid);
	return {x: out[0], y: out[1], z: out[2], a: out[3]};
}

function FCNPC_SetVelocity(npcid, x, y, z) {
	return CallNativeGDK("FCNPC_SetVelocity", "ifff", npcid, x, y, z);
}

function FCNPC_GetVelocity(npcid) {
	let out = CallNativeGDK("FCNPC_GetVelocity", "iFFF", npcid);
	return {x: out[0], y: out[1], z: out[2]};
}

function FCNPC_SetInterior(npcid, interiorid) {
	return CallNativeGDK("FCNPC_SetInterior", "ii", npcid, interiorid);
}

function FCNPC_GetInterior(npcid) {
	return CallNativeGDK("FCNPC_GetInterior", "i", npcid);
}

function FCNPC_SetHealth(npcid, health) {
	return CallNativeGDK("FCNPC_SetHealth", "if", npcid, health);
}

function FCNPC_GetHealth(npcid) {
	return CallNativeGDK("FCNPC_GetHealth", "iF", npcid);
}

function FCNPC_SetArmour(npcid, armour) {
	return CallNativeGDK("FCNPC_SetArmour", "if", npcid, armour);
}

function FCNPC_GetArmour(npcid) {
	return CallNativeGDK("FCNPC_GetArmour", "iF", npcid);
}

function FCNPC_SetSkin(npcid, skin) {
	return CallNativeGDK("FCNPC_SetSkin", "ii", npcid, skin);
}

function FCNPC_GetSkin(npcid) {
	return CallNativeGDK("FCNPC_GetSkin", "i", npcid);
}

function FCNPC_SetWeapon(npcid, weaponid) {
	return CallNativeGDK("FCNPC_SetWeapon", "ii", npcid, weaponid);
}

function FCNPC_GetWeapon(npcid) {
	return CallNativeGDK("FCNPC_GetWeapon", "i", npcid);
}

function FCNPC_SetAmmo(npcid, ammo) {
	return CallNativeGDK("FCNPC_SetAmmo", "ii", npcid, ammo);
}

function FCNPC_GetAmmo(npcid) {
	return CallNativeGDK("FCNPC_GetAmmo", "i", npcid);
}

function FCNPC_SetKeys(npcid, keys) {
	return CallNativeGDK("FCNPC_SetKeys", "ii", npcid, keys);
}

function FCNPC_GetKeys(npcid) {
	let out = CallNativeGDK("FCNPC_GetKeys", "iIII", npcid);
	return {updown: out[0], leftright: out[1], keys: out[2]};
}

function FCNPC_SetSpecialAction(npcid, actionid) {
	return CallNativeGDK("FCNPC_SetSpecialAction", "ii", npcid, actionid);
}

function FCNPC_GetSpecialAction(npcid) {
	return CallNativeGDK("FCNPC_GetSpecialAction", "i", npcid);
}

function FCNPC_ToggleReloading(npcid, toggle) {
	return CallNativeGDK("FCNPC_ToggleReloading", "ii", npcid, toggle);
}

function FCNPC_ToggleInfiniteAmmo(npcid, toggle) {
	return CallNativeGDK("FCNPC_ToggleInfiniteAmmo", "ii", npcid, toggle);
}

function FCNPC_GoTo(npcid, x, y, z, type, speed, useZMap) {
	return CallNativeGDK("FCNPC_GoTo", "ifffifi", npcid, x, y, z, type, speed, useZMap);
}

function FCNPC_Stop(npcid) {
	return CallNativeGDK("FCNPC_Stop", "i", npcid);
}

function FCNPC_IsMoving(npcid) {
	return CallNativeGDK("FCNPC_IsMoving", "i", npcid);
}

function FCNPC_AimAt(npcid, x, y, z, shoot) {
	return CallNativeGDK("FCNPC_AimAt", "ifffi", npcid, x, y, z, shoot);
}

function FCNPC_StopAim(npcid) {
	return CallNativeGDK("FCNPC_StopAim", "i", npcid);
}

function FCNPC_MeleeAttack(npcid, delay) {
	return CallNativeGDK("FCNPC_MeleeAttack", "ii", npcid, delay);
}

