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ZumeZero

ASCII Art SAMP Inc

Jul 21st, 2016
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  1. /* ASCII Art by Zume */
  2.  
  3. #define MAX_ASCII_ART_GEN       15
  4.  
  5. enum renderEnum{
  6.     renderExist,
  7.     renderTextLen
  8. };
  9.  
  10. new renderInfo[MAX_ASCII_ART_GEN][renderEnum];
  11.  
  12. new _ASCII_ART_ARRAY[][7*7] = {
  13.     // [DEC]   [SYM] 32
  14.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  15.     // [DEC] ! [SYM] 33
  16.     {0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0},
  17.     // [DEC] " [SYM] 34
  18.     {0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  19.     // [DEC] # [SYM] 35
  20.     {0,0,1,0,1,0,0,0,0,1,0,1,0,0,1,1,1,1,1,1,1,0,0,1,0,1,0,0,1,1,1,1,1,1,1,0,0,1,0,1,0,0,0,0,1,0,1,0,0},
  21.     // [DEC] $ [SYM] 36
  22.     {0,0,1,1,1,1,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,0,1,1,1,0,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,1,1,1,1,0,0},
  23.     // [DEC] % [SYM] 37
  24.     {0,0,0,0,0,0,0,0,1,1,0,0,1,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,1,0,0,1,0,0,1,1,0,0,0,0,0,0,0,0},
  25.     // [DEC] & [SYM] 38
  26.     {0,0,1,1,1,0,0,0,0,1,0,1,0,0,0,1,1,0,1,1,0,0,1,1,1,1,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,1,1,1,1,0},
  27.     // [DEC] ' [SYM] 39
  28.     {0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  29.     // [DEC] ( [SYM] 40
  30.     {0,0,1,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,0},
  31.     // [DEC] ) [SYM] 41
  32.     {0,1,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0},
  33.     // [DEC] * [SYM] 42
  34.     {1,1,0,0,0,1,1,0,1,1,0,1,1,0,0,0,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,0,0,0,1,1},
  35.     // [DEC] + [SYM] 43
  36.     {0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  37.     // [DEC] , [SYM] 44
  38.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0},
  39.     // [DEC] - [SYM] 45
  40.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  41.     // [DEC] . [SYM] 46
  42.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0},
  43.     // [DEC] / [SYM] 47
  44.     {0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0},
  45.     // [DEC] 0 [SYM] 48
  46.     {0,0,1,1,1,0,0,0,1,1,0,1,1,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,0,1,1,0,0,0,1,1,1,0,0},
  47.     // [DEC] 1 [SYM] 49
  48.     {0,0,0,1,1,0,0,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,0},
  49.     // [DEC] 2 [SYM] 50
  50.     {0,1,1,1,1,1,0,1,1,0,0,0,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1},
  51.     // [DEC] 3 [SYM] 51
  52.     {0,1,1,1,1,1,0,1,1,0,0,0,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,0},
  53.     // [DEC] 4 [SYM] 52
  54.     {0,1,1,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,1,1,0,0,0,0,0,1,1,0},
  55.     // [DEC] 5 [SYM] 53
  56.     {1,1,1,1,1,1,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,0},
  57.     // [DEC] 6 [SYM] 54
  58.     {0,1,1,1,1,1,0,1,1,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,0},
  59.     // [DEC] 7 [SYM] 55
  60.     {1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0},
  61.     // [DEC] 8 [SYM] 56
  62.     {0,1,1,1,1,1,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,0},
  63.     // [DEC] 9 [SYM] 57
  64.     {0,1,1,1,1,1,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,1,1,1,1,1,0},
  65.     // [DEC] : [SYM] 58
  66.     {0,0,0,1,0,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0},
  67.     // [DEC] ; [SYM] 59
  68.     {0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0},
  69.     // [DEC] < [SYM] 60
  70.     {0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0},
  71.     // [DEC] = [SYM] 61
  72.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  73.     // [DEC] > [SYM] 62
  74.     {0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0},
  75.     // [DEC] ? [SYM] 63
  76.     {0,0,1,1,1,1,0,0,1,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0},
  77.     // [DEC] @ [SYM] 64
  78.     {0,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,1,1,1,0,1,1,0,1,1,1,0,1,1,0,1,1,1,1,0,1,0,0,0,0,0,0,0,1,1,1,1,1,0},
  79.     // [DEC] A [SYM] 65
  80.     {0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1},
  81.     // [DEC] B [SYM] 66
  82.     {1,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0},
  83.     // [DEC] C [SYM] 67
  84.     {0,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,1,0,1,1,1,1,1,0},
  85.     // [DEC] D [SYM] 68
  86.     {1,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0},
  87.     // [DEC] E [SYM] 69
  88.     {1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,1,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,1,1},
  89.     // [DEC] F [SYM] 70
  90.     {1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,1,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0},
  91.     // [DEC] G [SYM] 71
  92.     {0,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,1,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0},
  93.     // [DEC] H [SYM] 72
  94.     {1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1},
  95.     // [DEC] I [SYM] 73
  96.     {0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,1,1,1,0,0},
  97.     // [DEC] J [SYM] 74
  98.     {0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  99.     // [DEC] K [SYM] 75
  100.     {1,0,0,0,0,1,0,1,0,0,0,1,0,0,1,0,0,1,0,0,0,1,1,1,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0},
  101.     // [DEC] L [SYM] 76
  102.     {0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,1},
  103.     // [DEC] M [SYM] 77
  104.     {1,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,0,1,0,1,1,0,0,1,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1},
  105.     // [DEC] N [SYM] 78
