sfcnr/gamemodes/irresistible/cnr/features/houses/burglar.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc
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* Module: cnr\features\houses\burglar.pwn
* Purpose: burglarly system (to steal house furniture)
*/
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Error checking ** */
#if !defined MAX_FURNITURE
#error "Furniture system must be enabled for this module to work."
#endif
/* ** Definitions ** */
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#define MAX_BURGLARY_SLOTS ( 8 )
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#define PROGRESS_CRACKING ( 0 )
#define PROGRESS_BRUTEFORCE ( 1 )
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/* ** Variables ** */
static stock
p_PawnStoreExport [ MAX_PLAYERS ] = { -1, ... },
p_PawnStoreMapIcon [ MAX_PLAYERS ] = { -1, ... }
;
/* ** Hooks ** */
hook OnPlayerDisconnect( playerid, reason )
{
DestroyDynamicRaceCP( p_PawnStoreExport[ playerid ] );
p_PawnStoreExport[ playerid ] = -1;
DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] );
p_PawnStoreMapIcon[ playerid ] = -1;
return 1;
}
hook OnPlayerDriveVehicle( playerid, vehicleid )
{
new
model = GetVehicleModel( GetPlayerVehicleID( playerid ) );
if ( model == 498 && p_Class[ playerid ] != CLASS_POLICE )
{
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new num_furniture = GetGVarInt( sprintf( "vburg_%d_items", vehicleid ) );
new cash_value = GetGVarInt( sprintf( "vburg_%d_cash", vehicleid ) );
if ( num_furniture > 0 )
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{
new
Float: X, Float: Y, Float: Z,
Float: pX, Float: pY, Float: pZ;
GetPlayerPos( playerid, pX, pY, pZ );
Beep( playerid );
GameTextForPlayer( playerid, "Go to the truck blip on your radar for money!", 3000, 1 );
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SendServerMessage( playerid, "You have %d stolen goods that you can export for "COL_GOLD"%s"COL_WHITE"!", num_furniture, cash_format( cash_value ) );
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static
szCity[ MAX_ZONE_NAME ],
aPlayer[ 1 ];
aPlayer[ 0 ] = playerid;
DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] );
Get2DCity( szCity, pX, pY, pZ );
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if ( strmatch( szCity, "Los Santos" ) ) {
X = 2522.1677, Y = -1717.4137, Z = 13.6086;
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}
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else if ( strmatch( szCity, "Las Venturas" ) ) {
X = 2481.6812, Y = 1315.8477, Z = 10.6797;
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}
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else { // default SF if not LV and LS
X = -2480.2461, Y = 6.0720, Z = 25.6172;
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}
p_PawnStoreMapIcon[ playerid ] = CreateDynamicMapIconEx( X, Y, Z, 51, 0, MAPICON_GLOBAL, 6000.0, { -1 }, { -1 }, aPlayer );
p_PawnStoreExport[ playerid ] = CreateDynamicRaceCP( 1, X, Y, Z, 0.0, 0.0, 0.0, 4.0, -1, -1, playerid );
}
}
return 1;
}
hook OnPlayerStateChange( playerid, newstate, oldstate )
{
if ( newstate != PLAYER_STATE_DRIVER && oldstate == PLAYER_STATE_DRIVER ) // Driver has a new state?