function FCNPC_StopAttack(npcid) {
	return CallNativeGDK("FCNPC_StopAttack", "i", npcid);
}

function FCNPC_IsAiming(npcid) {
	return CallNativeGDK("FCNPC_IsAiming", "i", npcid);
}

function FCNPC_IsShooting(npcid) {
	return CallNativeGDK("FCNPC_IsShooting", "i", npcid);
}

function FCNPC_IsReloading(npcid) {
	return CallNativeGDK("FCNPC_IsReloading", "i", npcid);
}

function FCNPC_EnterVehicle(npcid, vehicleid, seatid, type) {
	return CallNativeGDK("FCNPC_EnterVehicle", "iiii", npcid, vehicleid, seatid, type);
}

function FCNPC_ExitVehicle(npcid) {
	return CallNativeGDK("FCNPC_ExitVehicle", "i", npcid);
}

function FCNPC_PutInVehicle(npcid, vehicleid, seatid) {
	return CallNativeGDK("FCNPC_PutInVehicle", "iii", npcid, vehicleid, seatid);
}

function FCNPC_RemoveFromVehicle(npcid) {
	return CallNativeGDK("FCNPC_RemoveFromVehicle", "i", npcid);
}

function FCNPC_GetVehicleID(npcid) {
	return CallNativeGDK("FCNPC_GetVehicleID", "i", npcid);
}

function FCNPC_GetVehicleSeat(npcid) {
	return CallNativeGDK("FCNPC_GetVehicleSeat", "i", npcid);
}

function FCNPC_StartPlayingPlayback(npcid, file) {
	return CallNativeGDK("FCNPC_StartPlayingPlayback", "is", npcid, file);
}

function FCNPC_StopPlayingPlayback(npcid) {
	return CallNativeGDK("FCNPC_StopPlayingPlayback", "i", npcid);
}

function FCNPC_PausePlayingPlayback(npcid) {
	return CallNativeGDK("FCNPC_PausePlayingPlayback", "i", npcid);
}

function FCNPC_ResumePlayingPlayback(npcid) {
	return CallNativeGDK("FCNPC_ResumePlayingPlayback", "i", npcid);
}

function FCNPC_OpenNode(nodeid) {
	return CallNativeGDK("FCNPC_OpenNode", "i", nodeid);
}

function FCNPC_CloseNode(nodeid) {
	return CallNativeGDK("FCNPC_CloseNode", "i", nodeid);
}

function FCNPC_IsNodeOpen(nodeid) {
	return CallNativeGDK("FCNPC_IsNodeOpen", "i", nodeid);
}

function FCNPC_GetNodeType(nodeid) {
	return CallNativeGDK("FCNPC_GetNodeType", "i", nodeid);
}

function FCNPC_SetNodePoint(nodeid, point) {
	return CallNativeGDK("FCNPC_SetNodePoint", "ii", nodeid, point);
}

function FCNPC_GetNodePointPosition(nodeid) {
	let out = CallNativeGDK("FCNPC_GetNodePointPosition", "iFFF", npcid);
	return {x: out[0], y: out[1], z: out[2]};
}

function FCNPC_GetNodePointCount(nodeid) {
	return CallNativeGDK("FCNPC_GetNodePointCount", "i", nodeid);
}

function FCNPC_GetNodeInfo(nodeid) {
	let out = CallNativeGDK("FCNPC_GetNodeInfo", "iIII", npcid);
	return {vehnodes: out[0], pednodes: out[1], navinodes: out[2]};
}

function FCNPC_PlayNode(npcid, nodeid, type) {
	return CallNativeGDK("FCNPC_PlayNode", "iii", npcid, nodeid, type);
}

function FCNPC_StopPlayingNode(npcid) {
	return CallNativeGDK("FCNPC_StopPlayingNode", "i", nodeid);
}

function FCNPC_GetZGround(x, y) {
	return CallNativeGDK("FCNPC_GetZGround", "ffF", x, y);
}
Example.js (http://prntscr.com/8nhgsx)
Code:
const COLOR = {
	WHITE 	: 0xFFFFFFFF
};

let skittlesId = INVALID_PLAYER_ID;

