Author Topic: Global map hunting  (Read 3373 times)

Global map hunting
« on: October 11, 2012, 11:40:07 am »
Global map hunting is the solution, what give you possibility to find other players on Global Map in some range.
I am using GUI by JohnyPL, than you need to create a console commands to using that fuctions or new GUI(based on TLA scripts).

server_wm_hunting.fos
Code: [Select]
#include "_defines.fos"
#include "_maps.fos"
#include "_macros.fos"

void unsafe_observe_encounters(Critter& cr, int, int, int, string@, int[]@)// this function looking for existing players encounters on global map in some range
{
if(cr.TimeoutBase[ TO_OBSERVE  ] >  int(__FullSecond + REAL_MINUTE( 0 )))//you need define new timeout for observe WM in defines.fos
{
cr.Say(SAY_NETMSG,"You must wait 3 min (timeout).");
return;
}
cr.TimeoutBase[ TO_OBSERVE  ] = __FullSecond + REAL_MINUTE( 3 );
int range = (cr.Skill[ SK_OUTDOORSMAN ]/10) + cr.StatBase[ ST_PERCEPTION ] + 10;
// Find new locations
Location@[] locIds;
GetLocations(cr.WorldX, cr.WorldY, range,locIds);
for( uint j = 0; j < locIds.length(); j++ )
{
if(( !cr.IsKnownLoc( true, locIds[ j ].Id)) && (locIds[ j ].GetProtoId() != LOCATION_pbase))// you must change it too not find private plyers bases
{
cr.SetKnownLoc( true, locIds[ j ].Id);
}
}
}
// looking for friends
void unsafe_worldmap_observe_normal(Critter& cr, int, int, int, string@, int[]@)
{
if(cr.TimeoutBase[ TO_OBSERVE  ] > int(__FullSecond + REAL_MINUTE( 0 )))
{
cr.Say(SAY_NETMSG,"You must wait 3 min (timeout).");
return;
}
cr.TimeoutBase[ TO_OBSERVE  ] = __FullSecond + REAL_MINUTE( 3 );
int range = (cr.Skill[ SK_OUTDOORSMAN ]/10) + cr.StatBase[ ST_PERCEPTION ] + 10;
string []NICKS_TO_CLIENT=
{"none", "none", "none", "none", "none",
"none", "none", "none", "none", "none",
"none", "none", "none", "none", "none"};
uint8 []GROUP_SIZE = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
Critter@[] players;
uint count = GetGlobalMapCritters(cr.WorldX, cr.WorldY, range, FIND_ALL, players);
uint j = 0;
Critter@[] @ groupme = cr.GetGlobalGroup();
Critter@ leaderme = groupme[0];
for(uint i = 0; i < count; i++)
{
if (j == 15)break;
Critter@[] @ group = players[i].GetGlobalGroup();
Critter@ leader = group[0];
if((leaderme.Id != leader.Id)&&(cr.Id != leader.Id) && (leader.ParamBase[PLAYER_MAIN_FACTION] == cr.ParamBase[PLAYER_MAIN_FACTION]))//in FoT i have 2 npc factions, you must change this for your solution
{
for(uint b = 0; b < NICKS_TO_CLIENT.length(); b++)
{
if (NICKS_TO_CLIENT[b] == GetPlayerName(leader.Id)) break;
else if (NICKS_TO_CLIENT[b] == "none")
{
NICKS_TO_CLIENT[b] = GetPlayerName(leader.Id);
GROUP_SIZE[b] = leader.GetGlobalGroup().length();
j++;
break;
}
}
}
}
for(uint i = 0; i < NICKS_TO_CLIENT.length(); i++)
{
if(NICKS_TO_CLIENT[i] != "none")
{
Critter@[] group = GetPlayer(NICKS_TO_CLIENT[i]).GetGlobalGroup();
int size = group.length();
cr.RunClientScript("client_main@observe_effect",i,size,0,NICKS_TO_CLIENT[i],null);// you need to create gui on clent site, and tables for string
}
else cr.RunClientScript("client_main@observe_effect",i,0,0,NICKS_TO_CLIENT[i],null);// you need to create gui on clent site, and tables for string
}
}

