// -----------------------------------------------------------------------------
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// Example Filterscript for the new SF ZomboTech Building and Lab with Elevator
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// ----------------------------------------------------------------------------
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// Original elevator code by Zamaroht in 2010
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//
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// Updated by Kye in 2011
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// * Added a sound effect for the elevator starting/stopping
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//
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// Edited by Matite in January 2015
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// * Added code to remove the existing building, add the new buildings and
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// adapted the elevator code so it works in this new building
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//
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//
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// This script creates the new SF ZomboTech building and the lab objects, removes
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// the existing GTASA building object and creates an elevator that can be used to
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// travel between the building foyer and the lab.
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//
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// You can un-comment the OnPlayerCommandText callback below to enable a simple
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// teleport command (/zl) that teleports you to the ZomboTech Lab elevator.
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//
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// Warning...
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// This script uses a total of:
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// * 9 objects = 1 for the elevator, 2 for the elevator doors, 4 for the elevator
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// floor doors and 2 for the buildings (replacement ZomboTech building and lab)
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// * 3 3D Text Labels = 2 on the floors and 1 in the elevator
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// * 1 dialog (for the elevator)
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Includes
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// --------
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// SA-MP include
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#include <a_samp>
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// For PlaySoundForPlayersInRange()
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#include "../include/gl_common.inc"
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// -----------------------------------------------------------------------------
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// Defines
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// -------
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// Movement speed of the elevator
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#define ELEVATOR_SPEED (5.0)
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// Movement speed of the doors
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#define DOORS_SPEED (5.0)
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// Time in ms that the elevator will wait in each floor before continuing with the queue...
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// be sure to give enough time for doors to open
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#define ELEVATOR_WAIT_TIME (5000)
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// Dialog ID for the ZomboTech building elevator dialog
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#define DIALOG_ID (875)
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// Position defines
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#define X_DOOR_CLOSED (-1951.603027)
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#define X_DOOR_L_OPENED X_DOOR_CLOSED + 1.6
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#define X_DOOR_R_OPENED X_DOOR_CLOSED - 1.6
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#define GROUND_Z_COORD (47.451492)
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#define X_ELEVATOR_POS (-1951.603027)
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#define Y_ELEVATOR_POS (636.418334)
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// Elevator state defines
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#define ELEVATOR_STATE_IDLE (0)
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#define ELEVATOR_STATE_WAITING (1)
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#define ELEVATOR_STATE_MOVING (2)
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// Invalid floor define
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#define INVALID_FLOOR (-1)
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// -----------------------------------------------------------------------------
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// Constants
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// ---------
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// Elevator floor names for the 3D text labels
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static FloorNames[2][] =
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{
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"Ground Floor",
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"ZomboTech Lab"
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};
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// Elevator floor Z heights
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static Float:FloorZOffsets[2] =
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{
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0.0, // Ground Floor
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-21.628007 // ZomboTech Lab -21.598007
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};
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// -----------------------------------------------------------------------------
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// Variables
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// ---------
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// Stores the created object numbers of the replacement building and the lab so
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// they can be destroyed when the filterscript is unloaded
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new SFZomboTechBuildingObject;
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new SFZomboTechLabObject;
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// Stores the created object numbers of the elevator, the elevator doors and
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// the elevator floor doors so they can be destroyed when the filterscript
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// is unloaded
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new Obj_Elevator, Obj_ElevatorDoors[2], Obj_FloorDoors[2][2];
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// Stores a reference to the 3D text labels used on each floor and inside the
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// elevator itself so they can be detroyed when the filterscript is unloaded
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new Text3D:Label_Elevator, Text3D:Label_Floors[2];
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// Stores the current state of the elevator (ie ELEVATOR_STATE_IDLE,
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// ELEVATOR_STATE_WAITING or ELEVATOR_STATE_MOVING)
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new ElevatorState;
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// Stores the current floor the elevator is on or heading to... if the value is
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// ELEVATOR_STATE_IDLE or ELEVATOR_STATE_WAITING this is the current floor. If
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// the value is ELEVATOR_STATE_MOVING then it is the floor it's moving to
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new ElevatorFloor;
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// Stores the elevator queue for each floor
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new ElevatorQueue[2];
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// Stores who requested the floor for the elevator queue...
