sfcnr/gamemodes/irresistible/cnr/features/robbery/clerks.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc
* Module: cnr\features\robbery\clerks.pwn
* Purpose: NPC (aim to rob) robbery system
*/
/* ** Includes ** */
#include < YSI\y_hooks >
#include < FCNPC >
/* ** Definitions ** */
#define ENABLED_NPC_ROBBERIES ( true )
#define MAX_ROBBERY_NPCS ( MAX_ROBBERIES ) // ( 50 )
#define MAX_CIVILIANS ( 50 )
/* ** Variables ** */
enum E_ROBBERY_NPC_DATA
{
E_NPC_NAME[ 24 ], E_NPC_ID, E_TIMEOUT,
E_HOLDUP_TIMER, bool: E_PROVOKED, Float: E_RZ,
E_WORLD, E_MAX_LOOT, E_LOOT,
Text3D: E_LABEL, E_SHOOTING_TIMER, Float: E_SHOOTING_OFFSET
};
enum E_CIVILIAN_DATA
{
E_CLERK_ID, E_NPC_ID, E_NPC_NAME[ 24 ],
E_WEAPON_ID, E_ANIM_LIB[ 16 ], E_ANIM_NAME[ 16 ],
E_WORLD, E_INTERIOR, Float: E_RZ, bool: E_HOSTILE,
bool: E_PROVOKED, E_TIMEOUT
};
static stock
g_robberyNpcData [ MAX_ROBBERY_NPCS ] [ E_ROBBERY_NPC_DATA ],
Iterator: RobberyNpc < MAX_ROBBERY_NPCS >,
g_civilianNpcData [ MAX_CIVILIANS ] [ E_CIVILIAN_DATA ],
Iterator:CivilianNpc < MAX_CIVILIANS >
;
/* ** Hooks ** */
hook OnServerUpdate( )
{
// Replenish NPC Robberies
foreach ( new clerkid : RobberyNpc ) if ( g_iTime > g_robberyNpcData[ clerkid ] [ E_TIMEOUT ] && ! g_robberyNpcData[ clerkid ] [ E_LOOT ] ) {
ReplenishRobberyNpc( clerkid );
}
// Make civilians react
foreach (new civilianid : CivilianNpc)
{
if ( g_civilianNpcData[ civilianid ] [ E_HOSTILE ] && g_civilianNpcData[ civilianid ] [ E_PROVOKED ] )
{
new
Float: distance = FLOAT_INFINITY,
closestid = GetClosestPlayer( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], distance );
if ( IsPlayerConnected( closestid ) && 0.0 < distance < 5625 )
FCNPC_AimAtPlayer( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], closestid, .shoot = true );
else
{
if ( ! g_civilianNpcData[ civilianid ] [ E_TIMEOUT ] )
g_civilianNpcData[ civilianid ] [ E_TIMEOUT ] = g_iTime + 30;
if ( g_civilianNpcData[ civilianid ] [ E_TIMEOUT ] != 0 && g_iTime > g_civilianNpcData[ civilianid ] [ E_TIMEOUT ] ) {
// Reset civilian variables
g_civilianNpcData[ civilianid ] [ E_TIMEOUT ] = 0;
g_civilianNpcData[ civilianid ] [ E_PROVOKED ] = false;
// Respawn
if ( FCNPC_IsDead( g_civilianNpcData[ civilianid ] [ E_NPC_ID ] ) ) {
FCNPC_Respawn( g_civilianNpcData[ civilianid ] [ E_NPC_ID ] );
} else {
FCNPC_NeutralState( g_civilianNpcData[ civilianid ] [ E_NPC_ID ] );
FCNPC_SetAngle( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], g_civilianNpcData[ civilianid ] [ E_RZ ] );
}
}
}
}
}
return 1;
}
hook OnPlayerUpdateEx( playerid )
{
if ( IsPlayerSpawned( playerid ) )
{
new
aiming_player = GetPlayerTargetPlayer( playerid );
if ( FCNPC_IsValid( aiming_player ) && p_Class[ playerid ] != CLASS_POLICE )
{
new clerkid = GetRobberyNpcFromPlayer( aiming_player );
if ( clerkid != -1 )
{
new weaponid = GetPlayerWeapon( playerid );
