// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Example Filterscript for the new LS BeachSide Building 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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// * Adapted the elevator code so it works in this new building and removed the
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// light pole at the underground car park entrance
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//
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// Updated to v1.03 by Matite in April 2015
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// * Removed the code that removes the existing building map object and the lines
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// that create the new objects as the original building is now replaced with
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// the new one by SAMP instead (same as the LS Office building)
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//
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// Updated to v1.02 by Matite in February 2015
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// * Added code for the new car park object and edited the elevator to
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// include the car park
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//
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// This script creates the new LS BeachSide building object, removes the
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// existing GTASA building object, adds the new car park object and creates
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// an elevator that can be used to travel between all levels.
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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 (/lsb) that teleports you to the LS BeachSide building.
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//
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// Warning...
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// This script uses a total of:
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// * 31 objects = 1 for the elevator, 2 for the elevator doors and 28 for the
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// elevator floor doors
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// * 15 3D Text Labels = 14 on the floors and 1 in the elevator
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// * 1 dialog (for the elevator - dialog ID 877)
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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 LS BeachSide elevator dialog
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#define DIALOG_ID (877)
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// Position defines
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#define X_DOOR_R_OPENED (289.542419)
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#define X_DOOR_L_OPENED (286.342407)
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#define Y_DOOR_R_OPENED (-1609.640991)
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#define Y_DOOR_L_OPENED (-1609.076049)
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#define X_FDOOR_R_OPENED (289.492431)
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#define X_FDOOR_L_OPENED (286.292419)
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#define Y_FDOOR_R_OPENED (-1609.870971)
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#define Y_FDOOR_L_OPENED (-1609.306030)
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#define GROUND_Z_COORD (18.755348) // (33.825077)
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#define X_ELEVATOR_POS (287.942413)
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#define Y_ELEVATOR_POS (-1609.341064)
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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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// Used for chat text messages
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#define COLOR_MESSAGE_YELLOW 0xFFDD00AA
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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[14][] =
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{
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"Car Park",
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"Ground Floor",
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"First Floor",
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"Second Floor",
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"Third Floor",
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"Fourth Floor",
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"Fifth Floor",
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"Sixth Floor",
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"Seventh Floor",
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"Eighth Floor",
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"Ninth Floor",
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"Tenth Floor",
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"Eleventh Floor",
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"Twelfth Floor"
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};
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// Elevator floor Z heights
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static Float:FloorZOffsets[14] =
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{
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0.0, // Car Park
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15.069729, // Ground Floor
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29.130733, // First Floor
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33.630733, // Second Floor = 29.130733 + 4.5
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38.130733, // Third Floor = 33.630733 + 4.5
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42.630733, // Fourth Floor = 38.130733 + 4.5
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47.130733, // Fifth Floor = 42.630733 + 4.5
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51.630733, // Sixth Floor = 47.130733 + 4.5
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56.130733, // Seventh Floor = 51.630733 + 4.5
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60.630733, // Eighth Floor = 56.130733 + 4.5
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65.130733, // Ninth Floor = 60.630733 + 4.5
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69.630733, // Tenth Floor = 65.130733 + 4.5
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74.130733, // Eleventh Floor = 69.630733 + 4.5
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78.630733, // Twelfth Floor = 74.130733 + 4.5
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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 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[14][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[14];
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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[14];
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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[14];
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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 (/lsb) which teleports the player to
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// outside the LS BeachSide building.
