[Include] Interactive Gangzones - Форум Cheat-Master.ru
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[Include] Interactive Gangzones
Herro[CM] Дата: Среда, 09.09.2015, 06:57 | Сообщение # 1
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Приветствую вас, представляю вашему вниманию очень хороший include для создания ганг зон


Особенности:
Пользовательские границы с цветами
Пользовательские gangzone с размером, размер по умолчанию составляет 1,0
Очень легко управлять
Интерьер и поддержка Виртуального мира
Вход и выход gangzones обратные вызовы
Автоматически преобразует SAMP gangzones в интерактивные gangzones
Мигает gangzones
Уничтожить все gangzones на одним движением
Можно показать или скрыть все gangzones на одним движением

Функции:

Код

native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy, color = -1, interior = -1, virtualworld = -1, Float:bordersize = 1.0, bordercolor = 0x00000060);
native GangZoneDestory(zone);
native GangZoneExist(zone);
native GangZoneShowForPlayer(playerid, zone, color = -1, bordercolor = -1);
native GangZoneShowForAll(zone, color = -1, bordercolor = -1);
native GangZoneHideForPlayer(playerid, zone);
native GangZoneHideForAll(zone);
native GangZoneSetColorForPlayer(playerid, zone, color, bordercolor = 0x00000060);
native GangZoneSetColorForAll(playerid, zone, color, bordercolor = 0x00000060);
native GangZoneFlashForPlayer(playerid, zone, flashcolor);
native GangZoneFlashForAll(zone, flashcolor);
native GangZoneStopFlashForPlayer(playerid, zone);
native GangZoneStopFlashForAll(zone);
native GangZoneSetInterior(zone, interior);
native GangZoneGetInterior(zone);
native GangZoneSetVirtualWorld(zone, virtualworld);
native GangZoneGetVirtualWorld(zone);
native CountAllGangZones();
native DestroyAllGangZones();
native ShowAllGangZonesForPlayer(playerid, color = -1, bordercolor = -1);
native ShowAllGangZonesForAll(color = -1, bordercolor = -1);
native HideAllGangZonesForPlayer(playerid);
native HideAllGangZonesForAll();
native IsPlayerInGangZone(playerid, zone);
native IsPlayerInAnyGangZone(playerid);
native GetPlayerGangZone(playerid);


Код
public OnPlayerEnterGangZone(playerid, zone);
public OnPlayerLeaveGangZone(playerid, zone);


Сам include

Код
#include <streamer>

#define MAX_ZONES 1024//maximum gangzones your server can have, the limit is upto 1024 and minimum 5
//Note: Creating one interactive gangzone makes total 5 zones, 4 for borders and 1 for the main zone!

enum GangzoneInfo
{
  bool:E_exist,
  E_border[4],
  E_interior,
  E_virtualworld,
  Float:E_minx,
  Float:E_miny,
  Float:E_maxx,
  Float:E_maxy,
   E_dynamic
}
static gGangzone[MAX_ZONES][GangzoneInfo];

static bool:gPlayerShown[MAX_PLAYERS][MAX_ZONES];
static gPlayerColor[MAX_PLAYERS][MAX_ZONES];
static gPlayerBorderColor[MAX_PLAYERS][MAX_ZONES];

static gPlayerWorld[MAX_PLAYERS];

//Note: if you use this in a filterscript, please define "FILTERSCRIPT" in your script
#if defined FILTERSCRIPT// if used in a filterscript

  public OnFilterScriptInit()
  {
      DestroyAllGangZones();//destory all gangzones

      #if defined GZ_OnFilterScriptInit
    GZ_OnFilterScriptInit();
   #endif
   return 1;
  }
  #if defined _ALS_OnFilterScriptInit
   #undef OnFilterScriptInit
  #else
   #define _ALS_OnFilterScriptInit
  #endif
  #define OnFilterScriptInit GZ_OnFilterScriptInit
  #if defined GZ_OnFilterScriptInit
   forward GZ_OnFilterScriptInit();
  #endif

  public OnFilterScriptExit()
  {
      DestroyAllGangZones();//destory all gangzones

      #if defined GZ_OnFilterScriptExit
    GZ_OnFilterScriptExit();
   #endif
   return 1;
  }
  #if defined _ALS_OnFilterScriptExit
   #undef OnFilterScriptExit
  #else
   #define _ALS_OnFilterScriptExit
  #endif
  #define OnFilterScriptExit GZ_OnFilterScriptExit
  #if defined GZ_OnFilterScriptExit
   forward GZ_OnFilterScriptExit();
  #endif