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// FloorRequestedBy[floor_id] = playerid; (stores who requested which floor)
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new FloorRequestedBy[2];
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// Used for a timer that makes the elevator move faster after players start
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// surfing the object
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new ElevatorBoostTimer;
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// -----------------------------------------------------------------------------
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// Function Forwards
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// -----------------
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// Public:
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forward CallElevator(playerid, floorid); // You can use INVALID_PLAYER_ID too.
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forward ShowElevatorDialog(playerid);
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// Private:
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forward Elevator_Initialize();
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forward Elevator_Destroy();
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forward Elevator_OpenDoors();
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forward Elevator_CloseDoors();
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forward Floor_OpenDoors(floorid);
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forward Floor_CloseDoors(floorid);
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forward Elevator_MoveToFloor(floorid);
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forward Elevator_Boost(floorid); // Increases the elevator speed until it reaches 'floorid'.
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forward Elevator_TurnToIdle();
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forward ReadNextFloorInQueue();
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forward RemoveFirstQueueFloor();
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forward AddFloorToQueue(floorid);
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forward IsFloorInQueue(floorid);
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forward ResetElevatorQueue();
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forward DidPlayerRequestElevator(playerid);
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forward Float:GetElevatorZCoordForFloor(floorid);
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forward Float:GetDoorsZCoordForFloor(floorid);
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// -----------------------------------------------------------------------------
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// Callbacks
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// ---------
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// Un-comment the OnPlayerCommandText callback below (remove the "/*" and the "*/")
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// to enable a simple teleport command (/zl) which teleports the player to
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// the Zombotech Lab elevator.
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/*
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public OnPlayerCommandText(playerid, cmdtext[])
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{
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// Check command text
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if (strcmp("/zl", cmdtext, true, 3) == 0)
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{
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// Set the interior
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SetPlayerInterior(playerid, 0);
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// Set player position and facing angle
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SetPlayerPos(playerid, -1957.11 + random(2), 644.36 + random(2), 47.6);
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SetPlayerFacingAngle(playerid, 215);
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// Fix camera position after teleporting
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SetCameraBehindPlayer(playerid);
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// Send a gametext message to the player
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GameTextForPlayer(playerid, "~b~~h~ZomboTech Lab!", 3000, 3);
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// Exit here
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return 1;
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}
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// Exit here (return 0 as the command was not handled in this filterscript)
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return 0;
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}
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*/
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public OnFilterScriptInit()
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{
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// Display information in the Server Console
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print("\n");
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print(" |---------------------------------------------------");
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print(" |--- SF ZomboTech Filterscript");
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print(" |-- Script v1.01");
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print(" |-- 12th January 2015");
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print(" |---------------------------------------------------");
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// Create the SF ZomboTech Building object
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SFZomboTechBuildingObject = CreateObject(19593, -1951.687500, 660.023986, 89.507797, 0, 0, 0);
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// Create the SF ZomboTech Lab object
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SFZomboTechLabObject = CreateObject(19594, -1951.687500, 660.023986, 29.507797, 0, 0, 0);
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// Display information in the Server Console
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print(" |-- SF ZomboTech Building and Lab objects created");
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// Reset the elevator queue
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ResetElevatorQueue();
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// Create the elevator object, the elevator doors and the floor doors
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Elevator_Initialize();
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// Display information in the Server Console
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print(" |-- SF ZomboTech Building Elevator created");
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print(" |---------------------------------------------------");
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// Loop
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for (new i = 0; i < MAX_PLAYERS; i++)
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{
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// Check if the player is connected and not a NPC
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if (IsPlayerConnected(i) && !IsPlayerNPC(i))
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{
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// Remove default GTASA SF ZomboTech map object and LOD for the player
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// (so any player currently ingame does not have to rejoin for them
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// to be removed when this filterscript is loaded)
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RemoveBuildingForPlayer(i, 10027, -1951.687500, 660.023986, 89.507797, 250.0); // Building
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RemoveBuildingForPlayer(i, 9939, -1951.687500, 660.023986, 89.507797, 250.0); // LOD
