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zipline.inc
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zipline.inc
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// built-in include guard removal
// just in case the user has a local dependency with the same file name
#if defined _inc_zipline
#undef _inc_zipline
#endif
// custom include-guard to ensure we don't duplicate
#if defined _zipline_included
#endinput
#endif
#define _zipline_included
#include <a_samp>
#include <mathutil>
#include <YSI_Data\y_iterate>
#include <YSI_Coding\y_timers>
#include <streamer>
#include <linegen>
#include <YSI_Coding\y_hooks>
#if !defined MAX_ZIPLINE
#define MAX_ZIPLINE (32)
#endif
#define INVALID_ZIPLINE_ID (-1)
enum E_ZIPLINE_DATA {
zip_startArea,
zip_endArea,
zip_lineID,
Float:zip_startPosX,
Float:zip_startPosY,
Float:zip_startPosZ,
Float:zip_endPosX,
Float:zip_endPosY,
Float:zip_endPosZ,
Float:zip_vecX,
Float:zip_vecY,
Float:zip_vecZ,
zip_world,
zip_interior
}
static
zip_Data[MAX_ZIPLINE][E_ZIPLINE_DATA],
zip_currentZipline[MAX_PLAYERS] = {INVALID_ZIPLINE_ID, ...},
Timer:zip_UpdateTimer[MAX_PLAYERS],
Float:zip_PlayerSpeedMult[MAX_PLAYERS];
new
Iterator:zip_Index<MAX_ZIPLINE>;
forward Float:GetDistancePointLine(Float:line_x,Float:line_y,Float:line_z,Float:vector_x,Float:vector_y,Float:vector_z,Float:point_x,Float:point_y,Float:point_z);
forward Float:GetAngleToPoint(Float:fPointX, Float:fPointY, Float:fDestX, Float:fDestY);
forward Float:GetAbsoluteAngle(Float:angle);
stock CreateZipline(Float:x1, Float:y1, Float:z1, Float:x2, Float:y2, Float:z2, worldid = 0, interiorid = 0) {
new id = Iter_Free(zip_Index);
if(id == ITER_NONE) {
err("MAX_ZIPLINE limit reached");
return INVALID_ZIPLINE_ID;
}
zip_Data[id][zip_startArea] = CreateDynamicSphere(x1, y1, z1 - 1.0, 2.0, worldid, interiorid);
zip_Data[id][zip_endArea] = CreateDynamicSphere(x2, y2, z2 - 1.0, 6.0, worldid, interiorid);
zip_Data[id][zip_lineID] = CreateLineSegment(19087, 2.46,
x1, y1, z1,
x2, y2, z2,
.RotX = 90.0, .objlengthoffset = -(2.46/2), .worldid = worldid, .interiorid = interiorid, .maxlength = 1000.0);
SetLineSegmentDest(zip_Data[id][zip_lineID], x2, y2, z2);
zip_Data[id][zip_startPosX] = x1;
zip_Data[id][zip_startPosY] = y1;
zip_Data[id][zip_startPosZ] = z1;
zip_Data[id][zip_endPosX] = x2;
zip_Data[id][zip_endPosY] = y2;
zip_Data[id][zip_endPosZ] = z2;
zip_Data[id][zip_world] = worldid;
zip_Data[id][zip_interior] = interiorid;
GetLineSegmentVector(zip_Data[id][zip_lineID],
zip_Data[id][zip_vecX], zip_Data[id][zip_vecY], zip_Data[id][zip_vecZ]);
Iter_Add(zip_Index, id);
return id;
}
stock DestroyZipline(ziplineid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 0;
}
DestroyDynamicArea(zip_Data[ziplineid][zip_startArea]);
DestroyDynamicArea(zip_Data[ziplineid][zip_endArea]);
DestroyLineSegment(zip_Data[ziplineid][zip_lineID]);
zip_Data[ziplineid][zip_startArea] = INVALID_STREAMER_ID;
zip_Data[ziplineid][zip_endArea] = INVALID_STREAMER_ID;
zip_Data[ziplineid][zip_lineID] = INVALID_LINE_SEGMENT_ID;
zip_Data[ziplineid][zip_startPosX] = 0.0;
zip_Data[ziplineid][zip_startPosY] = 0.0;
zip_Data[ziplineid][zip_startPosZ] = 0.0;
zip_Data[ziplineid][zip_endPosX] = 0.0;
zip_Data[ziplineid][zip_endPosY] = 0.0;
zip_Data[ziplineid][zip_endPosZ] = 0.0;
zip_Data[ziplineid][zip_world] = 0;
zip_Data[ziplineid][zip_interior] = 0;
Iter_Remove(zip_Index, ziplineid);
return 1;
}
stock bool:IsValidZipline(ziplineid) {
return Iter_Contains(zip_Index, ziplineid);
}
// zip_startArea
stock GetZiplineStartAreaID(ziplineid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 0;
}
return zip_Data[ziplineid][zip_startArea];