  106.     {1,0,0,0,0,0,1,1,1,0,0,0,0,1,1,0,1,0,0,0,1,1,0,0,1,0,0,1,1,0,0,0,1,0,1,1,0,0,0,0,1,1,1,0,0,0,0,0,1},
  107.     // [DEC] O [SYM] 79
  108.     {1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1},
  109.     // [DEC] P [SYM] 80
  110.     {1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,1,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0},
  111.     // [DEC] Q [SYM] 81
  112.     {0,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,1,0,1,1,0,0,0,0,1,0,0,1,1,1,1,0,1},
  113.     // [DEC] R [SYM] 82
  114.     {1,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,1},
  115.     // [DEC] S [SYM] 83
  116.     {0,1,1,1,1,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0},
  117.     // [DEC] T [SYM] 84
  118.     {1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  119.     // [DEC] U [SYM] 85
  120.     {1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0},
  121.     // [DEC] V [SYM] 86
  122.     {1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0},
  123.     // [DEC] W [SYM] 87
  124.     {1,0,0,0,0,0,1,1,0,0,1,0,0,1,1,0,0,1,0,0,1,1,0,0,1,0,0,1,1,0,0,1,0,0,1,1,0,0,1,0,0,1,0,1,1,0,1,1,0},
  125.     // [DEC] X [SYM] 88
  126.     {1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1},
  127.     // [DEC] Y [SYM] 89
  128.     {1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  129.     // [DEC] Z [SYM] 90
  130.     {1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,1,1,1,1,1,1},
  131.     // [DEC] [ [SYM] 91
  132.     {1,1,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,0,0},
  133.     // [DEC] \ [SYM] 92
  134.     {1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1},
  135.     // [DEC] ] [SYM] 93
  136.     {0,0,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,1,1,1,1,1},
  137.     // [DEC] ^ [SYM] 94
  138.     {0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  139.     // [DEC] _ [SYM] 95
  140.     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1},
  141.     // [DEC] ` [SYM] 96
  142.     {1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
  143.     // [DEC] a [SYM] 97
  144.     {0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,1,1,1,1,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0},
  145.     // [DEC] b [SYM] 98
  146.     {0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,1,1,1,1,0,0},
  147.     // [DEC] c [SYM] 99
  148.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  149.     // [DEC] d [SYM] 100
  150.     {0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,0,0,0,1,0,0,1,1,1,1,0,0,0},
  151.     // [DEC] e [SYM] 101
  152.     {0,0,0,0,0,0,0,1,1,1,1,1,1,0,1,0,0,0,0,0,0,1,1,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,1,0},
  153.     // [DEC] f [SYM] 102
  154.     {0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,0,0,0,0,0,0,1,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0},
  155.     // [DEC] g [SYM] 103
  156.     {0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,0,1,0,0,1,1,1,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  157.     // [DEC] h [SYM] 104
  158.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0},
  159.     // [DEC] i [SYM] 105
  160.     {0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  161.     // [DEC] j [SYM] 106
  162.     {0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  163.     // [DEC] k [SYM] 107
  164.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,1,0,0,1,1,1,1,0,0,0,1,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0},
  165.     // [DEC] l [SYM] 108
  166.     {0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,1,1,0},
  167.     // [DEC] m [SYM] 109
  168.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,1,0,0,1,1,0,1,0,1,1,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0},
  169.     // [DEC] n [SYM] 110
  170.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,1,0,0,0,1,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,1,0},
  171.     // [DEC] o [SYM] 111
  172.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  173.     // [DEC] p [SYM] 112
  174.     {0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,1,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0},
  175.     // [DEC] q [SYM] 113
  176.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1,1,1,0,1,0},
  177.     // [DEC] r [SYM] 114
  178.     {0,0,0,0,0,0,0,1,1,1,1,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,1,1,1,1,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0},
  179.     // [DEC] s [SYM] 115
  180.     {0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  181.     // [DEC] t [SYM] 116
  182.     {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  183.     // [DEC] u [SYM] 117
  184.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,1,1,1,0,0},
  185.     // [DEC] v [SYM] 118
  186.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,1,0,0,0},
  187.     // [DEC] w [SYM] 119
  188.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,1,1,0,1,0,1,1,0,0,1,1,0,1,0,0,0,0,1,0},
  189.     // [DEC] x [SYM] 120
  190.     {0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,1,0,0,0,0,0,1,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,0},
  191.     // [DEC] y [SYM] 121
  192.     {0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  193.     // [DEC] z [SYM] 122
  194.     {0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,1,1,1,1,1,0},
  195.     // [DEC] { [SYM] 123
  196.     {0,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,0,0},
  197.     // [DEC] | [SYM] 124
  198.     {0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0},
  199.     // [DEC] } [SYM] 125
  200.     {0,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0},
  201.     // [DEC] ~ [SYM] 126
  202.     {0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
  203. };
  204.  