let HandleServerStart = function() {
	skittlesId = FCNPC_Create("Skittles");
	return true;
}

let HandleServerStop = function() {
	if(skittlesId != INVALID_PLAYER_ID) {
		FCNPC_Destroy(skittlesId);
	}
	return true;
}

let HandlePlayerSpawn = function(player) {
	if(player.isNPC == true) {
		return true;
	}
	
	let position = player.pos;
	
	position.o = player.facingAngle;
	// Get X Y in front of player, by Y_Less, converted to JS
	position.x += (2.5 * (Math.sin(-position.o / 180 * Math.PI)));
	position.y += (2.5 * (Math.cos(-position.o / 180 * Math.PI)));
	
	FCNPC_SetPosition(skittlesId, position.x, position.y, position.z);
	
	position.o += 180;
	
	if(position.o >= 360) {
		position.o -= 360;
	}
	
	FCNPC_SetAngle(skittlesId, position.o);
	
	SendClientMessage(player.id, COLOR.WHITE, "Welcome to the server, " + player.name + "! My name is Skittles.");
	return true;
}

let HandleFCNPCCreated = function(npcid) {
	if(FCNPC_IsSpawned(npcid) == false) {
		FCNPC_Spawn(npcid, 254, 0.0, 0.0, 5.0);
	}
	
	print("NPC (" + GetPlayerName(npcid) + "): created.");
	return true;
}

let HandleFCNPCSpawned = function(npcid) {
	print("NPC (" + GetPlayerName(npcid) + "): spawned.");
	return true;
}

let HandleFCNPCDamage = function(npcid, playerid, weaponid, bodypart, loss) {
	print("NPC (" + GetPlayerName(npcid) + "): took damage (" + loss + ").");
	return true;
}

let HandleFCNPCDeath = function(npcid, playerid, weaponid) {
	print("NPC (" + GetPlayerName(npcid) + "): died.");
	
	FCNPC_Respawn(npcid);
	return true;
}

$server.on('PlayerSpawn', HandlePlayerSpawn);

$server.on('GameModeInit', HandleServerStart);
$server.on('GameModeExit', HandleServerStop);

$server.on('FCNPC_OnCreate', HandleFCNPCCreated);
$server.on('FCNPC_OnSpawn', HandleFCNPCSpawned);
$server.on('FCNPC_OnTakeDamage', HandleFCNPCDamage); // Added Edit #1
$server.on('FCNPC_OnDeath', HandleFCNPCDeath); // Added Edit #2
Not fully tested, please PM me if you get an error.
Note you must downgrade to 0.3.7 R1.
(Otherwise FCNPC will crash the server, sorry)
I am no longer using FCNPC, but I will keep this updated on request.
Reply
#75

Quote:
Originally Posted by SkittlesAreFalling
View Post
FCNPC.inc.js (https://sampforum.blast.hk/showthread.php?tid=428066)
Code:
const MOVE_TYPE_WALK = 0;
const MOVE_TYPE_RUN = 1;
const MOVE_TYPE_SPRINT = 2;
const MOVE_TYPE_DRIVE= 3;

const MAX_NODES = 64;

const NODE_TYPE_NONE = (-1);
const NODE_TYPE_PED = 0;
const NODE_TYPE_VEHICLE = 1;
const NODE_TYPE_BOAT = 2;

RegisterPublic("FCNPC_OnCreate", "i", "FCNPC_OnCreate", ['npcid']);
RegisterPublic("FCNPC_OnSpawn", "i", "FCNPC_OnSpawn", ['npcid']);
RegisterPublic("FCNPC_OnRespawn", "i", "FCNPC_OnRespawn", ['npcid']);
RegisterPublic("FCNPC_OnDeath", "iii", "FCNPC_OnDeath", ['npcid', 'killerid', 'weaponid']);
RegisterPublic("FCNPC_OnVehicleEntryComplete", "iii", "FCNPC_OnVehicleEntryComplete", ['npcid', 'vehicleid', 'seat']);
RegisterPublic("FCNPC_OnVehicleExitComplete", "i", "FCNPC_OnVehicleExitComplete", ['npcid']);
RegisterPublic("FCNPC_OnReachDestination", "i", "FCNPC_OnReachDestination", ['npcid']);
RegisterPublic("FCNPC_OnFinishPlayback", "i", "FCNPC_OnFinishPlayback", ['npcid']);
RegisterPublic("FCNPC_OnTakeDamage", "iiiif", "FCNPC_OnTakeDamage", ['npcid', 'damagerid', 'weaponid', 'bodypart', 'health_loss']);
RegisterPublic("FCNPC_OnFinishNodePoint", "ii", "FCNPC_OnFinishNodePoint", ['npcid', 'point']);
RegisterPublic("FCNPC_OnChangeNode", "ii", "FCNPC_OnChangeNode", ['playerid', 'nodeid']);
RegisterPublic("FCNPC_OnFinishNode", "i", "FCNPC_OnFinishNode", ['npcid']);

