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Skipping extra spaces |
Posted by: Mark2 - 2019-04-15, 11:40 AM - Forum: Pawn Scripting
- Replies (23)
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Hello! Not so long ago, I tried to write?a script that would remove extra spaces?in the players' sentences, so that's what I did:
PHP Code: new i = strlen(text), spaces;
while(--i != -1)
{
? ?switch(text[i])
? ?{
? ? ? ?case ' ':
? ? ? ?{
? ? ? ? ? ?spaces;
? ? ? ? ? ?if(spaces > 1)
? ? ? ? ? ?{
? ? ? ? ? ? ? ?spaces--; ?
? ? ? ? ? ? ? ?strdel(text, i, i);
? ? ? ? ? ?}
? ? ? ?}
? ? ? ?default: spaces = 0;
? ?}
} ?
if(text[i-1] == ' ') strdel(text, i-1, i);
if(text[0] == ' ') strdel(text, 0, 1);
It is work, but i would like to know what can be optimized or improved.
Thanks, that's what i got:
PHP Code: DeSpace(string[], i = 0)
{
? ?while((i = strfind(string, " ?", _, i)) != -1) strdel(string, i, i 1);
? ?if(string[0] == ' ') strdel(string, 0, 1);
? ?if(string[strlen(string)-1] == ' ') strdel(string, strlen(string)-1, strlen(string));
? ?return string[strlen(string)];
}
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Map Zones - Let's end a decade of bad practices... |
Posted by: kristo - 2019-04-15, 10:34 AM - Forum: Libraries
- Replies (2)
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SA-MP Map Zones
This library does not bring anything gamechanging to the table, it?s created to stop a decade long era of bad practices regarding map zones. An array of ~350 zones dumped (or manually converted?) from the game has been around for such a long time, but in that time I?ve never seen a satisfactory API for them. Let?s look at an implementation from Emmet_?s South Central Roleplay.
PHP Code: stock GetLocation(Float:fX, Float:fY, Float:fZ)
{
? ? enum e_ZoneData
? ? {
? ? ? ? e_ZoneName[32 char],
? ? ? ? Float:e_ZoneArea[6]
? ? };
? ? new const g_arrZoneData[][e_ZoneData] =
? ? {
? ? ? ? // ...
? ? };
? ? new
? ? ? ? name[32] = "San Andreas";
? ? for (new i = 0; i != sizeof(g_arrZoneData); i )
? ? {
? ? ? ? if (
? ? ? ? ? ? (fX >= g_arrZoneData[i][e_ZoneArea][0] && fX <= g_arrZoneData[i][e_ZoneArea][3]) &&
? ? ? ? ? ? (fY >= g_arrZoneData[i][e_ZoneArea][1] && fY <= g_arrZoneData[i][e_ZoneArea][4]) &&
? ? ? ? ? ? (fZ >= g_arrZoneData[i][e_ZoneArea][2] && fZ <= g_arrZoneData[i][e_ZoneArea][5]))
? ? ? ? {
? ? ? ? ? ? strunpack(name, g_arrZoneData[i][e_ZoneName]);
? ? ? ? ? ? break;
? ? ? ? }
? ? }
? ? return name;
}
stock GetPlayerLocation(playerid)
{
? ? new
? ? ? ? Float:fX,
? ? ? ? Float:fY,
? ? ? ? Float:fZ,
? ? ? ? string[32],
? ? ? ? id = -1;
? ? if ((id = House_Inside(playerid)) != -1)
? ? {
? ? ? ? fX = HouseData[id][housePos][0];
? ? ? ? fY = HouseData[id][housePos][1];
? ? ? ? fZ = HouseData[id][housePos][2];
? ? }
? ? // ...
? ? else GetPlayerPos(playerid, fX, fY, fZ);
? ? format(string, 32, GetLocation(fX, fY, fZ));
? ? return string;
}
If you didn?t get the reference, you should probably check out this repository. GetPlayerLocation most likely uses format to prevent this bug from occurring, but the risk is still there and arrays should never be returned in PAWN. Let?s take a look at another implementation that even I used a long time ago.