#else// if used in a gamemode

  public OnGameModeInit()
  {
      DestroyAllGangZones();//destory all gangzones

      #if defined GZ_OnGameModeInit
    GZ_OnGameModeInit();
   #endif
   return 1;
  }
  #if defined _ALS_OnGameModeInit
   #undef OnGameModeInit
  #else
   #define _ALS_OnGameModeInit
  #endif
  #define OnGameModeInit GZ_OnGameModeInit
  #if defined GZ_OnGameModeInit
   forward GZ_OnGameModeInit();
  #endif

  public OnGameModeExit()
  {
      DestroyAllGangZones();//destory all gangzones

      #if defined GZ_OnGameModeExit
    GZ_OnGameModeExit();
   #endif
   return 1;
  }
  #if defined _ALS_OnGameModeExit
   #undef OnGameModeExit
  #else
   #define _ALS_OnGameModeExit
  #endif
  #define OnGameModeExit GZ_OnGameModeExit
  #if defined GZ_OnGameModeExit
   forward GZ_OnGameModeExit();
  #endif

#endif

stock GangZoneCreate_(Float:minx, Float:miny, Float:maxx, Float:maxy, color = -1, interior = -1, virtualworld = -1, Float:bordersize = 1.0, bordercolor = 0x00000060)
{
  new E_zone = GangZoneCreate(minx, miny, maxx, maxy);//the main zone

  gGangzone[E_zone][E_minx] = minx;
  gGangzone[E_zone][E_miny] = miny;
  gGangzone[E_zone][E_maxx] = maxx;
  gGangzone[E_zone][E_maxy] = maxy;

  gGangzone[E_zone][E_interior] = interior;
  gGangzone[E_zone][E_virtualworld] = virtualworld;

  for(new players = 0; players < MAX_PLAYERS; players++)//setting player data
   {
         gPlayerShown[players][E_zone] = false;
       gPlayerColor[players][E_zone] = color;
         gPlayerBorderColor[players][E_zone] = bordercolor;
  }

  #define SEPERATION  (2.0*bordersize)//the seperation value to differenciate borders from gangzone, set accordingly! (Default: 2.0)
  gGangzone[E_zone][E_border][0] = GangZoneCreate(minx - SEPERATION, miny, minx + SEPERATION, maxy);//border 1
  gGangzone[E_zone][E_border][1] = GangZoneCreate(minx - SEPERATION, maxy - SEPERATION, maxx, maxy + SEPERATION);//border 2
  gGangzone[E_zone][E_border][2] = GangZoneCreate(maxx - SEPERATION, miny, maxx + SEPERATION, maxy);//border 3
  gGangzone[E_zone][E_border][3] = GangZoneCreate(minx - SEPERATION, miny - SEPERATION, maxx, miny + SEPERATION);//border 4

  gGangzone[E_zone][E_dynamic] = CreateDynamicRectangle(minx, miny, maxx, maxy, virtualworld, interior, -1);//creating the dynamic zone

  gGangzone[E_zone][E_exist] = true;//finally, zone exists!
  return E_zone;
}
#if defined _ALS_GangZoneCreate
     #undef GangZoneCreate
#else
     #define _ALS_GangZoneCreate
#endif
#define GangZoneCreate GangZoneCreate_

stock GangZoneDestroy_(zone)
{
    if(! gGangzone[zone][E_exist]) return false;//check if exists

  for(new players = 0; players < MAX_PLAYERS; players++)//remove player data
   {
       gPlayerColor[players][zone] = -1;
         gPlayerShown[players][zone] = false;
         gPlayerBorderColor[players][zone] = -1;
  }

    gGangzone[zone][E_minx] = 0.0;
  gGangzone[zone][E_miny] = 0.0;
  gGangzone[zone][E_maxx] = 0.0;
  gGangzone[zone][E_maxy] = 0.0;

  gGangzone[zone][E_interior] = -1;
  gGangzone[zone][E_virtualworld] = -1;

  gGangzone[zone][E_dynamic] = -1;

     GangZoneDestroy(zone);//destroy main zone

   for(new border = 0; border < 4; border++)//destroy all 4 borders
   {
      GangZoneDestroy(gGangzone[zone][E_border][border]);
   }