  205. stock GetRenderLen(id)
  206.     return renderInfo[id][renderTextLen];
  207.  
  208. stock RenderExist(id)
  209.     return renderInfo[id][renderExist];
  210.  
  211. stock GetASCIIDec(str[])
  212. {
  213.     new
  214.         s[4]
  215.     ;
  216.  
  217.     format(s, sizeof(s), "%c", str);
  218.  
  219.     format(s, sizeof(s), "%i", s);
  220.  
  221.     return strval(s);
  222. }
  223.  
  224. stock DeleteASCIIArt(id)
  225. {
  226.     if(!((0 <= id < MAX_ASCII_ART_GEN) && renderInfo[id][renderExist]))
  227.         return 0;
  228.  
  229.     new
  230.         _var_t[64]
  231.     ;
  232.  
  233.     new l = renderInfo[id][renderTextLen];
  234.     for(new i; i < l; i++)
  235.     {
  236.         for(new x; x < 7*7; x++)
  237.         {
  238.             format(_var_t, sizeof(_var_t), "_%d_%d_%d_index", id, x, i);
  239.  
  240.             new
  241.                 value = getproperty(.name = _var_t);
  242.  
  243.             if((value != 0) && IsValidObject(value))
  244.             {
  245.                 DestroyObject(value);
  246.             }
  247.         }
  248.     }
  249.     renderInfo[id][renderExist] = false;
  250.     return 1;
  251. }
  252.  
  253. stock RenderASCIIArt(modelid, str[], Float:x, Float:y, Float:z, Float:angle, Float:width, Float:height, color = -1)
  254. {
  255.     new
  256.         created_ = -1
  257.     ;
  258.  
  259.     for(new r = 0; r < MAX_ASCII_ART_GEN; r++)
  260.     {
  261.         if(renderInfo[r][renderExist])
  262.             continue;
  263.  
  264.         #define ____x 0
  265.         #define ____y 1
  266.         #define ____z 2
  267.  
  268.         z = z+(height*2)+15.0;
  269.  
  270.         new
  271.             _temp[2],
  272.             Float:pos[3],
  273.             Float:_ls[2]
  274.         ;
  275.  
  276.         _ls[____x] = x;
  277.         _ls[____y] = y;
  278.  
  279.         for(new _index; _index < strlen(str); _index++)
  280.         {
  281.             x = (_ls[____x] == x ? x : _ls[____x]+(width*3));
  282.             y = (_ls[____y] == y ? y : _ls[____y]+(width*4));
  283.  
  284.             pos[____x] = x;
  285.             pos[____y] = y;
  286.             pos[____z] = z;
  287.  
  288.             format(_temp, sizeof(_temp), "%.2s", str[_index]);
  289.  
  290.             new
  291.                 l = GetASCIIDec(_temp)
  292.             ;
  293.  
  294.             if(strlen(_temp) > 0)
  295.             {
  296.                 for(new i; i < 7*7; i++)
  297.                 {
  298.                     if(!(0 <= l-32 <= sizeof _ASCII_ART_ARRAY))
  299.                     {
  300.                         printf("ASCII-ART: The character '%c' [%i] not is valid in your include version.", l, l);
  301.                         continue;
  302.                     }
  303.  
  304.                     if(_ASCII_ART_ARRAY[l-32][i])
  305.                     {
  306.                         new
  307.                             b_id = CreateObject(modelid, pos[____x], pos[____y], pos[____z], 0.0, 0.0, 0.0)
  308.                         ;
  309.  
  310.                         created_ = r;
  311.  
  312.                         new
  313.                             _var_t[64]
  314.                         ;
  315.  
  316.                         format(_var_t, sizeof(_var_t), "_%d_%d_%d_index", r, i, _index);
  317.  
  318.                         setproperty(.name = _var_t, .value = b_id);
  319.  
  320.                         if(color != -1)
  321.                             SetObjectMaterial(b_id, 0, 16150, "ufo_bar", "GEwhite1_64", color);
  322.  
  323.                     }
  324.                     pos[____x] += floatsin(-angle, degrees) + width/2;
  325.  
  326.                     pos[____y] += floatcos(-angle, degrees) + width;
  327.  
  328.                     _ls[____x] = pos[____x];
  329.                     _ls[____y] = pos[____y];
  330.  
  331.                     if(((i+1) % 7) == 0)
  332.                     {
  333.                         pos[____x] = x;
  334.                         pos[____y] = y;
  335.  
  336.                         pos[____z] -= height+(height/3);
  337.                     }
  338.                 }
  339.             }
  340.         }
  341.         break;
  342.     }
  343.  
  344.     if(created_ != -1)
  345.     {
  346.         renderInfo[created_][renderExist] = true;
  347.         renderInfo[created_][renderTextLen] = strlen(str);
  348.  
  349.         return created_;
  350.     }
  351.     return -1;
  352. }
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