new Float: distance = GetDistanceBetweenPlayers( playerid, aiming_player, .bAllowNpc = true );
new is_melee = ( weaponid == 0 || weaponid == 1 || weaponid == 7 || 10 <= weaponid <= 18 );
if ( g_robberyNpcData[ clerkid ] [ E_TIMEOUT ] < g_iTime && g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] == -1 && g_robberyNpcData[ clerkid ] [ E_LOOT ] && ! g_robberyNpcData[ clerkid ] [ E_PROVOKED ] && distance < 10.0 && ! is_melee )
{
GivePlayerWantedLevel( playerid, 6 );
PlayerTextDrawSetString( playerid, p_RobberyRiskTD[ playerid ], "~y~~h~Clerk is confused" );
PlayerTextDrawShow( playerid, p_RobberyRiskTD[ playerid ] );
PlayerTextDrawSetString( playerid, p_RobberyAmountTD[ playerid ], "Robbed ~g~~h~$0" );
PlayerTextDrawShow( playerid, p_RobberyAmountTD[ playerid ] );
FCNPC_ApplyAnimation( aiming_player, "SHOP", "SHP_Rob_React", 4.1, 0, 1, 1, 1, 0 );
FCNPC_SetAnimationByName( aiming_player, "SHOP:SHP_Rob_React", 4.1, 0, 1, 1, 1, 0 );
g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] = SetTimerEx( "OnPlayerHoldupStore", 2300, false, "ddd", playerid, clerkid, 0 );
TriggerClosestCivilians( playerid, clerkid );
}
}
else
{
new
civilianid = GetCivilianNpcFromPlayer( aiming_player );
if ( civilianid != -1 ) {
TriggerClosestCivilians( playerid, GetClosestRobberyNPC( getClosestRobberySafe( playerid ) ) );
}
}
}
}
return 1;
}
hook OnNpcConnect( npcid )
{
static
npc_ip[ 16 ];
GetPlayerIp( npcid, npc_ip, sizeof( npc_ip ) );
if ( strmatch( npc_ip, "127.0.0.1" ) ) {
SetPlayerColor( npcid, 0xFFFFFF20 );
return Y_HOOKS_BREAK_RETURN_1;
}
return 1;
}
hook FCNPC_OnDeath( npcid, killerid, weaponid )
{
if ( !IsPlayerConnected( killerid ) )
return 1;
new
clerkid = GetRobberyNpcFromPlayer( npcid )
;
if ( 0 <= clerkid < MAX_ROBBERY_NPCS )
{
StopPlayerNpcRobbery( killerid, clerkid, .cower = false );
if ( g_robberyNpcData[ clerkid ] [ E_PROVOKED ] )
return 1;
new
szLocation[ MAX_ZONE_NAME ], szCity[ MAX_ZONE_NAME ];
if ( GetPlayerLocation( killerid, szCity, szLocation ) )
SendClientMessageToCops( -1, ""COL_BLUE"[POLICE RADIO]"COL_WHITE" %s has murdered "COL_GREY"%s"COL_WHITE" near %s in %s.", ReturnPlayerName( killerid ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ], szLocation, szCity );
else
SendClientMessageToCops( -1, ""COL_BLUE"[POLICE RADIO]"COL_WHITE" %s has murdered "COL_GREY"%s"COL_WHITE".", ReturnPlayerName( killerid ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] );
CreateCrimeReport( killerid );
GivePlayerWantedLevel( killerid, 6 );
SendServerMessage( killerid, "You have killed the clerk! "COL_RED"The cops have been informed." );
}
return 1;
}
hook FCNPC_OnSpawn( npcid )
{
new
clerkid = GetRobberyNpcFromPlayer( npcid );
if ( 0 <= clerkid < MAX_ROBBERY_NPCS )
{
FCNPC_ApplyAnimation( npcid, "SHOP", "null", 0.0, 0, 0, 0, 0, 0 );
FCNPC_ApplyAnimation( npcid, "PED", "null", 0.0, 0, 0, 0, 0, 0 );