function FCNPC_SetUpdateRate(rate) {
	return CallNativeGDK("FCNPC_SetUpdateRate", "i", rate);
}

function FCNPC_InitZMap(file) {
	return CallNativeGDK("FCNPC_InitZMap", "s", file);
}

function FCNPC_Create(name) {
	return CallNativeGDK("FCNPC_Create", "s", name);
}

function FCNPC_Destroy(npcid) {
	return CallNativeGDK("FCNPC_Destroy", "i", npcid);
}

function FCNPC_Spawn(npcid, skinid, x, y, z) {
	return CallNativeGDK("FCNPC_Spawn", "iifff", npcid, skinid, x, y, z);
}

function FCNPC_Respawn(npcid) {
	return CallNativeGDK("FCNPC_Respawn", "i", npcid);
}

function FCNPC_IsSpawned(npcid) {
	return CallNativeGDK("FCNPC_IsSpawned", "i", npcid);
}

function FCNPC_Kill(npcid) {
	return CallNativeGDK("FCNPC_Kill", "i", npcid);
}

function FCNPC_IsDead(npcid) {
	return CallNativeGDK("FCNPC_IsDead", "i", npcid);
}

function FCNPC_SetPosition(npcid, x, y, z) {
	return CallNativeGDK("FCNPC_SetPosition", "ifff", npcid, x, y, z);
}

function FCNPC_GetPosition(npcid) {
	let out = CallNativeGDK("FCNPC_GetPosition", "iFFF", npcid);
	return {x: out[0], y: out[1], z: out[2]};
}

function FCNPC_SetAngle(npcid, a) {
	return CallNativeGDK("FCNPC_SetAngle", "if", npcid, a);
}

function FCNPC_GetAngle(npcid) {
	return CallNativeGDK("FCNPC_GetAngle", "iF", npcid);
}

function FCNPC_SetQuaternion(npcid, x, y, z) {
	return CallNativeGDK("FCNPC_SetQuaternion", "iffff", npcid, x, y, z);
}

function FCNPC_GetQuaternion(npcid) {
	let out = CallNativeGDK("FCNPC_GetQuaternion", "iFFFF", npcid);
	return {x: out[0], y: out[1], z: out[2], a: out[3]};
}

function FCNPC_SetVelocity(npcid, x, y, z) {
	return CallNativeGDK("FCNPC_SetVelocity", "ifff", npcid, x, y, z);
}

function FCNPC_GetVelocity(npcid) {
	let out = CallNativeGDK("FCNPC_GetVelocity", "iFFF", npcid);
	return {x: out[0], y: out[1], z: out[2]};
}

function FCNPC_SetInterior(npcid, interiorid) {
	return CallNativeGDK("FCNPC_SetInterior", "ii", npcid, interiorid);
}

function FCNPC_GetInterior(npcid) {
	return CallNativeGDK("FCNPC_GetInterior", "i", npcid);
}

function FCNPC_SetHealth(npcid, health) {
	return CallNativeGDK("FCNPC_SetHealth", "if", npcid, health);
}

function FCNPC_GetHealth(npcid) {
	return CallNativeGDK("FCNPC_GetHealth", "iF", npcid);
}

function FCNPC_SetArmour(npcid, armour) {
	return CallNativeGDK("FCNPC_SetArmour", "if", npcid, armour);
}

