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