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  1. /* SA-MP Functions
  2. *
  3. * (c) Copyright 2005-2012, SA-MP Team
  4. *
  5. */
  6.  
  7. #if defined _samp_included
  8. #endinput
  9. #endif
  10. #define _samp_included
  11. #pragma library samp
  12.  
  13. #pragma tabsize 4
  14. // Ignores warning 217 for properly indented PAWNO code
  15. // It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
  16.  
  17. #include <core>
  18. #include <float>
  19. #include <string>
  20. #include <file>
  21. #include <time>
  22. #include <datagram>
  23. #include <a_players>
  24. #include <a_vehicles>
  25. #include <a_objects>
  26. #include <a_sampdb>
  27.  
  28. // Limits and internal constants
  29. #define MAX_PLAYER_NAME (24)
  30. #define MAX_PLAYERS (500)
  31. #define MAX_VEHICLES (2000)
  32. #define INVALID_PLAYER_ID (0xFFFF)
  33. #define INVALID_VEHICLE_ID (0xFFFF)
  34. #define NO_TEAM (255)
  35. #define MAX_OBJECTS (1000)
  36. #define INVALID_OBJECT_ID (0xFFFF)
  37. #define MAX_GANG_ZONES (1024)
  38. #define MAX_TEXT_DRAWS (2048)
  39. #define MAX_PLAYER_TEXT_DRAWS (256)
  40. #define MAX_MENUS (128)
  41. #define MAX_3DTEXT_GLOBAL (1024)
  42. #define MAX_3DTEXT_PLAYER (1024)
  43. #define MAX_PICKUPS (4096)
  44. #define INVALID_MENU (0xFF)
  45. #define INVALID_TEXT_DRAW (0xFFFF)
  46. #define INVALID_GANG_ZONE (-1)
  47. #define INVALID_3DTEXT_ID (0xFFFF)
  48.  
  49. // --------------------------------------------------
  50. // Natives
  51. // --------------------------------------------------
  52.  
  53. // Util
  54. native print(const string[]);
  55. native printf(const format[], {Float,_}:...);
  56. native format(output[], len, const format[], {Float,_}:...);
  57. native SendClientMessage(playerid, color, const message[]);
  58. native SendClientMessageToAll(color, const message[]);
  59. native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
  60. native SendPlayerMessageToAll(senderid, const message[]);
  61. native SendDeathMessage(killer,killee,weapon);
  62. native GameTextForAll(const string[],time,style);
  63. native GameTextForPlayer(playerid,const string[],time,style);
  64. native SetTimer(funcname[], interval, repeating);
  65. native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
  66. native KillTimer(timerid);
  67. native GetTickCount();
  68. native GetMaxPlayers();
  69. native CallRemoteFunction(const function[], const format[], {Float,_}:...);
  70. native CallLocalFunction(const function[], const format[], {Float,_}:...);
  71. native Float:asin(Float:value);
  72. native Float:acos(Float:value);
  73. native Float:atan(Float:value);
  74. native Float:atan2(Float:x, Float:y);
  75.  
  76. // Game
  77. native SetGameModeText(const string[]);
  78. native SetTeamCount(count);
  79. native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  80. native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  81. native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
  82. native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
  83. native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
  84. native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
  85. native DestroyPickup(pickup);
  86. native ShowNameTags(show);
  87. native ShowPlayerMarkers(mode);
  88. native GameModeExit();
  89. native SetWorldTime(hour);
  90. native GetWeaponName(weaponid, const weapon[], len);
  91. native EnableTirePopping(enable); // deprecated function
  92. native EnableVehicleFriendlyFire();
  93. native AllowInteriorWeapons(allow);
  94. native SetWeather(weatherid);
  95. native SetGravity(Float:gravity);
  96. native AllowAdminTeleport(allow);
  97. native SetDeathDropAmount(amount);
  98. native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
  99. native EnableZoneNames(enable);
  100. native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
  101. native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
  102. native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
  103. native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
  104. native LimitGlobalChatRadius(Float:chat_radius);
  105. native LimitPlayerMarkerRadius(Float:marker_radius);
  106.  