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}
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}
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// Exit here
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return 1;
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}
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public OnFilterScriptExit()
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{
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// Check for valid object
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if (IsValidObject(SFZomboTechBuildingObject))
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{
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// Destroy the SF ZombotTech Building object
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DestroyObject(SFZomboTechBuildingObject);
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// Display information in the Server Console
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print(" |---------------------------------------------------");
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print(" |-- SF ZomboTech Building object destroyed");
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}
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// Check for valid object
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if (IsValidObject(SFZomboTechLabObject))
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{
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// Destroy the SF ZomboTech Lab object
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DestroyObject(SFZomboTechLabObject);
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// Display information in the Server Console
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print(" |-- SF ZomboTech Lab object destroyed");
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}
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// Destroy the elevator, the elevator doors and the elevator floor doors
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Elevator_Destroy();
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// Display information in the Server Console
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print(" |-- SF ZomboTech Building Elevator destroyed");
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print(" |---------------------------------------------------");
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// Exit here
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return 1;
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}
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public OnPlayerConnect(playerid)
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{
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// Remove default GTASA SF ZomboTech map object and LOD for the player
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RemoveBuildingForPlayer(playerid, 10027, -1951.687500, 660.023986, 89.507797, 250.0); // Building
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RemoveBuildingForPlayer(playerid, 9939, -1951.687500, 660.023986, 89.507797, 250.0); // LOD
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// Exit here
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return 1;
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}
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public OnObjectMoved(objectid)
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{
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new Float:x, Float:y, Float:z;
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for(new i; i < sizeof(Obj_FloorDoors); i ++)
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{
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if(objectid == Obj_FloorDoors[i][0])
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{
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GetObjectPos(Obj_FloorDoors[i][0], x, y, z);
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// A floor door has shut so move the elevator to the next floor in the queue
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if (x == X_DOOR_CLOSED)
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{
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Elevator_MoveToFloor(ElevatorQueue[0]);
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RemoveFirstQueueFloor();
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}
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}
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}
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if(objectid == Obj_Elevator) // The elevator reached the specified floor.
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{
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KillTimer(ElevatorBoostTimer); // Kills the timer, in case the elevator reached the floor before boost.
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FloorRequestedBy[ElevatorFloor] = INVALID_PLAYER_ID;
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Elevator_OpenDoors();
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Floor_OpenDoors(ElevatorFloor);
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GetObjectPos(Obj_Elevator, x, y, z);
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Label_Elevator = Create3DTextLabel("{CCCCCC}Press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}' to use elevator", 0xCCCCCCAA, X_ELEVATOR_POS - 1.8, Y_ELEVATOR_POS + 1.6, z - 0.6, 4.0, 0, 1);
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ElevatorState = ELEVATOR_STATE_WAITING;
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SetTimer("Elevator_TurnToIdle", ELEVATOR_WAIT_TIME, 0);
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}
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return 1;
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}
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public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
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{
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if(dialogid == DIALOG_ID)
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{
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if(!response)
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return 0;
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if(FloorRequestedBy[listitem] != INVALID_PLAYER_ID || IsFloorInQueue(listitem))
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GameTextForPlayer(playerid, "~r~The floor is already in the queue", 3500, 4);
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else if(DidPlayerRequestElevator(playerid))
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GameTextForPlayer(playerid, "~r~You already requested the elevator", 3500, 4);
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else
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CallElevator(playerid, listitem);
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return 1;
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}
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return 0;
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}
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public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
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{
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if(!IsPlayerInAnyVehicle(playerid) && (newkeys & KEY_YES))
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{
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new Float:pos[3];
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GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
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//printf("X = %0.2f | Y = %0.2f | Z = %0.2f", pos[0], pos[1], pos[2]);
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if(pos[1] < (Y_ELEVATOR_POS + 1.8) && pos[1] > (Y_ELEVATOR_POS - 1.8) && pos[0] < (X_ELEVATOR_POS + 1.8) && pos[0] > (X_ELEVATOR_POS - 1.8)) // He is using the elevator button
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ShowElevatorDialog(playerid);
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else // Is the player using a floor button?