  DestroyDynamicArea(gGangzone[zone][E_dynamic]);//destory dynamic area

   gGangzone[zone][E_exist] = false;//finally, zone doesn't exists
    return true;
}
#if defined _ALS_GangZoneDestroy
     #undef GangZoneDestroy
#else
     #define _ALS_GangZoneDestroy
#endif
#define GangZoneDestroy GangZoneDestroy_

stock GangZoneExist(zone)
{
     if(zone < 0 || zone >= MAX_ZONES)
  {
      printf("Error::GangZoneExist()::Out Of Bounds::%i", zone);//by pottus
   return false;//if invalid zone id
     }

  return gGangzone[zone][E_exist];//check if zone exists!
}

stock GangZoneShowForPlayer_(playerid, zone, color = -1, bordercolor = -1)
{
  /*
  NOTE: if color is "-1" and if bordercolor is "-1", then the system will set
    the zone color automatically to default(the one set on creating the zone)!
  */

    if(! GangZoneExist(zone)) return false;

    if(color != -1) gPlayerColor[playerid][zone] = color;
    if(bordercolor != -1) gPlayerBorderColor[playerid][zone] = bordercolor;

  GangZoneShowForPlayer(playerid, zone, gPlayerColor[playerid][zone]);
   for(new border = 0; border < 4; border++) GangZoneShowForPlayer(playerid, gGangzone[zone][E_border][border], gPlayerBorderColor[playerid][zone]);

  gPlayerShown[playerid][zone] = true;

  return true;
}
#if defined _ALS_GangZoneShowForPlayer
     #undef GangZoneShowForPlayer
#else
     #define _ALS_GangZoneShowForPlayer
#endif
#define GangZoneShowForPlayer GangZoneShowForPlayer_

stock GangZoneShowForAll_(zone, color = -1, bordercolor = -1)
{
    if(! GangZoneExist(zone)) return false;

   for(new players = 0; players < MAX_PLAYERS; players++)
   {
   GangZoneShowForPlayer(players, zone, color);
   for(new border = 0; border < 4; border++) GangZoneShowForPlayer(players, gGangzone[zone][E_border][border], bordercolor);
  }
  return true;
}
#if defined _ALS_GangZoneShowForAll
     #undef GangZoneShowForAll
#else
     #define _ALS_GangZoneShowForAll
#endif
#define GangZoneShowForAll GangZoneShowForAll_

stock GangZoneHideForPlayer_(playerid, zone)
{
    if(! GangZoneExist(zone)) return false;

  GangZoneHideForPlayer(playerid, zone);
  for(new border = 0; border < 4; border++) GangZoneHideForPlayer(playerid, gGangzone[zone][E_border][border]);

  gPlayerShown[playerid][zone] = false;
  return true;
}
#if defined _ALS_GangZoneHideForPlayer
     #undef GangZoneHideForPlayer
#else
     #define _ALS_GangZoneHideForPlayer
#endif
#define GangZoneHideForPlayer GangZoneHideForPlayer_

stock GangZoneHideForAll_(zone)
{
    if(! GangZoneExist(zone)) return false;

  GangZoneHideForAll(zone);
  for(new border = 0; border < 4; border++) GangZoneHideForAll(gGangzone[zone][E_border][border]);

   for(new players = 0; players < MAX_PLAYERS; players++) gPlayerShown[players][zone] = false;

  return true;
}
#if defined _ALS_GangZoneHideForAll
     #undef GangZoneHideForAll
#else
     #define _ALS_GangZoneHideForAll
#endif
#define GangZoneHideForAll GangZoneHideForAll_

stock GangZoneSetColorForPlayer(playerid, zone, color, bordercolor = -1)
{
    if(! GangZoneExist(zone)) return false;

     if(gPlayerShown[playerid][zone]) GangZoneShowForPlayer(playerid, zone, color, bordercolor);

     return true;
}

stock GangZoneSetColorForAll(zone, color, bordercolor = -1)
{
    if(! GangZoneExist(zone)) return false;

     for(new players = 0; players < MAX_PLAYERS; players++)
  {
      if(gPlayerShown[players][zone])
      {
          GangZoneShowForPlayer(players, zone, color, bordercolor);
      }
     }
  return true;
}
//the flashing functions are same as that of samp!
// GangZoneFlashForPlayer(playerid, zone, flashcolor);