  107. // Npc
  108. native ConnectNPC(name[], script[]);
  109. native IsPlayerNPC(playerid);
  110.  
  111. // Admin
  112. native IsPlayerAdmin(playerid);
  113. native Kick(playerid);
  114. native Ban(playerid);
  115. native BanEx(playerid, const reason[]);
  116. native SendRconCommand(command[]);
  117. native GetServerVarAsString(const varname[], buffer[], len);
  118. native GetServerVarAsInt(const varname[]);
  119. native GetServerVarAsBool(const varname[]);
  120. native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
  121. native GetNetworkStats(retstr[], retstr_size);
  122. native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player
  123.  
  124. // Menu
  125. native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
  126. native DestroyMenu(Menu:menuid);
  127. native AddMenuItem(Menu:menuid, column, const menutext[]);
  128. native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
  129. native ShowMenuForPlayer(Menu:menuid, playerid);
  130. native HideMenuForPlayer(Menu:menuid, playerid);
  131. native IsValidMenu(Menu:menuid);
  132. native DisableMenu(Menu:menuid);
  133. native DisableMenuRow(Menu:menuid, row);
  134. native Menu:GetPlayerMenu(playerid);
  135.  
  136. // Text Draw
  137. #define TEXT_DRAW_FONT_SPRITE_DRAW 4
  138. #define TEXT_DRAW_FONT_MODEL_PREVIEW 5
  139.  
  140. native Text:TextDrawCreate(Float:x, Float:y, text[]);
  141. native TextDrawDestroy(Text:text);
  142. native TextDrawLetterSize(Text:text, Float:x, Float:y);
  143. native TextDrawTextSize(Text:text, Float:x, Float:y);
  144. native TextDrawAlignment(Text:text, alignment);
  145. native TextDrawColor(Text:text, color);
  146. native TextDrawUseBox(Text:text, use);
  147. native TextDrawBoxColor(Text:text, color);
  148. native TextDrawSetShadow(Text:text, size);
  149. native TextDrawSetOutline(Text:text, size);
  150. native TextDrawBackgroundColor(Text:text, color);
  151. native TextDrawFont(Text:text, font);
  152. native TextDrawSetProportional(Text:text, set);
  153. native TextDrawSetSelectable(Text:text, set);
  154. native TextDrawShowForPlayer(playerid, Text:text);
  155. native TextDrawHideForPlayer(playerid, Text:text);
  156. native TextDrawShowForAll(Text:text);
  157. native TextDrawHideForAll(Text:text);
  158. native TextDrawSetString(Text:text, string[]);
  159. native TextDrawSetPreviewModel(Text:text, modelindex);
  160. native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
  161. native TextDrawSetPreviewVehCol(Text:text, color1, color2);
  162.  
  163. // Gang Zones
  164. native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
  165. native GangZoneDestroy(zone);
  166. native GangZoneShowForPlayer(playerid, zone, color);
  167. native GangZoneShowForAll(zone, color);
  168. native GangZoneHideForPlayer(playerid, zone);
  169. native GangZoneHideForAll(zone);
  170. native GangZoneFlashForPlayer(playerid, zone, flashcolor);
  171. native GangZoneFlashForAll(zone, flashcolor);
  172. native GangZoneStopFlashForPlayer(playerid, zone);
  173. native GangZoneStopFlashForAll(zone);
  174.  
  175. // Global 3D Text Labels
  176. native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
  177. native Delete3DTextLabel(Text3D:id);
  178. native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
  179. native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
  180. native Update3DTextLabelText(Text3D:id, color, text[]);
  181.  
  182. // Per-player 3D Text Labels
  183. native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
  184. native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
  185. native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);
  186.  
  187. // Player GUI Dialog
  188. #define DIALOG_STYLE_MSGBOX 0
  189. #define DIALOG_STYLE_INPUT 1
  190. #define DIALOG_STYLE_LIST 2
  191. #define DIALOG_STYLE_PASSWORD 3
  192.  