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{
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if(pos[1] > (Y_ELEVATOR_POS + 1.81) && pos[1] < (Y_ELEVATOR_POS + 3.8) && pos[0] < (X_ELEVATOR_POS - 1.81) && pos[0] > (X_ELEVATOR_POS - 3.8))
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{
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// Create variable
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new i = 0;
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// Check for ground floor
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if (pos[2] > (GROUND_Z_COORD - 2) && pos[2] < (GROUND_Z_COORD + 2))
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{
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i = 0;
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}
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else i = 1;
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//printf("Floor = %d | State = %d | i = %d", ElevatorFloor, ElevatorState, i);
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// Check if the elevator is not moving and already on the requested floor
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if (ElevatorState != ELEVATOR_STATE_MOVING && ElevatorFloor == i)
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{
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// Display a gametext message and exit here
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GameTextForPlayer(playerid, "~n~~n~~n~~n~~n~~r~ZomboTech Elevator~n~~r~Is Already On~n~~r~This Floor!", 3000, 5);
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return 1;
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}
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//printf("Call Elevator to Floor %i", i);
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CallElevator(playerid, i);
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GameTextForPlayer(playerid, "~r~Elevator called", 3500, 4);
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}
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}
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}
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return 1;
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}
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// ------------------------ Functions ------------------------
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stock Elevator_Initialize()
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{
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// Initializes the elevator.
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Obj_Elevator = CreateObject(18755, X_ELEVATOR_POS, Y_ELEVATOR_POS, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
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Obj_ElevatorDoors[0] = CreateObject(18757, X_ELEVATOR_POS, Y_ELEVATOR_POS, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
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Obj_ElevatorDoors[1] = CreateObject(18756, X_ELEVATOR_POS, Y_ELEVATOR_POS, GROUND_Z_COORD, 0.000000, 0.000000, 270.000000);
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Label_Elevator = Create3DTextLabel("{CCCCCC}Press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}' to use elevator", 0xCCCCCCAA, X_ELEVATOR_POS - 1.8, Y_ELEVATOR_POS + 1.6, GROUND_Z_COORD - 0.6, 4.0, 0, 1);
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new string[128],
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Float:z;
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for(new i; i < sizeof(Obj_FloorDoors); i ++)
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{
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Obj_FloorDoors[i][0] = CreateObject(18757, X_ELEVATOR_POS, Y_ELEVATOR_POS + 0.245, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
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Obj_FloorDoors[i][1] = CreateObject(18756, X_ELEVATOR_POS, Y_ELEVATOR_POS + 0.245, GetDoorsZCoordForFloor(i), 0.000000, 0.000000, 270.000000);
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format(string, sizeof(string), "{CCCCCC}[%s]\n{CCCCCC}Press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}' to call", FloorNames[i]);
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if(i == 0)
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z = 47.460277;
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else
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z = 25.820274;
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Label_Floors[i] = Create3DTextLabel(string, 0xCCCCCCAA, X_ELEVATOR_POS - 2.5, Y_ELEVATOR_POS + 2.5, z - 0.2, 10.5, 0, 1);
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}
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// Open ground floor doors:
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Floor_OpenDoors(0);
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Elevator_OpenDoors();
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return 1;
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}
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stock Elevator_Destroy()
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{
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// Destroys the elevator and the elevator doors
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DestroyObject(Obj_Elevator);
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DestroyObject(Obj_ElevatorDoors[0]);
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DestroyObject(Obj_ElevatorDoors[1]);
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// Destroy the 3D text label inside the elevator
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Delete3DTextLabel(Label_Elevator);
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// Loop
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for(new i; i < sizeof(Obj_FloorDoors); i ++)
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{
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// Destroy the elevator floor doors and the floor 3D text labels
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DestroyObject(Obj_FloorDoors[i][0]);
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DestroyObject(Obj_FloorDoors[i][1]);
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Delete3DTextLabel(Label_Floors[i]);
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}
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return 1;
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}
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stock Elevator_OpenDoors()
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{
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// Opens the elevator's doors.