function FCNPC_GetArmour(npcid) {
	return CallNativeGDK("FCNPC_GetArmour", "iF", npcid);
}

function FCNPC_SetSkin(npcid, skin) {
	return CallNativeGDK("FCNPC_SetSkin", "ii", npcid, skin);
}

function FCNPC_GetSkin(npcid) {
	return CallNativeGDK("FCNPC_GetSkin", "i", npcid);
}

function FCNPC_SetWeapon(npcid, weaponid) {
	return CallNativeGDK("FCNPC_SetWeapon", "ii", npcid, weaponid);
}

function FCNPC_GetWeapon(npcid) {
	return CallNativeGDK("FCNPC_GetWeapon", "i", npcid);
}

function FCNPC_SetAmmo(npcid, ammo) {
	return CallNativeGDK("FCNPC_SetAmmo", "ii", npcid, ammo);
}

function FCNPC_GetAmmo(npcid) {
	return CallNativeGDK("FCNPC_GetAmmo", "i", npcid);
}

function FCNPC_SetKeys(npcid, keys) {
	return CallNativeGDK("FCNPC_SetKeys", "ii", npcid, keys);
}

function FCNPC_GetKeys(npcid) {
	let out = CallNativeGDK("FCNPC_GetKeys", "iIII", npcid);
	return {updown: out[0], leftright: out[1], keys: out[2]};
}

function FCNPC_SetSpecialAction(npcid, actionid) {
	return CallNativeGDK("FCNPC_SetSpecialAction", "ii", npcid, actionid);
}

function FCNPC_GetSpecialAction(npcid) {
	return CallNativeGDK("FCNPC_GetSpecialAction", "i", npcid);
}

function FCNPC_ToggleReloading(npcid, toggle) {
	return CallNativeGDK("FCNPC_ToggleReloading", "ii", npcid, toggle);
}

function FCNPC_ToggleInfiniteAmmo(npcid, toggle) {
	return CallNativeGDK("FCNPC_ToggleInfiniteAmmo", "ii", npcid, toggle);
}

function FCNPC_GoTo(npcid, x, y, z, type, speed, useZMap) {
	return CallNativeGDK("FCNPC_GoTo", "ifffifi", npcid, x, y, z, type, speed, useZMap);
}

function FCNPC_Stop(npcid) {
	return CallNativeGDK("FCNPC_Stop", "i", npcid);
}

function FCNPC_IsMoving(npcid) {
	return CallNativeGDK("FCNPC_IsMoving", "i", npcid);
}

function FCNPC_AimAt(npcid, x, y, z, shoot) {
	return CallNativeGDK("FCNPC_AimAt", "ifffi", npcid, x, y, z, shoot);
}

function FCNPC_StopAim(npcid) {
	return CallNativeGDK("FCNPC_StopAim", "i", npcid);
}

function FCNPC_MeleeAttack(npcid, delay) {
	return CallNativeGDK("FCNPC_MeleeAttack", "ii", npcid, delay);
}

function FCNPC_StopAttack(npcid) {
	return CallNativeGDK("FCNPC_StopAttack", "i", npcid);
}

function FCNPC_IsAiming(npcid) {
	return CallNativeGDK("FCNPC_IsAiming", "i", npcid);
}

function FCNPC_IsShooting(npcid) {
	return CallNativeGDK("FCNPC_IsShooting", "i", npcid);
}

function FCNPC_IsReloading(npcid) {
	return CallNativeGDK("FCNPC_IsReloading", "i", npcid);
}

function FCNPC_EnterVehicle(npcid, vehicleid, seatid, type) {
	return CallNativeGDK("FCNPC_EnterVehicle", "iiii", npcid, vehicleid, seatid, type);
}

function FCNPC_ExitVehicle(npcid) {
	return CallNativeGDK("FCNPC_ExitVehicle", "i", npcid);
}

function FCNPC_PutInVehicle(npcid, vehicleid, seatid) {
	return CallNativeGDK("FCNPC_PutInVehicle", "iii", npcid, vehicleid, seatid);
}

function FCNPC_RemoveFromVehicle(npcid) {
	return CallNativeGDK("FCNPC_RemoveFromVehicle", "i", npcid);
}