}
// zip_endArea
stock GetZiplineEndAreaID(ziplineid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 0;
}
return zip_Data[ziplineid][zip_endArea];
}
// zip_lineID
stock GetZiplineLineID(ziplineid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 0;
}
return zip_Data[ziplineid][zip_lineID];
}
// zip_startPosX
// zip_startPosY
// zip_startPosZ
stock GetZiplineStartPos(ziplineid, &Float:x, &Float:y, &Float:z) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
x = zip_Data[ziplineid][zip_startPosX];
y = zip_Data[ziplineid][zip_startPosY];
z = zip_Data[ziplineid][zip_startPosZ];
return 0;
}
stock SetZiplineStartPos(ziplineid, Float:x, Float:y, Float:z) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
zip_Data[ziplineid][zip_startPosX] = x;
zip_Data[ziplineid][zip_startPosY] = y;
zip_Data[ziplineid][zip_startPosZ] = z;
SetLineSegmentPoint(zip_Data[ziplineid][zip_lineID], x, y, z);
GetLineSegmentVector(zip_Data[ziplineid][zip_lineID], zip_Data[ziplineid][zip_vecX], zip_Data[ziplineid][zip_vecY], zip_Data[ziplineid][zip_vecZ]);
return 0;
}
// zip_endPosX
// zip_endPosY
// zip_endPosZ
stock GetZiplineEndPos(ziplineid, &Float:x, &Float:y, &Float:z) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
x = zip_Data[ziplineid][zip_endPosX];
y = zip_Data[ziplineid][zip_endPosY];
z = zip_Data[ziplineid][zip_endPosZ];
return 0;
}
stock SetZiplineEndPos(ziplineid, Float:x, Float:y, Float:z) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
zip_Data[ziplineid][zip_endPosX] = x;
zip_Data[ziplineid][zip_endPosY] = y;
zip_Data[ziplineid][zip_endPosZ] = z;
SetLineSegmentDest(zip_Data[ziplineid][zip_lineID], x, y, z);
GetLineSegmentVector(zip_Data[ziplineid][zip_lineID], zip_Data[ziplineid][zip_vecX], zip_Data[ziplineid][zip_vecY], zip_Data[ziplineid][zip_vecZ]);
return 0;
}
// zip_vecX
// zip_vecY
// zip_vecZ
stock GetZiplineVector(ziplineid, &Float:x, &Float:y, &Float:z) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
x = zip_Data[ziplineid][zip_vecX];
y = zip_Data[ziplineid][zip_vecY];
z = zip_Data[ziplineid][zip_vecZ];
return 0;
}
// zip_world
stock GetZiplineWorld(ziplineid)
{
if(!Iter_Contains(zip_Index, ziplineid)) {
return 0;
}
return zip_Data[ziplineid][zip_world];
}
stock SetZiplineWorld(ziplineid, worldid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
zip_Data[ziplineid][zip_world] = worldid;
Streamer_SetIntData(STREAMER_TYPE_AREA, zip_Data[ziplineid][zip_startArea], E_STREAMER_WORLD_ID, worldid);
Streamer_SetIntData(STREAMER_TYPE_AREA, zip_Data[ziplineid][zip_endArea], E_STREAMER_WORLD_ID, worldid);
SetLineSegmentWorld(zip_Data[ziplineid][zip_lineID], worldid);
return 0;
}
// zip_interior
stock GetZiplineInterior(ziplineid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return -1;
}
return zip_Data[ziplineid][zip_interior];
}
stock SetZiplineInterior(ziplineid, interiorid) {
if(!Iter_Contains(zip_Index, ziplineid)) {
return 1;
}
zip_Data[ziplineid][zip_interior] = interiorid;
Streamer_SetIntData(STREAMER_TYPE_AREA, zip_Data[ziplineid][zip_startArea], E_STREAMER_INTERIOR_ID, interiorid);
Streamer_SetIntData(STREAMER_TYPE_AREA, zip_Data[ziplineid][zip_endArea], E_STREAMER_INTERIOR_ID, interiorid);
SetLineSegmentInterior(zip_Data[ziplineid][zip_lineID], interiorid);
return 0;
}
stock bool:IsPlayerOnZipline(playerid) {
if(!IsPlayerConnected(playerid)) {
return false;
}
return (zip_currentZipline[playerid] != INVALID_ZIPLINE_ID);
}
stock GetPlayerZipline(playerid) {
if(!IsPlayerConnected(playerid)) {
return INVALID_ZIPLINE_ID;
}
return zip_currentZipline[playerid];
}
/*
Internal
*/
hook OnPlayerEnterDynArea(playerid, areaid) {