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new Float:x, Float:y, Float:z;
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GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
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MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, y, z, DOORS_SPEED);
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MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, y, z, DOORS_SPEED);
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return 1;
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}
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stock Elevator_CloseDoors()
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{
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// Closes the elevator's doors.
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if(ElevatorState == ELEVATOR_STATE_MOVING)
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return 0;
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new Float:x, Float:y, Float:z;
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GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
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MoveObject(Obj_ElevatorDoors[0], X_DOOR_CLOSED, y, z, DOORS_SPEED);
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MoveObject(Obj_ElevatorDoors[1], X_DOOR_CLOSED, y, z, DOORS_SPEED);
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return 1;
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}
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stock Floor_OpenDoors(floorid)
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{
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// Opens the doors at the specified floor.
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MoveObject(Obj_FloorDoors[floorid][0], X_DOOR_L_OPENED, Y_ELEVATOR_POS + 0.245, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
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MoveObject(Obj_FloorDoors[floorid][1], X_DOOR_R_OPENED, Y_ELEVATOR_POS + 0.245, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
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PlaySoundForPlayersInRange(6401, 50.0, X_ELEVATOR_POS, Y_ELEVATOR_POS, GetDoorsZCoordForFloor(floorid) + 5.0);
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return 1;
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}
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stock Floor_CloseDoors(floorid)
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{
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// Closes the doors at the specified floor.
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MoveObject(Obj_FloorDoors[floorid][0], X_ELEVATOR_POS, Y_ELEVATOR_POS + 0.245, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
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MoveObject(Obj_FloorDoors[floorid][1], X_ELEVATOR_POS, Y_ELEVATOR_POS + 0.245, GetDoorsZCoordForFloor(floorid), DOORS_SPEED);
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PlaySoundForPlayersInRange(6401, 50.0, X_ELEVATOR_POS, Y_ELEVATOR_POS, GetDoorsZCoordForFloor(floorid) + 5.0);
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return 1;
|
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}
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stock Elevator_MoveToFloor(floorid)
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{
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// Moves the elevator to specified floor (doors are meant to be already closed).
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ElevatorState = ELEVATOR_STATE_MOVING;
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ElevatorFloor = floorid;
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|
|
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// Move the elevator slowly, to give time to clients to sync the object surfing. Then, boost it up:
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MoveObject(Obj_Elevator, X_ELEVATOR_POS, Y_ELEVATOR_POS, GetElevatorZCoordForFloor(floorid), 0.25);
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MoveObject(Obj_ElevatorDoors[0], X_ELEVATOR_POS, Y_ELEVATOR_POS, GetDoorsZCoordForFloor(floorid), 0.25);
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MoveObject(Obj_ElevatorDoors[1], X_ELEVATOR_POS, Y_ELEVATOR_POS, GetDoorsZCoordForFloor(floorid), 0.25);
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Delete3DTextLabel(Label_Elevator);
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|
|
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ElevatorBoostTimer = SetTimerEx("Elevator_Boost", 2000, 0, "i", floorid);
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|
|
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return 1;
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}
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|
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public Elevator_Boost(floorid)
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|
{
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|
// Increases the elevator's speed until it reaches 'floorid'
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StopObject(Obj_Elevator);
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StopObject(Obj_ElevatorDoors[0]);
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|
StopObject(Obj_ElevatorDoors[1]);
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|
|
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MoveObject(Obj_Elevator, X_ELEVATOR_POS, Y_ELEVATOR_POS, GetElevatorZCoordForFloor(floorid), ELEVATOR_SPEED);
|
|
MoveObject(Obj_ElevatorDoors[0], X_ELEVATOR_POS, Y_ELEVATOR_POS, GetDoorsZCoordForFloor(floorid), ELEVATOR_SPEED);
|
|
MoveObject(Obj_ElevatorDoors[1], X_ELEVATOR_POS, Y_ELEVATOR_POS, 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, "ZomboTech Elevator...", string, "Accept", "Cancel");
|
|
|
|
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]);
|
|
|
|
stock Float:GetDoorsZCoordForFloor(floorid)
|
|
return (GROUND_Z_COORD + FloorZOffsets[floorid]);
|