function FCNPC_GetVehicleID(npcid) {
	return CallNativeGDK("FCNPC_GetVehicleID", "i", npcid);
}

function FCNPC_GetVehicleSeat(npcid) {
	return CallNativeGDK("FCNPC_GetVehicleSeat", "i", npcid);
}

function FCNPC_StartPlayingPlayback(npcid, file) {
	return CallNativeGDK("FCNPC_StartPlayingPlayback", "is", npcid, file);
}

function FCNPC_StopPlayingPlayback(npcid) {
	return CallNativeGDK("FCNPC_StopPlayingPlayback", "i", npcid);
}

function FCNPC_PausePlayingPlayback(npcid) {
	return CallNativeGDK("FCNPC_PausePlayingPlayback", "i", npcid);
}

function FCNPC_ResumePlayingPlayback(npcid) {
	return CallNativeGDK("FCNPC_ResumePlayingPlayback", "i", npcid);
}

function FCNPC_OpenNode(nodeid) {
	return CallNativeGDK("FCNPC_OpenNode", "i", nodeid);
}

function FCNPC_CloseNode(nodeid) {
	return CallNativeGDK("FCNPC_CloseNode", "i", nodeid);
}

function FCNPC_IsNodeOpen(nodeid) {
	return CallNativeGDK("FCNPC_IsNodeOpen", "i", nodeid);
}

function FCNPC_GetNodeType(nodeid) {
	return CallNativeGDK("FCNPC_GetNodeType", "i", nodeid);
}

function FCNPC_SetNodePoint(nodeid, point) {
	return CallNativeGDK("FCNPC_SetNodePoint", "ii", nodeid, point);
}

function FCNPC_GetNodePointPosition(nodeid) {
	let out = CallNativeGDK("FCNPC_GetNodePointPosition", "iFFF", npcid);
	return {x: out[0], y: out[1], z: out[2]};
}

function FCNPC_GetNodePointCount(nodeid) {
	return CallNativeGDK("FCNPC_GetNodePointCount", "i", nodeid);
}

function FCNPC_GetNodeInfo(nodeid) {
	let out = CallNativeGDK("FCNPC_GetNodeInfo", "iIII", npcid);
	return {vehnodes: out[0], pednodes: out[1], navinodes: out[2]};
}

function FCNPC_PlayNode(npcid, nodeid, type) {
	return CallNativeGDK("FCNPC_PlayNode", "iii", npcid, nodeid, type);
}

function FCNPC_StopPlayingNode(npcid) {
	return CallNativeGDK("FCNPC_StopPlayingNode", "i", nodeid);
}

function FCNPC_GetZGround(x, y) {
	return CallNativeGDK("FCNPC_GetZGround", "ffF", x, y);
}
Example.js (http://prntscr.com/8nhgsx)
Code:
const COLOR = {
	WHITE 	: 0xFFFFFFFF
};

let skittlesId = INVALID_PLAYER_ID;

let HandleServerStart = function() {
	skittlesId = FCNPC_Create("Skittles");
	return true;
}

let HandleServerStop = function() {
	if(skittlesId != INVALID_PLAYER_ID) {
		FCNPC_Destroy(skittlesId);
	}
	return true;
}

let HandlePlayerSpawn = function(player) {
	if(player.isNPC == true) {
		return true;
	}
	
	let position = player.pos;
	
	position.o = player.facingAngle;
	// Get X Y in front of player, by Y_Less, converted to JS
	position.x += (2.5 * (Math.sin(-position.o / 180 * Math.PI)));
	position.y += (2.5 * (Math.cos(-position.o / 180 * Math.PI)));
	
	FCNPC_SetPosition(skittlesId, position.x, position.y, position.z);
	
	position.o += 180;
	
	if(position.o >= 360) {
		position.o -= 360;
	}
	
	FCNPC_SetAngle(skittlesId, position.o);
	