{
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if ( p_PawnStoreExport[ playerid ] != -1 )
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{
DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] );
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p_PawnStoreMapIcon[ playerid ] = -1;
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DestroyDynamicRaceCP( p_PawnStoreExport[ playerid ] );
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p_PawnStoreExport[ playerid ] = -1;
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}
}
return 1;
}
hook OnPlayerEnterDynRaceCP( playerid, checkpointid )
{
static aPlayer[ 1 ]; aPlayer[ 0 ] = playerid;
if ( checkpointid == p_PawnStoreExport[ playerid ] )
{
new vehicleid = GetPlayerVehicleID( playerid );
if ( GetVehicleModel( vehicleid ) == 498 )
{
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new cash_earned = GetGVarInt( sprintf( "vburg_%d_cash", vehicleid ) );
new num_furniture = GetGVarInt( sprintf( "vburg_%d_items", vehicleid ) );
new score = floatround( num_furniture / 2 );
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GivePlayerScore( playerid, score == 0 ? 1 : score );
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//GivePlayerExperience( playerid, E_BURGLAR, float( num_furniture ) * 0.2 );
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DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] );
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p_PawnStoreMapIcon[ playerid ] = -1;
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DestroyDynamicRaceCP( p_PawnStoreExport[ playerid ] );
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p_PawnStoreExport[ playerid ] = -1;
GivePlayerCash( playerid, cash_earned );
StockMarket_UpdateEarnings( E_STOCK_PAWN_STORE, cash_earned, 1.0 );
GivePlayerWantedLevel( playerid, num_furniture * 2 );
SendServerMessage( playerid, "You have sold %d furniture item(s) to the Pawn Store, earning you "COL_GOLD"%s"COL_WHITE".", num_furniture, cash_format( cash_earned ) );
ResetVehicleBurglaryData( vehicleid );
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}
}
return 1;
}
hook OnPlayerProgressUpdate( playerid, progressid, bool: canceled, params )
{
if ( progressid == PROGRESS_CRACKING || progressid == PROGRESS_BRUTEFORCE ) {
if ( !IsPlayerSpawned( playerid ) || !IsPlayerInDynamicCP( playerid, g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CHECKPOINT ] [ 0 ] ) || !IsPlayerConnected( playerid ) || IsPlayerInAnyVehicle( playerid ) || canceled ) {
return g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_BEING_CRACKED ] = false, StopProgressBar( playerid ), 1;
}
}
return 1;
}
hook OnProgressCompleted( playerid, progressid, params )
{
if ( progressid == PROGRESS_CRACKING )
{
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_BEING_CRACKED ] = false;
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CRACKED_WAIT ] = g_iTime + 300;
if ( random( 101 ) < 75 )
{
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CRACKED ] = true;
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CRACKED_TS ] = g_iTime + 120;
SendServerMessage( playerid, "You have successfully cracked this houses' password. You have two minutes to do your thing." );
GivePlayerWantedLevel( playerid, 12 );
GivePlayerScore( playerid, 2 );
//GivePlayerExperience( playerid, E_BURGLAR );
ach_HandleBurglaries( playerid );
}
else
{
new szLocation[ MAX_ZONE_NAME ];
GetZoneFromCoordinates( szLocation, g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_EX ], g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_EY ], g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_EZ ] );
SendClientMessageToCops( -1, ""COL_BLUE"[BURGLARY]"COL_WHITE" %s has failed to crack a houses' password near %s.", ReturnPlayerName( playerid ), szLocation );
SendClientMessage( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" You have failed to crack this houses' password." );
GivePlayerWantedLevel( playerid, 6 );
CreateCrimeReport( playerid );
}
}
else if ( progressid == PROGRESS_BRUTEFORCE )
{
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_BEING_CRACKED ] = false;
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CRACKED_WAIT ] = g_iTime + 30;
if ( random( 101 ) < 75 )
{
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CRACKED ] = true;
g_houseData[ p_HouseCrackingPW[ playerid ] ] [ E_CRACKED_TS ] = g_iTime + 60;
SendServerMessage( playerid, "You have successfully brute forced this houses' password. This lasts for one minute." );
}
else SendServerMessage( playerid, "You have failed to brute force this houses' password." );
}
return 1;
}
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hook OnPlayerEnterHouse( playerid, houseid )
{
// alert burglar of any furniture
if ( ! IsPlayerHomeOwner( playerid, houseid ) && IsPlayerJob( playerid, JOB_BURGLAR ) && GetPlayerClass( playerid ) == CLASS_CIVILIAN ) {
if ( Iter_Count( housefurniture[ houseid ] ) ) {
ShowPlayerHelpDialog( playerid, 4000, "This house has furniture to rob.~n~~n~Press ~g~~h~~k~~VEHICLE_ENTER_EXIT~~w~ near the furniture you want to steal." );
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} else {
ShowPlayerHelpDialog( playerid, 4000, "~r~This house has no furniture to rob." );
}
}
return 1;
}
hook OnPlayerAttemptBreakIn( playerid, houseid, businessid )
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{
new is_fbi = GetPlayerClass( playerid ) == CLASS_POLICE && p_inFBI{ playerid } && ! p_inArmy{ playerid } && ! p_inCIA{ playerid };
new is_burglar = GetPlayerClass( playerid ) == CLASS_CIVILIAN && IsPlayerJob( playerid, JOB_BURGLAR );
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// prohibit non-cop,
if ( ! ( ! is_fbi && is_burglar || ! is_burglar && is_fbi ) )
return 0;
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if ( IsValidHouse( houseid ) )
{
new current_time = GetServerTime( );
new crackpw_cooldown = GetPVarInt( playerid, "crack_housepw_cool" );
if ( crackpw_cooldown > current_time ) {
return SendError( playerid, "You are unable to attempt a house break-in for %d seconds.", crackpw_cooldown - current_time ), 0;
}
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if ( current_time > g_houseData[ houseid ] [ E_CRACKED_TS ] && g_houseData[ houseid ] [ E_CRACKED ] )
g_houseData[ houseid ] [ E_CRACKED ] = false; // The Virus Is Disabled.