FCNPC_SetVirtualWorld( g_robberyNpcData[ clerkid ] [ E_NPC_ID ], g_robberyNpcData[ clerkid ] [ E_WORLD ] );
}
else
{
new
civilianid = GetCivilianNpcFromPlayer( npcid );
if ( 0 <= civilianid < MAX_CIVILIANS )
{
FCNPC_SetVirtualWorld( npcid, g_civilianNpcData[ civilianid ] [ E_WORLD ] );
FCNPC_SetInterior( npcid, g_civilianNpcData[ civilianid ] [ E_INTERIOR ] );
// animations
FCNPC_ApplyAnimation( npcid, g_civilianNpcData[ civilianid ] [ E_ANIM_LIB ], "null", 0.0, 0, 0, 0, 0, 0 );
FCNPC_ApplyAnimation( npcid, g_civilianNpcData[ civilianid ] [ E_ANIM_LIB ], g_civilianNpcData[ civilianid ] [ E_ANIM_NAME ], 3.0, 1, 1, 1, 1, 0 );
FCNPC_SetAnimationByName( npcid, sprintf( "%s:%s", g_civilianNpcData[ civilianid ] [ E_ANIM_LIB ], g_civilianNpcData[ civilianid ] [ E_ANIM_NAME ] ), 3.0, 1, 1, 1, 1, 0 );
}
}
return 1;
}
hook FCNPC_OnTakeDamage( npcid, damagerid, weaponid, bodypart, Float: health_loss )
{
new civilianid = GetCivilianNpcFromPlayer( npcid );
new clerkid = GetRobberyNpcFromPlayer( npcid );
// trigger npcs
if ( civilianid != -1 ) {
TriggerClosestCivilians( damagerid, GetClosestRobberyNPC( getClosestRobberySafe( damagerid ) ) );
}
// no damage for bots
if ( 0 <= clerkid < MAX_ROBBERY_NPCS && 0 <= damagerid < MAX_PLAYERS && p_Class[ damagerid ] == CLASS_POLICE ) {
return 0;
}
return 1;
}
/* ** Functions ** */
stock CreateRobberyNPC( name[ ], max_loot, Float: X, Float: Y, Float: Z, Float: rZ, skinid, ... )
{
static const
Float: drugDealerPositions[ 5 ] [ 2 ] [ 4 ] =
{
// Fiddle
{
{ 2182.2810, -1204.4282, 1049.0234, 91.1168 },
{ 2194.7588, -1201.1827, 1049.0234, 313.135 }
},
// Lean
{
{ 2194.5054, -1207.9854, 1049.0234, 360.0000 },
{ 2187.7302, -1206.4150, 1049.0308, 270.0000 }
},
// Lay
{
{ 2191.0098, -1206.1421, 1049.5361, 41.4342 },
{ 2195.3901, -1206.0587, 1049.5361, 317.403 }
},
// Leaning
{
{ 2196.0134, -1218.3213, 1049.0234, 270.0000 },
{ 2196.0159, -1213.3755, 1049.0234, 270.0000 }
},
// Cross arms
{
{ 2193.2097, -1219.9078, 1049.0234, 1.4630 },
{ 2191.6738, -1214.6738, 1049.0234, 270.7185 }
}
}
;
new
szBotName[ MAX_PLAYER_NAME ];
format( szBotName, sizeof( szBotName ), "%s", name );
strreplacechar( szBotName, ' ', '\0' );
strreplacechar( szBotName, '/', '\0' );
for( new i = 7; i < numargs( ); i++ )
{
new
clerkid = Iter_Free(RobberyNpc);
if ( clerkid != ITER_NONE )
{
new
2018-10-08 10:34:45 +00:00
randomMaxLoot = RandomEx( max_loot - 250, max_loot + 250 ),
worldid = getarg( i );
Iter_Add(RobberyNpc, clerkid);
if ( strlen( worldid != -1 ? sprintf( "[BOT]%s%d", szBotName, clerkid ) : sprintf( "[BOT]%s", szBotName ) ) >= MAX_PLAYER_NAME )
printf( "Warning: NPC name is too long (%s)", worldid != -1 ? sprintf( "[BOT]%s%d", szBotName, clerkid ) : sprintf( "[BOT]%s", szBotName ) );
format( g_robberyNpcData[ clerkid ] [ E_NPC_NAME ], MAX_PLAYER_NAME, "%s", name );