foreach(new i : zip_Index) {
if(areaid == zip_Data[i][zip_endArea] && zip_currentZipline[playerid] != INVALID_ZIPLINE_ID) {
_zipline_exit(playerid);
}
}
return 1;
}
hook OnPlayerKeyStateChange(playerid, newkeys, oldkeys) {
if(newkeys & 16) {
if(zip_currentZipline[playerid] == INVALID_ZIPLINE_ID) {
foreach(new i : zip_Index) {
if(IsPlayerInDynamicArea(playerid, zip_Data[i][zip_startArea])) {
_zipline_enter(playerid, i);
return Y_HOOKS_CONTINUE_RETURN_1;
} else if(IsPlayerInDynamicArea(playerid, zip_Data[i][zip_endArea])) {
return Y_HOOKS_CONTINUE_RETURN_1;
} else {
new
Float:x,
Float:y,
Float:z,
Float:angleto,
Float:angleof,
Float:anglesum;
GetPlayerPos(playerid, x, y, z);
angleto = GetAngleToPoint(zip_Data[i][zip_startPosX], zip_Data[i][zip_startPosY], x, y);
angleof = GetAbsoluteAngle(-(90-(atan2(zip_Data[i][zip_vecY], zip_Data[i][zip_vecX]))));
anglesum = GetAbsoluteAngle(angleto - angleof);
if(anglesum > 270.0 || anglesum < 90.0) {
angleto = GetAngleToPoint(zip_Data[i][zip_endPosX], zip_Data[i][zip_endPosY], x, y);
angleof = GetAbsoluteAngle((-(90-(atan2(zip_Data[i][zip_vecY], zip_Data[i][zip_vecX])))) - 180.0);
anglesum = GetAbsoluteAngle(angleto - angleof);
if(anglesum > 270.0 || anglesum < 90.0) {
new Float:dist = GetDistancePointLine(
zip_Data[i][zip_startPosX], zip_Data[i][zip_startPosY], zip_Data[i][zip_startPosZ]-1.0,
zip_Data[i][zip_vecX], zip_Data[i][zip_vecY], zip_Data[i][zip_vecZ],
x, y, z);
if(dist < 2.0) {
_zipline_enter(playerid, i);
return 1;
}
}
}
}
}
} else {
_zipline_exit(playerid);
}
}
return 1;
}
_zipline_enter(playerid, id) {
new
Float:x,
Float:y,
Float:z,
Float:dist;
GetPlayerPos(playerid, x, y, z);
dist = GetDistanceToLineSegmentPoint(id, x, y, z);
SetPlayerPos(playerid,
zip_Data[id][zip_startPosX] + (zip_Data[id][zip_vecX] * dist),
zip_Data[id][zip_startPosY] + (zip_Data[id][zip_vecY] * dist),
zip_Data[id][zip_startPosZ] + (zip_Data[id][zip_vecZ] * dist) - 1.0);
SetPlayerFacingAngle(playerid, -(atan2(zip_Data[id][zip_vecX], zip_Data[id][zip_vecY])));
zip_PlayerSpeedMult[playerid] = 0.2;
ApplyAnimation(playerid, "PED", "CLIMB_IDLE", 4.0, 1, 0, 0, 0, 0, 1);
zip_currentZipline[playerid] = id;
zip_UpdateTimer[playerid] = repeat ZiplineUpdate(playerid);
return 1;
}
_zipline_exit(playerid) {
new tmpid = zip_currentZipline[playerid];
ClearAnimations(playerid, 1);
zip_currentZipline[playerid] = INVALID_ZIPLINE_ID;
SetPlayerVelocity(playerid,
zip_Data[tmpid][zip_vecX] * zip_PlayerSpeedMult[playerid],
zip_Data[tmpid][zip_vecY] * zip_PlayerSpeedMult[playerid],
(zip_Data[tmpid][zip_vecZ] + 0.03) * zip_PlayerSpeedMult[playerid]);
stop zip_UpdateTimer[playerid];
return 1;
}
//hook OnPlayerUpdate(playerid)
timer ZiplineUpdate[50](playerid) {
if(zip_currentZipline[playerid] == INVALID_ZIPLINE_ID) {
return;
}
new
Float:x,
Float:y,
Float:z,
Float:dist;
GetPlayerPos(playerid, x, y, z);
dist = GetDistancePointLine(
zip_Data[zip_currentZipline[playerid]][zip_startPosX],
zip_Data[zip_currentZipline[playerid]][zip_startPosY],
zip_Data[zip_currentZipline[playerid]][zip_startPosZ]-1.2,
zip_Data[zip_currentZipline[playerid]][zip_vecX],
zip_Data[zip_currentZipline[playerid]][zip_vecY],
zip_Data[zip_currentZipline[playerid]][zip_vecZ],
x, y, z);
if(dist > 5.0) {
_zipline_exit(playerid);
return;
}
SetPlayerVelocity(playerid,
zip_Data[zip_currentZipline[playerid]][zip_vecX] * zip_PlayerSpeedMult[playerid],
zip_Data[zip_currentZipline[playerid]][zip_vecY] * zip_PlayerSpeedMult[playerid],
(zip_Data[zip_currentZipline[playerid]][zip_vecZ] + 0.03) * zip_PlayerSpeedMult[playerid]);
if(zip_PlayerSpeedMult[playerid] < 0.5) {
zip_PlayerSpeedMult[playerid] += 0.01;
}
return;
}