// GangZoneFlashForAll(zone, flashcolor);

// GangZoneStopFlashForPlayer(playerid, zone);

// GangZoneStopFlashForAll(zone);

stock GangZoneSetInterior(zone, interior)
{
  /*
  NOTE: if interior is set to "-1", it means all the interiors, so the zone will be visible in all interiors!
  */

    if(! GangZoneExist(zone)) return false;

     gGangzone[zone][E_interior] = interior;
  return true;
}

stock GangZoneGetInterior(zone)
{
    if(! GangZoneExist(zone)) return false;

  return gGangzone[zone][E_interior];
}

stock GangZoneSetVirtualWorld(zone, virtualworld)
{
  /*
  NOTE: if virtualworld is set to "-1", it means all the virtualworld, so the zone will be visible in all virtualworld!
  */

    if(! GangZoneExist(zone)) return false;

     gGangzone[zone][E_virtualworld] = virtualworld;
  return true;
}

stock GangZoneGetVirtualWorld(zone)
{
    if(! GangZoneExist(zone)) return false;

  return gGangzone[zone][E_virtualworld];
}

stock CountAllGangZones()
{
  new count = 0;
     for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          count ++;
   }
  }
  return count;
}

stock DestroyAllGangZones()
{
  for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          GangZoneDestroy(zone);
   }
  }
  return true;
}

stock ShowAllGangZonesForPlayer(playerid, color = -1, bordercolor = -1)
{
  for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          GangZoneShowForPlayer(playerid, zone, color, bordercolor);
   }
  }
  return true;
}

stock ShowAllGangZonesForAll(color = -1, bordercolor = -1)
{
  for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          GangZoneShowForAll(zone color, bordercolor);
   }
  }
  return true;
}

stock HideAllGangZonesForPlayer(playerid)
{
  for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          GangZoneHideForPlayer(playerid, zone);
   }
  }
  return true;
}

stock HideAllGangZonesForAll()
{
  for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          GangZoneHideForAll(zone);
   }
  }
  return true;
}

stock IsPlayerInGangZone(playerid, zone)
{
    if(! GangZoneExist(zone)) return false;

  if(IsPlayerInDynamicArea(playerid, gGangzone[zone][E_dynamic])) return true;
  return false;
}

stock IsPlayerInAnyGangZone(playerid)
{
  if(! IsPlayerConnected(playerid)) return false;

  if(IsPlayerInAnyDynamicArea(playerid)) return true;
  return false;
}

stock GetPlayerGangZone(playerid)
{
  if(! IsPlayerConnected(playerid)) return false;

  return GetPlayerNumberDynamicAreas(playerid);
}

public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
     for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          if(gPlayerShown[playerid][zone])
          {
           if(gGangzone[zone][E_interior] != -1)
           {
               if(newinteriorid != gGangzone[zone][E_interior])
               {
       GangZoneHideForPlayer(playerid, zone);
               }
           }
    }
   }
  }
  #if defined GZ_OnPlayerInteriorChange
   GZ_OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
  #endif
  return 1;
}
#if defined _ALS_OnPlayerInteriorChange
  #undef OnPlayerInteriorChange
#else
  #define _ALS_OnPlayerInteriorChange
#endif
#define OnPlayerInteriorChange GZ_OnPlayerInteriorChange
#if defined GZ_OnPlayerInteriorChange
  forward GZ_OnPlayerInteriorChange(playerid);
#endif

stock SetPlayerVirtualWorld_(playerid, worldid)
{
     gPlayerWorld[playerid] = worldid;
  return SetPlayerVirtualWorld(playerid, worldid);
}
#if defined _ALS_SetPlayerVirtualWorld
     #undef SetPlayerVirtualWorld
#else
     #define _ALS_SetPlayerVirtualWorld
#endif
#define SetPlayerVirtualWorld SetPlayerVirtualWorld_

public OnPlayerUpdate(playerid)
{
  if(gPlayerWorld[playerid] != GetPlayerVirtualWorld(playerid))
  {
      CallLocalFunction("GZ_OnPlayerVirtualWorldChange", "iii", playerid, gPlayerWorld[playerid], GetPlayerVirtualWorld(playerid));
      gPlayerWorld[playerid] = GetPlayerVirtualWorld(playerid);
  }
     #if defined GZ_OnPlayerUpdate
   GZ_OnPlayerUpdate(playerid);
  #endif
  return 1;
}
#if defined _ALS_OnPlayerUpdate
  #undef OnPlayerUpdate
#else
  #define _ALS_OnPlayerUpdate
#endif
#define OnPlayerUpdate GZ_OnPlayerUpdate
#if defined GZ_OnPlayerUpdate
  forward GZ_OnPlayerUpdate(playerid);
#endif