PHP Code: stock GetPointZone(Float:x, Float:y, Float:z, zone[] = "San Andreas", len = sizeof(zone))
{
? ? for (new i, j = sizeof(Zones); i < j; i)
? ? {
? ? ? ? if (x >= Zones[i][zArea][0] && x <= Zones[i][zArea][3] && y >= Zones[i][zArea][1] && y <= Zones[i][zArea][4] && z >= Zones[i][zArea][2] && z <= Zones[i][zArea][5])
? ? ? ? {
? ? ? ? ? ? strunpack(zone, Zones[i][zName], len);
? ? ? ? ? ? return 1;
? ? ? ? }
? ? }
? ? return 1;
}
stock GetPlayerZone(playerid, zone[], len = sizeof(zone))
{
? ? new Float:pos[3];
? ? GetPlayerPos(playerid, pos[0], pos[1], pos[2]);
? ? for (new i, j = sizeof(Zones); i < j; i)
? ? {
? ? ? ? if (x >= Zones[i][zArea][0] && x <= Zones[i][zArea][3] && y >= Zones[i][zArea][1] && y <= Zones[i][zArea][4] && z >= Zones[i][zArea][2] && z <= Zones[i][zArea][5])
? ? ? ? {
? ? ? ? ? ? strunpack(zone, Zones[i][zName], len);
? ? ? ? ? ? return 1;
? ? ? ? }
? ? }
? ? return 1;
}
First of all, what do we see? A lot of code repetition. That?s easy to fix in this case, but what if we also needed either the min/max position of the zone? We?d have to loop through the zones again or take a different approach. Which approach does this library take? Functions like GetMapZoneAtPoint and GetPlayerMapZone do not return the name of the zone, they return an identificator of it. The name or positions of the zone must be fetched using another function. In addition to that, I rebuilt the array of zones myself since the one used basically everywhere seems to be faulty according to this post.
Installation
Simply install to your project:
Code: sampctl package install kristoisberg/samp-map-zones
Include in your code and begin using the library:
Usage
Constants
- INVALID_MAP_ZONE_ID = MapZone:-1
- The return value of several functions when no map zone was matching the
criteria.
- MAX_MAP_ZONE_NAME = 27
- The length of the longest map zone name including the null character.
- MAX_MAP_ZONE_AREAS = 13
- The most areas associated with a map zone.
Functions
- MapZone:GetMapZoneAtPoint(Float:x, Float:y, Float:z)
- Returns the ID of the map zone the point is in or INVALID_MAP_ZONE_ID if
it isn?t in any. Alias: GetMapZoneAtPoint3D.
- MapZone:GetPlayerMapZone(playerid)
- Returns the ID of the map zone the player is in or INVALID_MAP_ZONE_ID if
it isn?t in any. Alias: GetPlayerMapZone3D.
- MapZone:GetVehicleMapZone(vehicleid)
- Returns the ID of the map zone the vehicle is in or INVALID_MAP_ZONE_ID if
it isn?t in any. Alias: GetVehicleMapZone3D.
- MapZone:GetMapZoneAtPoint2D(Float:x, Float:y)
- Returns the ID of the map zone the point is in or INVALID_MAP_ZONE_ID if
it isn?t in any. Does not check the Z-coordinate.
- MapZone:GetPlayerMapZone2D(playerid)
- Returns the ID of the map zone the player is in or INVALID_MAP_ZONE_ID if
it isn?t in any. Does not check the Z-coordinate.
- MapZone:GetVehicleMapZone2D(vehicleid)
- Returns the ID of the map zone the vehicle is in or INVALID_MAP_ZONE_ID if
it isn?t in any. Does not check the Z-coordinate.
- bool:IsValidMapZone(MapZone:id)
- Returns true or false depending on if the map zone is valid or not.
- bool:GetMapZoneName(MapZone:id, name[], size = sizeof(name))
- Retrieves the name of the map zone. Returns true or false depending on
if the map zone is valid or not.
- bool:GetMapZoneSoundID(MapZone:id, &soundid)
- Retrieves the sound ID of the map zone. Returns true or false depending
on if the map zone is valid or not.
- bool:GetMapZoneAreaCount(MapZone:id, &count)
- Retrieves the count of areas associated with the map zone. Returns true or
false depending on if the map zone is valid or not.
- GetMapZoneAreaPos(MapZone:id, &Float:minX = 0.0, &Float:minY = 0.0, &Float:minZ = 0.0, &Float:maxX = 0.0, &Float:maxY = 0.0, &Float:maxZ = 0.0, start = 0)
- Retrieves the coordinates of an area associated with the map zone. Returns
the array index for the area or -1 if none were found. See the usage in
in the examples section.
- GetMapZoneCount()
- Returns the count of map zones in the array. Could be used for iteration
purposes.