// looking for enemies
void unsafe_worldmap_observe_other(Critter& cr, int, int, int, string@, int[]@)
{
if(cr.TimeoutBase[ TO_OBSERVE  ] > int(__FullSecond + REAL_MINUTE( 0 )))
{
cr.Say(SAY_NETMSG,"You must wait 3 min (timeout).");
return;
}
cr.TimeoutBase[ TO_OBSERVE  ] = __FullSecond + REAL_MINUTE( 3 );
int range = (cr.Skill[ SK_OUTDOORSMAN ]/10) + cr.StatBase[ ST_PERCEPTION ] + 10;
string []NICKS_TO_CLIENT=
{"none", "none", "none", "none", "none",
"none", "none", "none", "none", "none",
"none", "none", "none", "none", "none"};
uint8 []GROUP_SIZE = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
Critter@[] players;
uint count = GetGlobalMapCritters(cr.WorldX, cr.WorldY, range, FIND_ALL, players);
uint j = 0;
Critter@[] @ groupme = cr.GetGlobalGroup();
Critter@ leaderme = groupme[0];
for(uint i = 0; i < count; i++)
{
if (j == 15)break;
Critter@[] @ group = players[i].GetGlobalGroup();
Critter@ leader = group[0];
if((leaderme.Id != leader.Id)&&(cr.Id != leader.Id) && (leader.ParamBase[PLAYER_MAIN_FACTION] != cr.ParamBase[PLAYER_MAIN_FACTION]))//in FoT i have 2 npc factions, you must change this for your solution
{
for(uint b = 0; b < NICKS_TO_CLIENT.length(); b++)
{
if (NICKS_TO_CLIENT[b] == GetPlayerName(leader.Id)) break;
else if (NICKS_TO_CLIENT[b] == "none")
{
NICKS_TO_CLIENT[b] = GetPlayerName(leader.Id);
GROUP_SIZE[b] = leader.GetGlobalGroup().length();
j++;
break;
}
}
}
}
for(uint i = 0; i < NICKS_TO_CLIENT.length(); i++)
{
if(NICKS_TO_CLIENT[i] != "none")
{
Critter@[] group = GetPlayer(NICKS_TO_CLIENT[i]).GetGlobalGroup();
int size = group.length();
cr.RunClientScript("client_main@observe_effect",i,size,0,NICKS_TO_CLIENT[i],null);
}
else cr.RunClientScript("client_main@observe_effect",i,0,0,NICKS_TO_CLIENT[i],null);
}
}

void unsafe_worldmap_attack(Critter& cr, int, int, int, string@ str, int[]@)
{
if(str=="none")return;
Critter@ other=GetPlayer(str);
if(@other == null)
{
cr.Say(SAY_NETMSG,"Player: "+str+" is not online, please refresh your list.");
return;
}
Critter@[]@ group=other.GetGlobalGroup();
Critter@[]@ groupme=cr.GetGlobalGroup();
int range = (cr.Skill[ SK_OUTDOORSMAN ]/10) + cr.StatBase[ ST_PERCEPTION ] + 10;
int distance = sqrt( ((group[0].WorldX  - groupme[0].WorldX)*(group[0].WorldX  - groupme[0].WorldX)) + ((group[0].WorldY  - groupme[0].WorldY)*(group[0].WorldY  - groupme[0].WorldY)) );
if (distance > range)
{
cr.Say(SAY_NETMSG,"Player: "+str+" is too far from you, please refresh your list.");
return;
}
int roll=Random(121,127);//pids of encounters maps, what have ready correct enteries points(look on next comment)
uint locId=CreateLocation(roll, other.WorldX, other.WorldY, group);
Location@ loc = GetLocation(locId);
for(uint i=0; i<group.length(); i++)
{
group[i].TransitToMap(loc.GetMapByIndex(0).Id,200);//you need to create enter points number 200 on every encounter maps, what you will use for global hunting
group[i].Say(SAY_NETMSG,"This location will exist by 3 real hours.");
}
for(uint i=0; i<groupme.length(); i++)
{
groupme[i].TransitToMap(loc.GetMapByIndex(0).Id,300);//you need to create enter points number 300 on every encounter maps, what you will use for global hunting
groupme[i].Say(SAY_NETMSG,"This location will exist by 3 real hours.");
}
CreateTimeEvent(__FullSecond+REAL_MINUTE(180),"e_delete_location",locId,true);
}

uint e_delete_location(uint[]@ values)
{
 Location@ loc = GetLocation(values[0]);
 DeleteLocation(values[0]);
 return 0;
}

client_main.fos - on end of file
Code: [Select]
void observe_effect(int j,int i,int,string@ nick,int[]@)
{
NICKS_GLOBAL[j]=nick;// you need at first declare this table in variables for client
GROUP_SIZE[j]=i;// you need at first declare this table in variables for client
}

If you will use that, than will be very nice if you will put small info about me in credits, or give me nice skin on your server.
« Last Edit: October 11, 2012, 11:43:24 am by xenom »

Crab_people

  • Guest
Re: Global map hunting
« Reply #1 on: October 11, 2012, 04:13:18 pm »
so it is over of fode ?

Re: Global map hunting
« Reply #2 on: October 11, 2012, 05:26:28 pm »
so it is over of fode ?
no, this code is not part of fode