g_robberyNpcData[ clerkid ] [ E_LABEL ] = CreateDynamic3DTextLabel( sprintf( "%s\n"COL_WHITE"Aim To Start Robbery", name ), COLOR_GOLD, X, Y, Z, 25.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, .testlos = 0, .worldid = worldid );
g_robberyNpcData[ clerkid ] [ E_NPC_ID ] = FCNPC_Create( worldid != -1 ? sprintf( "[BOT]%s%d", szBotName, clerkid ) : sprintf( "[BOT]%s", szBotName ) );
g_robberyNpcData[ clerkid ] [ E_WORLD ] = worldid == -1 ? 0 : worldid;
g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] = -1;
g_robberyNpcData[ clerkid ] [ E_MAX_LOOT ] = randomMaxLoot;
g_robberyNpcData[ clerkid ] [ E_LOOT ] = randomMaxLoot;
g_robberyNpcData[ clerkid ] [ E_SHOOTING_TIMER ] = -1;
FCNPC_Spawn( g_robberyNpcData[ clerkid ] [ E_NPC_ID ], skinid, X, Y, Z );
FCNPC_SetAngle( g_robberyNpcData[ clerkid ] [ E_NPC_ID ], ( g_robberyNpcData[ clerkid ] [ E_RZ ] = rZ ) );
// Create Civilians
if ( strmatch( name, "Triad Boss" ) )
{
CreateCivilianNpc( "Triad", { 117, 118, 121, 122, 123 }, clerkid, "INT_HOUSE", "wash_up", drugDealerPositions[ 0 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Triad", { 117, 118, 121, 122, 123 }, clerkid, "GANGS", "leanIDLE", drugDealerPositions[ 1 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Triad", { 117, 118, 121, 122, 123 }, clerkid, "BEACH", "bather", drugDealerPositions[ 2 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Triad", { 117, 118, 121, 122, 123 }, clerkid, "GANGS", "leanIDLE", drugDealerPositions[ 3 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Triad", { 117, 118, 121, 122, 123 }, clerkid, "COP_AMBIENT", "Coplook_loop", drugDealerPositions[ 4 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
}
else if ( strmatch( name, "Mafia Boss" ) )
{
CreateCivilianNpc( "Soldier", { 111, 112, 124, 125, 126, 127 }, clerkid, "INT_HOUSE", "wash_up", drugDealerPositions[ 0 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Soldier", { 111, 112, 124, 125, 126, 127 }, clerkid, "GANGS", "leanIDLE", drugDealerPositions[ 1 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Soldier", { 111, 112, 124, 125, 126, 127 }, clerkid, "BEACH", "bather", drugDealerPositions[ 2 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Soldier", { 111, 112, 124, 125, 126, 127 }, clerkid, "GANGS", "leanIDLE", drugDealerPositions[ 3 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
CreateCivilianNpc( "Soldier", { 111, 112, 124, 125, 126, 127 }, clerkid, "COP_AMBIENT", "Coplook_loop", drugDealerPositions[ 4 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
}
else if ( strmatch( name, "Militia Boss" ) )
{
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_loop", Float: { -2379.767333, 1554.927001, 2.117187, -150.0000 }, 0, 0 );
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_think", Float: { -2422.314697, 1549.529541, 2.117187, 120.00000 }, 0, 0 );