forward GZ_OnPlayerVirtualWorldChange(playerid, newworld, oldword);
public GZ_OnPlayerVirtualWorldChange(playerid, newworld, oldword)
{
     for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
          if(gPlayerShown[playerid][zone])
          {
           if(gGangzone[zone][E_virtualworld] != -1)
           {
               if(newworld != gGangzone[zone][E_virtualworld])
               {
       GangZoneHideForPlayer(playerid, zone);
               }
           }
    }
   }
  }
  return 1;
}

public OnPlayerEnterDynamicArea(playerid, areaid)
{
     for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
    if(areaid == gGangzone[zone][E_dynamic])
       {
           CallLocalFunction("OnPlayerEnterGangZone", "dd", playerid, zone);
           break;
       }
      }
  }
     #if defined GZ_OnPlayerEnterDynamicArea
   GZ_OnPlayerEnterDynamicArea(playerid, areaid);
  #endif
  return 1;
}
#if defined _ALS_OnPlayerEnterDynamicArea
  #undef OnPlayerEnterDynamicArea
#else
  #define _ALS_OnPlayerEnterDynamicArea
#endif
#define OnPlayerEnterDynamicArea GZ_OnPlayerEnterDynamicArea
#if defined GZ_OnPlayerEnterDynamicArea
  forward GZ_OnPlayerEnterDynamicArea(playerid, areaid);
#endif

//the system callback
forward OnPlayerEnterGangZone(playerid, zone);

public OnPlayerLeaveDynamicArea(playerid, areaid)
{
     for(new zone = 0; zone < MAX_ZONES; zone++)
  {
      if(GangZoneExist(zone))
      {
    if(areaid == gGangzone[zone][E_dynamic])
       {
           CallLocalFunction("OnPlayerLeaveGangZone", "dd", playerid, zone);
           break;
       }
      }
  }
     #if defined GZ_OnPlayerLeaveDynamicArea
   GZ_OnPlayerLeaveDynamicArea(playerid, areaid);
  #endif
  return 1;
}
#if defined _ALS_OnPlayerLeaveDynamicArea
  #undef OnPlayerLeaveDynamicArea
#else
  #define _ALS_OnPlayerLeaveDynamicArea
#endif
#define OnPlayerLeaveDynamicArea GZ_OnPlayerLeaveDynamicArea
#if defined GZ_OnPlayerLeaveDynamicArea
  forward GZ_OnPlayerLeaveDynamicArea(playerid, areaid);
#endif

//the system callback
forward OnPlayerLeaveGangZone(playerid, zone);


Author: (creator) : Gammix


Когда нет знания, есть мнение.
Амасинк Дата: Среда, 09.09.2015, 15:47 | Сообщение # 2
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Бли из-за этого цвета просто всё плывёт в глазах.. Сделай че нить потемнее (вообще черный заюзай - норм будет)

Помогаю новичкам в pawn
[CM]Kingster Дата: Среда, 09.09.2015, 17:30 | Сообщение # 3
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По пробую на выходных

Пользователь Cheat - Master уже 400 дней.

Я в Контакте - vk.com/buddy_fly
tagart Дата: Понедельник, 02.11.2015, 10:57 | Сообщение # 4
Новичок
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Амасинк, сам поменяй в коде.
[Steep] Дата: Вторник, 03.11.2015, 20:40 | Сообщение # 5
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Зоны с обводкой?

-
Herro[CM] Дата: Среда, 04.11.2015, 02:15 | Сообщение # 6
Бывалый
Сообщений: 425
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Цитата [Steep
;3347632]Зоны с обводкой?

Границы зон можно задать отдельным цветом
Цитата
native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy, color = -1, interior = -1, virtualworld = -1, Float:bordersize = 1.0, bordercolor = 0x00000060);

bordercolor - и есть цвет границы


Когда нет знания, есть мнение.

Сообщение отредактировал Herro[CM] - Среда, 04.11.2015, 02:29
Плисс Дата: Вторник, 19.07.2016, 21:11 | Сообщение # 7
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Кросс,полезная темка!
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