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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("/lsb", cmdtext, true, 4) == 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, 289.81 + random(2), -1630.65 + random(2), 34.32);
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SetPlayerFacingAngle(playerid, 10);
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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~LS BeachSide!", 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(" |--- LS BeachSide Filterscript");
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print(" |-- Script v1.03");
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print(" |-- 19th April 2015");
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print(" |---------------------------------------------------");
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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(" |-- LS BeachSide 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 the lamp post at the underground car park entrance
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RemoveBuildingForPlayer(i, 1226, 265.481, -1581.1, 32.9311, 5.0);
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// Remove the night lights object (must be removed to also remove any
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// occulsion zones inside the building)
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RemoveBuildingForPlayer(i, 6518, 280.297, -1606.2, 72.3984, 250.0);
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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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// 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(" |-- LS BeachSide 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 the lamp post at the underground car park entrance
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RemoveBuildingForPlayer(playerid, 1226, 265.481, -1581.1, 32.9311, 5.0);
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// Remove the night lights object (must be removed to also remove any
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// occulsion zones inside the building)
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RemoveBuildingForPlayer(playerid, 6518, 280.297, -1606.2, 72.3984, 250.0);
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// Exit here (return 1 so this callback is processed in other scripts)
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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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// Create variables
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new Float:x, Float:y, Float:z;
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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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// Check if the object that moved was one of the elevator floor doors
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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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// Some floor doors have shut, move the elevator to next floor in queue:
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if (y < Y_DOOR_L_OPENED - 0.5)
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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 + 1.6, Y_ELEVATOR_POS - 1.85, z - 0.4, 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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// Check if the player is not in a vehicle and pressed the conversation yes key (Y by default)
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if (!IsPlayerInAnyVehicle(playerid) && (newkeys & KEY_YES))
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{
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// Create variables and get the players current position
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new Float:pos[3];
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GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
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// For debug
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//printf("X = %0.2f | Y = %0.2f | Z = %0.2f", pos[0], pos[1], pos[2]);
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// Check if the player is using the button inside the elevator
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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))
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{
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// The player is using the button inside the elevator
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// --------------------------------------------------
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// Show the elevator dialog to the player
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ShowElevatorDialog(playerid);
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}
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else
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{
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// Check if the player is using the button on one of the floors
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if(pos[1] < (Y_ELEVATOR_POS - 1.81) && pos[1] > (Y_ELEVATOR_POS - 3.8) && pos[0] > (X_ELEVATOR_POS + 1.21) && pos[0] < (X_ELEVATOR_POS + 3.8))
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{
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// The player is most likely using an elevator floor button... check which floor
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// -----------------------------------------------------------------------------
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// Create variable with the number of floors to check (total floors minus 1)
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new i = 13;
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// Loop
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while(pos[2] < GetDoorsZCoordForFloor(i) + 3.5 && i > 0)
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i --;
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if(i == 0 && pos[2] < GetDoorsZCoordForFloor(0) + 2.0)
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i = -1;
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if (i <= 12)
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{
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// Check if the elevator is not moving (idle or waiting)
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if (ElevatorState != ELEVATOR_STATE_MOVING)
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{
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// Check if the elevator is already on the floor it was called from
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if (ElevatorFloor == i + 1)
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{
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// Display gametext message to the player
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GameTextForPlayer(playerid, "~n~~n~~n~~n~~n~~n~~n~~y~~h~LS BeachSide Elevator Is~n~~y~~h~Already On This Floor...~n~~w~Walk Inside It~n~~w~And Press '~k~~CONVERSATION_YES~'", 3500, 3);
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// Display chat text message to the player
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SendClientMessage(playerid, COLOR_MESSAGE_YELLOW, "* The LS BeachSide elevator is already on this floor... walk inside it and press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}'");
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// Exit here (return 1 so this callback is processed in other scripts)
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return 1;
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}
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}