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_watch", Float: { -2417.101562, 1546.823608, 2.117187, 79.399986 }, 0, 0 );
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_think", Float: { -2402.885986, 1550.987548, 2.117187, 99.200134 }, 0, 0 );
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_loop", Float: { -2389.123535, 1552.664794, 2.117187, 132.69992 }, 0, 0 );
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_watch", Float: { -2400.807861, 1544.349975, 2.117187, -75.30000 }, 0, 0 );
CreateCivilianNpc( "Militia", { 125, 127, 272, 273, 299 }, clerkid, "COP_AMBIENT", "Coplook_loop", Float: { -2394.430664, 1536.986572, 2.117187, 96.699829 }, 0, 0 );
}
}
}
}
stock ReplenishRobberyNpc( clerkid, bool: fullreplenish = true )
{
if ( 0 <= clerkid < MAX_ROBBERY_NPCS )
{
new
Float: X, Float: Y, Float: Z,
npcid = g_robberyNpcData[ clerkid ] [ E_NPC_ID ];
// Get NPC Pos
GetPlayerPos( npcid, X, Y, Z );
// Reset NPC
if ( FCNPC_IsDead( npcid ) ) {
FCNPC_Respawn( npcid );
} else {
FCNPC_NeutralState( npcid );
FCNPC_SetAngle( npcid, g_robberyNpcData[ clerkid ] [ E_RZ ] );
}
// Make NPC vulernable
FCNPC_SetInvulnerable( npcid, false );
// Reset NPC Data
g_robberyNpcData[ clerkid ] [ E_LOOT ] = 0;
g_robberyNpcData[ clerkid ] [ E_TIMEOUT ] = 0;
g_robberyNpcData[ clerkid ] [ E_PROVOKED ] = false;
KillTimer( g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] ), g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] = -1;
UpdateDynamic3DTextLabelText( g_robberyNpcData[ clerkid ] [ E_LABEL ], COLOR_GOLD, sprintf( "%s\n"COL_WHITE"Aim To Start Robbery", g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] ) );
// Options
if ( fullreplenish ) {
g_robberyNpcData[ clerkid ] [ E_LOOT ] = g_robberyNpcData[ clerkid ] [ E_MAX_LOOT ];
}
}
}
stock GetRobberyNpcFromPlayer( playerid )
{
foreach(new i : RobberyNpc)
if ( g_robberyNpcData[ i ] [ E_NPC_ID ] == playerid )
return i;
return -1;
}
stock StopPlayerNpcRobbery( playerid, clerkid = -1, bool: cower = true )
{
// Reset variables
DeletePVar( playerid, sprintf( "robbedNpc_%d", clerkid ) );
// Hide textdraws
PlayerTextDrawHide( playerid, p_RobberyRiskTD[ playerid ] );
PlayerTextDrawHide( playerid, p_RobberyAmountTD[ playerid ] );
// Reset clerk variables
if ( clerkid != -1 )
{
new
npcid = g_robberyNpcData[ clerkid ] [ E_NPC_ID ];
FCNPC_StopAim( npcid );
FCNPC_SetWeapon( npcid, 0 );
FCNPC_SetInvulnerable( npcid, true );
if ( cower ) {
FCNPC_ApplyAnimation( npcid, "PED", "cower", 3.0, 0, 1, 1, 1, 0 );
FCNPC_SetAnimationByName( npcid, "PED:cower", 3.0, 0, 1, 1, 1, 0 );
}
// Reset loot
g_robberyNpcData[ clerkid ] [ E_LOOT ] = 0;
g_robberyNpcData[ clerkid ] [ E_PROVOKED ] = false;
g_robberyNpcData[ clerkid ] [ E_TIMEOUT ] = g_iTime + 180;
g_robberyNpcData[ clerkid ] [ E_SHOOTING_TIMER ] = -1;
// Reset timer