  193. native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);
  194.  
  195. // --------------------------------------------------
  196. // Defines
  197. // --------------------------------------------------
  198.  
  199. // States
  200. #define PLAYER_STATE_NONE (0)
  201. #define PLAYER_STATE_ONFOOT (1)
  202. #define PLAYER_STATE_DRIVER (2)
  203. #define PLAYER_STATE_PASSENGER (3)
  204. #define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally)
  205. #define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally)
  206. #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally)
  207. #define PLAYER_STATE_WASTED (7)
  208. #define PLAYER_STATE_SPAWNED (8)
  209. #define PLAYER_STATE_SPECTATING (9)
  210.  
  211. // Marker modes used by ShowPlayerMarkers()
  212. #define PLAYER_MARKERS_MODE_OFF (0)
  213. #define PLAYER_MARKERS_MODE_GLOBAL (1)
  214. #define PLAYER_MARKERS_MODE_STREAMED (2)
  215.  
  216. // Weapons
  217. #define WEAPON_BRASSKNUCKLE (1)
  218. #define WEAPON_GOLFCLUB (2)
  219. #define WEAPON_NITESTICK (3)
  220. #define WEAPON_KNIFE (4)
  221. #define WEAPON_BAT (5)
  222. #define WEAPON_SHOVEL (6)
  223. #define WEAPON_POOLSTICK (7)
  224. #define WEAPON_KATANA (8)
  225. #define WEAPON_CHAINSAW (9)
  226. #define WEAPON_DILDO (10)
  227. #define WEAPON_DILDO2 (11)
  228. #define WEAPON_VIBRATOR (12)
  229. #define WEAPON_VIBRATOR2 (13)
  230. #define WEAPON_FLOWER (14)
  231. #define WEAPON_CANE (15)
  232. #define WEAPON_GRENADE (16)
  233. #define WEAPON_TEARGAS (17)
  234. #define WEAPON_MOLTOV (18)
  235. #define WEAPON_COLT45 (22)
  236. #define WEAPON_SILENCED (23)
  237. #define WEAPON_DEAGLE (24)
  238. #define WEAPON_SHOTGUN (25)
  239. #define WEAPON_SAWEDOFF (26)
  240. #define WEAPON_SHOTGSPA (27)
  241. #define WEAPON_UZI (28)
  242. #define WEAPON_MP5 (29)
  243. #define WEAPON_AK47 (30)
  244. #define WEAPON_M4 (31)
  245. #define WEAPON_TEC9 (32)
  246. #define WEAPON_RIFLE (33)
  247. #define WEAPON_SNIPER (34)
  248. #define WEAPON_ROCKETLAUNCHER (35)
  249. #define WEAPON_HEATSEEKER (36)
  250. #define WEAPON_FLAMETHROWER (37)
  251. #define WEAPON_MINIGUN (38)
  252. #define WEAPON_SATCHEL (39)
  253. #define WEAPON_BOMB (40)
  254. #define WEAPON_SPRAYCAN (41)
  255. #define WEAPON_FIREEXTINGUISHER (42)
  256. #define WEAPON_CAMERA (43)
  257. #define WEAPON_PARACHUTE (46)
  258. #define WEAPON_VEHICLE (49)
  259. #define WEAPON_DROWN (53)
  260. #define WEAPON_COLLISION (54)
  261.  
  262. // Keys
  263. #define KEY_ACTION (1)
  264. #define KEY_CROUCH (2)
  265. #define KEY_FIRE (4)
  266. #define KEY_SPRINT (8)
  267. #define KEY_SECONDARY_ATTACK (16)
  268. #define KEY_JUMP (32)
  269. #define KEY_LOOK_RIGHT (64)
  270. #define KEY_HANDBRAKE (128)
  271. #define KEY_LOOK_LEFT (256)
  272. #define KEY_SUBMISSION (512)
  273. #define KEY_LOOK_BEHIND (512)
  274. #define KEY_WALK (1024)
  275. #define KEY_ANALOG_UP (2048)
  276. #define KEY_ANALOG_DOWN (4096)
  277. #define KEY_ANALOG_LEFT (8192)
  278. #define KEY_ANALOG_RIGHT (16384)
  279. #define KEY_YES (65536)
  280. #define KEY_NO (131072)
  281. #define KEY_CTRL_BACK (262144)
  282.  