	SendClientMessage(player.id, COLOR.WHITE, "Welcome to the server, " + player.name + "! My name is Skittles.");
	return true;
}

let HandleFCNPCCreated = function(npcid) {
	if(FCNPC_IsSpawned(npcid) == false) {
		FCNPC_Spawn(npcid, 254, 0.0, 0.0, 5.0);
	}
	
	print("NPC (" + GetPlayerName(npcid) + "): created.");
	return true;
}

let HandleFCNPCSpawned = function(npcid) {
	print("NPC (" + GetPlayerName(npcid) + "): spawned.");
	return true;
}

let HandleFCNPCDamage = function(npcid, playerid, weaponid, bodypart, loss) {
	print("NPC (" + GetPlayerName(npcid) + "): took damage (" + loss + ").");
	return true;
}

let HandleFCNPCDeath = function(npcid, playerid, weaponid) {
	print("NPC (" + GetPlayerName(npcid) + "): died.");
	
	FCNPC_Respawn(npcid);
	return true;
}

$server.on('PlayerSpawn', HandlePlayerSpawn);

$server.on('GameModeInit', HandleServerStart);
$server.on('GameModeExit', HandleServerStop);

$server.on('FCNPC_OnCreate', HandleFCNPCCreated);
$server.on('FCNPC_OnSpawn', HandleFCNPCSpawned);
$server.on('FCNPC_OnTakeDamage', HandleFCNPCDamage); // Added Edit #1
$server.on('FCNPC_OnDeath', HandleFCNPCDeath); // Added Edit #2
Note you must downgrade to 0.3.7 R1.
(Otherwise FCNPC will crash the server, sorry)
Nice job!(Even though I am not personally using samp.js, I am sure others will be able to put this to use good use).
Reply
#76

Quote:
Originally Posted by Abagail
View Post
Nice job!(Even though I am not personally using samp.js, I am sure others will be able to put this to use good use).
I plan on releasing a traffic system and zombie apocalypse system using only SAMP.js and FCNPC.
Look out for it in the near future.
Reply
#77

here some utils:
Code:
var IsNumeric = function(input) {
    return (input - 0) == input && (''+input).trim().length > 0;
};
Code:
var ReturnUser = function(text) {
    if(IsNumeric(text)) {
        return $players[text];
    } else {
        let found = [];
        for(let player of $players) {
            if(player.name.indexOf(text) != -1) {
                found.push(player);
            }
        }
        return found.length == 1 ? found[0] : found;
    }
};
example usage for ReturnUser:
Code:
$server.on("PlayerCommandText", function(player, text){ 
    let args = text.split(' '); 
    let cmd = args.shift(); 

    switch(cmd) {
        case '/pm': { 
            if(isNaN(args[0])){ 
                SendClientMessage( player, -1, "/pm [playerid/Part of Name] [message]"); 
                return 1;   
            }

            let arg1 = args.shift();
            let target = ReturnUser(arg1);

            if(!target) {
                return player.message(-1, "Couldn't find " + arg1);
            }
            if(Array.isArray(target)) {
                return player.message(-1, "Found matches: " + _.pluck(target, "id").join(", ")); // include underscore.js
            }
            
            msg = args.join(' '); 
            SendClientMessage(target.id, -1, `PM from ${player.name}: ${msg}`); 
            return 1; 
        } 
              
    } 
    return 0;
});
Reply
#78

Quote:
Originally Posted by Omer.
View Post
Code:
var IsNumeric = function(input) {
    return (input - 0) == input && (''+input).trim().length > 0;
};
I like the ReturnUser function.

You can simply:
Code:
var IsNumeric = function(test) {
    return (isNaN(parseFloat(test)) == false && isFinite(test) == true);
}
That way you can also test if a string "123" is a number or even a float "69.1994".

Quote:

print([ IsNumeric("test"), IsNumeric(true), IsNumeric("69"), IsNumeric("19.94") ]); // { 0: false, 1: false, 2: true, 3: true }

Reply
#79

Quote:
Originally Posted by SkittlesAreFalling
View Post
You can simply:
Code:
var IsNumeric = function(test) {
    return (isNaN(parseFloat(test)) == false && isFinite(test) == true);
}
That way you can also test if a string "123" is a number or even a float "69.1994".
isFinite is nice, but my function works well with floats too
Reply
#80

Will development continue for this plugin, or is it in a somewhat stable state?
Reply


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