Examples
Retrieving the location of a player
PHP Code: CMD:whereami(playerid) {
? ? new MapZone:zone = GetPlayerMapZone(playerid);
? ? if (zone == INVALID_MAP_ZONE_ID) {
? ? ? ? return SendClientMessage(playerid, 0xFFFFFFFF, "probably in the ocean, mate");
? ? }
? ? new name[MAX_MAP_ZONE_NAME], soundid;
? ? GetMapZoneName(zone, name);
? ? GetMapZoneSoundID(zone, soundid);
? ? new string[128];
? ? format(string, sizeof(string), "you are in %s", name);
? ? SendClientMessage(playerid, 0xFFFFFFFF, string);
? ? PlayerPlaySound(playerid, soundid, 0.0, 0.0, 0.0);
? ? return 1;
}
Iterating through areas associated with a map zone
PHP Code: new zone = ZONE_RICHMAN, index = -1, Float:minX, Float:minY, Float:minZ, Float:maxX, Float:maxY, Float:maxZ;
while ((index = GetMapZoneAreaPos(zone, minX, minY, minZ, maxX, maxY, maxZ, index 1) != -1) {
? ? printf("%f %f %f %f %f %f", minX, minY, minZ, maxX, maxY, maxZ);
}
Extending
PHP Code: stock MapZone:GetPlayerOutsideMapZone(playerid) {
? ? new House:houseid = GetPlayerHouseID(playerid), Float:x, Float:y, Float:z;
? ? if (houseid != INVALID_HOUSE_ID) { // if the player is inside a house, get the exterior location of the house
? ? ? ? GetHouseExteriorPos(houseid, x, y, z);
? ? } else if (!GetPlayerPos(playerid, x, y, z)) { // the player isn't connected, presuming that GetPlayerHouseID returns INVALID_HOUSE_ID in that case?
? ? ? ? return INVALID_MAP_ZONE_ID;
? ? }
? ? return GetMapZoneAtPoint(x, y, z);
}
Testing
To test, simply run the package:
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Show Your Support and Spread the Word! |
Posted by: Codeah - 2019-04-15, 10:31 AM - Forum: General Discussions
- Replies (17)
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Hello fellow OMPers
I have created a little "widget" that will let your players know about Open.MP.
If you're interested and planning on switching to Open.MP, put this on your site / discord server etc. !
Code: <a href="https://open.mp/"><img width="200" height="80" src="https://openmp.burgershot.gg/static/widget-black.svg"/></a>
Code: <a href="https://open.mp/"><img width="200" height="80" src="https://openmp.burgershot.gg/static/widget.svg"/></a>
Code: <a href="https://open.mp/"><img width="200" height="80" src="https://openmp.burgershot.gg/static/widget-white.svg"/></a>
Spread the word!
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For those concerned: |
Posted by: Archive - 2019-04-15, 09:31 AM - Forum: General Discussions
- Replies (12)
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Project essentially completed. While we couldn't archive the full SA-MP forum website without receiving IP bans,?https://forum.sa-mp.com/archive?has been fully archived, it is basic but it does have full functionality (the main website does display large threads in a different manner). Note: archive version of the forums (forum.sa-mp.com/archive) has the latest threads of sections on the latest pages. The main website has had 30 GB of data downloaded from it and over 1.2 million pages (including pastebins) with roughly at least another 2.5 million pages missing. What has been archived has been uploaded, including some pages from the archive website. This project went from the 14th to 19th April, so you can expect to see multiple archives from this duration.
This project was initiated because Kalcor threatened to delete the forum's last week (according to Y Less) and hasn't refuted this statement in the thread where Y Less' statement was posted.
You can find the archives on archive.org's WayBack Machine. https://archive.org/web/
Shoutout to the Archive Team for doing all of this.?https://archiveteam.org/
Over 40GB of data has been captured and millions of pages.
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Pawntools | Dialog and 3DTextLabel creator with preview! |
Posted by: Romzes - 2019-04-15, 09:30 AM - Forum: Releases
- Replies (15)
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ABOUT
Pawntools is a page with tools to help to programming visual (front-end) in SA:MP.
PT have a basic tools created in jquery to a fast and comfortable preview, is a simple interpretation of the some SA:MP graphics.
PREVIEWS
CHARACTERISTICS
* The dialog creator stores the job in the URL, so you can save the url and then continue working on the dialogue, and even pass the url to a friend to see our work and even other person can collaborate.
Example: https://pawn.romzes.com/?q=dialogs&sub=DIALOG_STYLE_MSGBOX&titulo=Hello&mensaje=This%20dialog%20was%20created%20by%20Zume
* The dialog maker have three buttons, to add the backspaces: \n, \t and to add color. The buttons set the character or color in cursor pos.
* The dialog maker have a simply character count, this counter have a colored indicator string count.
* Show the output without problems:
Code: static str[177];
format(str, sizeof(str), "%sHi, this message is intended to be long and you may notice the newline in the format to prevent errors in the code.\nEach line allow only 200 chars and ", str);
format(str, sizeof(str), "%sbefore jump to this line!", str);
ShowPlayerDialog(playerid, 21, DIALOG_STYLE_MSGBOX, "Hello", str, "Accept", "Cancel");
* in the image animated, shows how would our text in 3d image.
https://pawn.romzes.com/?q=label
DEVELOPERS
Zume and Romzes
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