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// Call function to call the elevator to the floor
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CallElevator(playerid, i + 1);
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// Display gametext message to the player
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GameTextForPlayer(playerid, "~n~~n~~n~~n~~n~~n~~n~~n~~g~~h~LS BeachSide Elevator~n~~g~~h~Has Been Called...~n~~w~Please Wait", 3000, 3);
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// Create variable for formatted message
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new strTempString[100];
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// Check if the elevator is moving
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if (ElevatorState == ELEVATOR_STATE_MOVING)
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{
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// Format chat text message
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format(strTempString, sizeof(strTempString), "* The LS BeachSide elevator has been called... it is currently moving towards the %s.", FloorNames[ElevatorFloor]);
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}
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else
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{
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// Check if the floor is the car park
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if (ElevatorFloor == 0)
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{
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// Format chat text message
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format(strTempString, sizeof(strTempString), "* The LS BeachSide elevator has been called... it is currently at the %s.", FloorNames[ElevatorFloor]);
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}
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else
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{
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// Format chat text message
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format(strTempString, sizeof(strTempString), "* The LS BeachSide elevator has been called... it is currently on the %s.", FloorNames[ElevatorFloor]);
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}
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}
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// Display formatted chat text message to the player
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SendClientMessage(playerid, COLOR_MESSAGE_YELLOW, strTempString);
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// Exit here (return 1 so this callback is processed in other scripts)
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return 1;
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}
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}
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}
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}
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// Exit here (return 1 so this callback is processed in other scripts)
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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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// Create the elevator and elevator door objects
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Obj_Elevator = CreateObject(18755, X_ELEVATOR_POS, Y_ELEVATOR_POS, GROUND_Z_COORD, 0.000000, 0.000000, 80.000000);
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Obj_ElevatorDoors[0] = CreateObject(18757, X_ELEVATOR_POS, Y_ELEVATOR_POS, GROUND_Z_COORD, 0.000000, 0.000000, 80.000000);
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Obj_ElevatorDoors[1] = CreateObject(18756, X_ELEVATOR_POS, Y_ELEVATOR_POS, GROUND_Z_COORD, 0.000000, 0.000000, 80.000000);
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// Create the 3D text label for inside the elevator
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Label_Elevator = Create3DTextLabel("{CCCCCC}Press '{FFFFFF}~k~~CONVERSATION_YES~{CCCCCC}' to use elevator", 0xCCCCCCAA, X_ELEVATOR_POS + 1.6, Y_ELEVATOR_POS - 1.85, GROUND_Z_COORD - 0.4, 4.0, 0, 1);
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|
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// Create variables
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new string[128], Float:z;
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|
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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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// Create elevator floor door objects
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Obj_FloorDoors[i][0] = CreateObject(18757, X_ELEVATOR_POS, Y_ELEVATOR_POS - 0.245, GetDoorsZCoordForFloor(i) + 0.05, 0.000000, 0.000000, 80.000000);
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Obj_FloorDoors[i][1] = CreateObject(18756, X_ELEVATOR_POS, Y_ELEVATOR_POS - 0.245, GetDoorsZCoordForFloor(i) + 0.05, 0.000000, 0.000000, 80.000000);
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|
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// Format string for the floor 3D text label
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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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|
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// Get label Z position
|
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z = GetDoorsZCoordForFloor(i);
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|
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// Create floor label
|
|
Label_Floors[i] = Create3DTextLabel(string, 0xCCCCCCAA, X_ELEVATOR_POS + 2, Y_ELEVATOR_POS -3, z - 0.2, 10.5, 0, 1);
|
|
}
|
|
|
|
// Open the car park floor doors and the elevator doors
|
|
Floor_OpenDoors(0);
|
|
Elevator_OpenDoors();
|
|
|
|
// Exit here
|
|
return 1;
|
|
}
|
|
|
|
stock Elevator_Destroy()
|
|
{
|
|
// Destroys the elevator.
|
|
|
|
DestroyObject(Obj_Elevator);
|
|
DestroyObject(Obj_ElevatorDoors[0]);
|
|
DestroyObject(Obj_ElevatorDoors[1]);
|
|
Delete3DTextLabel(Label_Elevator);
|
|
|
|
for(new i; i < sizeof(Obj_FloorDoors); i ++)
|
|
{
|
|
DestroyObject(Obj_FloorDoors[i][0]);
|
|
DestroyObject(Obj_FloorDoors[i][1]);
|
|
Delete3DTextLabel(Label_Floors[i]);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
stock Elevator_OpenDoors()
|
|
{
|
|
// Opens the elevator's doors.
|
|
|
|
new Float:x, Float:y, Float:z;
|
|
|
|
GetObjectPos(Obj_ElevatorDoors[0], x, y, z);
|
|
MoveObject(Obj_ElevatorDoors[0], X_DOOR_L_OPENED, Y_DOOR_L_OPENED, z, DOORS_SPEED);
|
|
MoveObject(Obj_ElevatorDoors[1], X_DOOR_R_OPENED, Y_DOOR_R_OPENED, 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_ELEVATOR_POS, Y_ELEVATOR_POS, z, DOORS_SPEED);
|
|
MoveObject(Obj_ElevatorDoors[1], X_ELEVATOR_POS, Y_ELEVATOR_POS, z, DOORS_SPEED);
|
|
|
|
return 1;
|
|
}
|
|
|
|
stock Floor_OpenDoors(floorid)
|
|
{
|
|
// Opens the doors at the specified floor.
|
|
|
|
MoveObject(Obj_FloorDoors[floorid][0], X_FDOOR_L_OPENED, Y_FDOOR_L_OPENED, GetDoorsZCoordForFloor(floorid) + 0.05, DOORS_SPEED);
|
|
MoveObject(Obj_FloorDoors[floorid][1], X_FDOOR_R_OPENED, Y_FDOOR_R_OPENED, GetDoorsZCoordForFloor(floorid) + 0.05, 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) + 0.05, DOORS_SPEED);
|
|
MoveObject(Obj_FloorDoors[floorid][1], X_ELEVATOR_POS, Y_ELEVATOR_POS - 0.245, GetDoorsZCoordForFloor(floorid) + 0.05, 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, "LS BeachSide 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 Z height value
|
|
return (GROUND_Z_COORD + FloorZOffsets[floorid]);
|
|
}
|
|
|
|
stock Float:GetDoorsZCoordForFloor(floorid)
|
|
{
|
|
// Return Z height value
|
|
return (GROUND_Z_COORD + FloorZOffsets[floorid]);
|
|
}
|
|
|