if ( g_houseData[ houseid ] [ E_CRACKED_WAIT ] > current_time )
return SendError( playerid, "This house had its password recently had a cracker run through. Come back later." ), 0;
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if ( g_houseData[ houseid ] [ E_CRACKED ] || g_houseData[ houseid ] [ E_BEING_CRACKED ] )
return SendError( playerid, "This house is currently being cracked or is already cracked." ), 0;
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if ( IsHouseOnFire( houseid ) )
return SendError( playerid, "This house is on fire, you cannot crack it!" ), 0;
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g_houseData[ houseid ] [ E_BEING_CRACKED ] = true;
p_HouseCrackingPW[ playerid ] = houseid;
SetPVarInt( playerid, "crack_housepw_cool", current_time + 40 );
if ( is_fbi ) {
ShowProgressBar( playerid, "Brute Forcing Password", PROGRESS_BRUTEFORCE, 5000, COLOR_BLUE );
} else {
ShowProgressBar( playerid, "Cracking Password", PROGRESS_CRACKING, 7500, COLOR_WHITE );
}
return 1;
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}
return 1;
}
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hook OnVehicleCreated( vehicleid, model_id )
{
if ( model_id == 498 )
{
new
attachable_area = CreateDynamicSphere( 0.0, 0.0, 0.0, 2.5 );
AttachDynamicAreaToVehicle( attachable_area, vehicleid, 0.0, -4.0, 0.0 );
SetGVarInt( "burglar_boxville_area", vehicleid, attachable_area );
SetGVarInt( "burglar_boxville_veh", attachable_area, vehicleid );
}
return 1;
}
hook OnVehicleDestroyed( vehicleid )
{
if ( GetGVarType( "burglar_boxville_veh", vehicleid ) != GLOBAL_VARTYPE_NONE ) // destroy mining area
{
new
areaid = GetGVarInt( "burglar_boxville_veh", vehicleid );
DestroyDynamicArea( areaid );
DeleteGVar( "burglar_boxville_veh", vehicleid );
DeleteGVar( "burglar_boxville_area", vehicleid );
}
return 1;
}
hook OnVehicleSpawn( vehicleid )
{
ResetVehicleBurglaryData( vehicleid );
return 1;
}
hook OnPlayerEnterDynArea( playerid, areaid )
{
// mining dunes
if ( GetGVarType( "burglar_boxville_area", areaid ) != GLOBAL_VARTYPE_NONE )
{
new attached_vehicle = GetGVarInt( "burglar_boxville_area", areaid );
new attached_model = GetVehicleModel( attached_vehicle );
if ( attached_model == 498 )
{
if ( GetPVarType( playerid, "stolen_fid" ) == PLAYER_VARTYPE_NONE ) {
return 1; // return SendError( playerid, "You aren't holding anything!" );
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}
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new stolen_furniture_count = GetGVarInt( sprintf( "vburg_%d_items", attached_vehicle ) );
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if ( stolen_furniture_count >= MAX_BURGLARY_SLOTS ) {
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return SendError( playerid, "You can only carry %d items in this vehicle.", MAX_BURGLARY_SLOTS );
}
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static
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Float: angle;
GetVehicleZAngle( attached_vehicle, angle );
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new stolen_furniture_id = GetPVarInt( playerid, "stolen_fid" );
new stolen_furniture_value = floatround( float( g_houseFurniture[ stolen_furniture_id ] [ E_COST ] ) * 0.5 );
new stolen_cash_accumulative = GetGVarInt( sprintf( "vburg_%d_cash", attached_vehicle ) );
SetGVarInt( sprintf( "vburg_%d_items", attached_vehicle ), stolen_furniture_count + 1 );
SetGVarInt( sprintf( "vburg_%d_cash", attached_vehicle ), stolen_cash_accumulative + stolen_furniture_value );
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RemovePlayerAttachedObject( playerid, 3 );
ClearAnimations( playerid );
SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE );
SetPlayerFacingAngle( playerid, angle );