  283. #define KEY_UP (-128)
  284. #define KEY_DOWN (128)
  285. #define KEY_LEFT (-128)
  286. #define KEY_RIGHT (128)
  287.  
  288. // --------------------------------------------------
  289. // Forwards (Callback declarations)
  290. // --------------------------------------------------
  291.  
  292. forward OnGameModeInit();
  293. forward OnGameModeExit();
  294. forward OnFilterScriptInit();
  295. forward OnFilterScriptExit();
  296. forward OnPlayerConnect(playerid);
  297. forward OnPlayerDisconnect(playerid, reason);
  298. forward OnPlayerSpawn(playerid);
  299. forward OnPlayerDeath(playerid, killerid, reason);
  300. forward OnVehicleSpawn(vehicleid);
  301. forward OnVehicleDeath(vehicleid, killerid);
  302. forward OnPlayerText(playerid, text[]);
  303. forward OnPlayerCommandText(playerid, cmdtext[]);
  304. forward OnPlayerRequestClass(playerid, classid);
  305. forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
  306. forward OnPlayerExitVehicle(playerid, vehicleid);
  307. forward OnPlayerStateChange(playerid, newstate, oldstate);
  308. forward OnPlayerEnterCheckpoint(playerid);
  309. forward OnPlayerLeaveCheckpoint(playerid);
  310. forward OnPlayerEnterRaceCheckpoint(playerid);
  311. forward OnPlayerLeaveRaceCheckpoint(playerid);
  312. forward OnRconCommand(cmd[]);
  313. forward OnPlayerRequestSpawn(playerid);
  314. forward OnObjectMoved(objectid);
  315. forward OnPlayerObjectMoved(playerid, objectid);
  316. forward OnPlayerPickUpPickup(playerid, pickupid);
  317. forward OnVehicleMod(playerid, vehicleid, componentid);
  318. forward OnEnterExitModShop(playerid, enterexit, interiorid);
  319. forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
  320. forward OnVehicleRespray(playerid, vehicleid, color1, color2);
  321. forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
  322. forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat);
  323. forward OnPlayerSelectedMenuRow(playerid, row);
  324. forward OnPlayerExitedMenu(playerid);
  325. forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
  326. forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
  327. forward OnRconLoginAttempt( ip[], password[], success );
  328. forward OnPlayerUpdate(playerid);
  329. forward OnPlayerStreamIn(playerid, forplayerid);
  330. forward OnPlayerStreamOut(playerid, forplayerid);
  331. forward OnVehicleStreamIn(vehicleid, forplayerid);
  332. forward OnVehicleStreamOut(vehicleid, forplayerid);
  333. forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
  334. forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid);
  335. forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid);
  336. forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
  337. forward OnPlayerClickTextDraw(playerid, Text:clickedid);
  338. forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);
  339.  
  340. #define CLICK_SOURCE_SCOREBOARD 0
  341. forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
  342.  
  343. #define EDIT_RESPONSE_CANCEL 0
  344. #define EDIT_RESPONSE_FINAL 1
  345. #define EDIT_RESPONSE_UPDATE 2
  346.  
  347. forward OnPlayerEditObject( playerid, playerobject, objectid, response,
  348. Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );
  349.  
  350. forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
  351. Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
  352. Float:fRotX, Float:fRotY, Float:fRotZ,
  353. Float:fScaleX, Float:fScaleY, Float:fScaleZ );
  354.  
  355. #define SELECT_OBJECT_GLOBAL_OBJECT 1
  356. #define SELECT_OBJECT_PLAYER_OBJECT 2
  357.  
  358. forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);
  359.  
  360. // --------------------------------------------------
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