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SendServerMessage( playerid, "You have placed a "COL_GREY"%s"COL_WHITE" in this Boxville. "COL_ORANGE"[%d/%d]", g_houseFurniture[ stolen_furniture_id ] [ E_NAME ], stolen_furniture_count + 1, MAX_BURGLARY_SLOTS );
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ApplyAnimation( playerid, "CARRY", "putdwn105", 4.0, 0, 0, 0, 0, 0 );
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DeletePVar( playerid, "stolen_fid" );
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return 1;
}
}
return 1;
}
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hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
{
if ( PRESSED( KEY_SECONDARY_ATTACK ) && IsPlayerJob( playerid, JOB_BURGLAR ) && GetPlayerClass( playerid ) == CLASS_CIVILIAN )
{
new
houseid = GetPlayerEnteredHouse( playerid );
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if ( IsValidHouse( houseid ) && ! IsPlayerHomeOwner( playerid, houseid ) && GetPlayerVirtualWorld( playerid ) != 0 )
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{
new Float: distance = 99999.99, furniture_slot = ITER_NONE;
new objectid = GetClosestFurniture( houseid, playerid, distance, furniture_slot );
new modelid = Streamer_GetIntData( STREAMER_TYPE_OBJECT, objectid, E_STREAMER_MODEL_ID );
new furniture_id = getFurnitureID( modelid );
if ( objectid == INVALID_OBJECT_ID || furniture_slot == ITER_NONE )
return SendError( playerid, "No furniture is in this house." );
if ( distance > 3.0 )
return SendError( playerid, "You are not close to any furniture." );
if ( g_houseFurniture[ furniture_id ] [ E_CATEGORY ] != FC_ELECTRONIC && g_houseFurniture[ furniture_id ] [ E_CATEGORY ] != FC_WEAPONS )
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return ShowPlayerHelpDialog( playerid, 3000, "The furniture you're near is not an electronic or weapon." );
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if ( IsPlayerAttachedObjectSlotUsed( playerid, 3 ) )
return ShowPlayerHelpDialog( playerid, 3000, "Your hands are busy at the moment." );
if ( IsPointToPoint( 150.0, g_houseData[ houseid ] [ E_EX ], g_houseData[ houseid ] [ E_EY ], g_houseData[ houseid ] [ E_EZ ], -2480.1426, 5.5302, 25.6172 ) )
return ShowPlayerHelpDialog( playerid, 3000, "~r~This house is protected from burglaries." );
new Float: playerZ, Float: furnitureZ;
GetPlayerPos( playerid, playerZ, playerZ, playerZ );
GetDynamicObjectPos( objectid, furnitureZ, furnitureZ, furnitureZ );
// apply animation
if ( playerZ - furnitureZ <= 0.0 ) ApplyAnimation( playerid, "CARRY", "liftup105", 4.0, 0, 0, 0, 0, 0 );
else if ( playerZ - furnitureZ <= 0.45 ) ApplyAnimation( playerid, "CARRY", "liftup05", 4.0, 0, 0, 0, 0, 0 );
else ApplyAnimation( playerid, "CARRY", "liftup", 4.0, 0, 0, 0, 0, 0 );
// Alert
SendServerMessage( playerid, "You have stolen a "COL_GREY"%s"COL_WHITE". Store it in a Boxville to transport the item.", g_houseFurniture[ furniture_id ] [ E_NAME ] );
SetPlayerSpecialAction( playerid, SPECIAL_ACTION_CARRY );
SetPVarInt( playerid, "stolen_fid", furniture_id );
SetPlayerAttachedObject( playerid, 3, 1220, 5, 0.043999, 0.222999, 0.207000, 14.400002, 15.799994, 0.000000, 0.572999, 0.662000, 0.665000 );
}
}
return 1;
}
/* ** Functions ** */
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stock ResetVehicleBurglaryData( vehicleid )
{
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DeleteGVar( sprintf( "vburg_%d_cash", vehicleid ) );
DeleteGVar( sprintf( "vburg_%d_items", vehicleid ) );
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return 1;
}
stock RemovePlayerStolensFromHands( playerid )
{
DeletePVar( playerid, "stolen_fid" );
RemovePlayerAttachedObject( playerid, 3 );
SetPlayerSpecialAction( playerid, 0 );
return 1;
}