KillTimer( g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] ), g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] = -1;
UpdateDynamic3DTextLabelText( g_robberyNpcData[ clerkid ] [ E_LABEL ], COLOR_GOLD, sprintf( "%s\n"COL_RED"Unavailable For Robbery", g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] ) );
}
return 1;
}
stock FCNPC_ShootAtPlayer( playerid, npcid, weaponid = 25, clerkid = -1, bool: weapon_accurate = false )
{
// Auto aim on crouch for store clerks
if ( clerkid != -1 )
{
g_robberyNpcData[ clerkid ] [ E_SHOOTING_OFFSET ] = 0.6;
KillTimer( g_robberyNpcData[ clerkid ] [ E_SHOOTING_TIMER ] );
g_robberyNpcData[ clerkid ] [ E_SHOOTING_TIMER ] = SetTimerEx( "RobberyNpcShootCheck", 1500, false, "dd", clerkid, playerid );
}
else if ( ! weapon_accurate ) // Civilians should have inaccuracy
{
FCNPC_SetWeaponAccuracy( npcid, weaponid, 0.5 );
FCNPC_SetWeaponSkillLevel( npcid, WEAPONSKILL_AK47, 8 );
}
FCNPC_ResetAnimation( npcid );
FCNPC_ClearAnimations( npcid );
FCNPC_SetWeapon( npcid, weaponid );
FCNPC_ToggleInfiniteAmmo( npcid, true );
FCNPC_AimAtPlayer( npcid, playerid, .shoot = true, .shoot_delay = -1, .setangle = true, .offset_x = 0.0, .offset_y = 0.0, .offset_z = 0.6 );
return 1;
}
stock GetClosestRobberyNPC( robberyid, &Float: distance = FLOAT_INFINITY ) {
new
iCurrent = -1, Float: fTmp;
if ( 0 <= robberyid < MAX_ROBBERIES )
{
foreach(new clerkid : RobberyNpc)
{
if ( g_robberyData[ robberyid ] [ E_WORLD ] && g_robberyNpcData[ clerkid ] [ E_WORLD ] && g_robberyNpcData[ clerkid ] [ E_WORLD ] != g_robberyData[ robberyid ] [ E_WORLD ] )
continue;
if ( 0.0 < ( fTmp = GetPlayerDistanceFromPoint( g_robberyNpcData[ clerkid ] [ E_NPC_ID ], g_robberyData[ robberyid ] [ E_DOOR_X ], g_robberyData[ robberyid ] [ E_DOOR_Y ], g_robberyData[ robberyid ] [ E_DOOR_Z ] ) ) < distance )
{
distance = fTmp;
iCurrent = clerkid;
}
}
}
return iCurrent;
}
stock TriggerRobberyForClerks( playerid, robberyid )
{
new Float: distance = FLOAT_INFINITY;
new clerkid = GetClosestRobberyNPC( robberyid, distance );
if ( clerkid != -1 && distance < 50.0 )
{
new
npcid = g_robberyNpcData[ clerkid ] [ E_NPC_ID ];
if ( FCNPC_IsDead( npcid ) || g_robberyNpcData[ clerkid ] [ E_PROVOKED ] || ! g_robberyNpcData[ clerkid ] [ E_LOOT ] )
return;
StopPlayerNpcRobbery( playerid );
FCNPC_ShootAtPlayer( playerid, npcid, .weaponid = 25, .clerkid = clerkid );
g_robberyNpcData[ clerkid ] [ E_PROVOKED ] = true;
KillTimer( g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] ), g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] = -1;
TriggerClosestCivilians( playerid, clerkid );
SendServerMessage( playerid, "You have committed a robbery while the clerk is concious! "COL_ORANGE"The police have been informed." );
}
}
function OnPlayerHoldupStore( playerid, clerkid, step )
{
if ( !( 0 <= clerkid < MAX_ROBBERY_NPCS ) )
return 1;
new npcid = g_robberyNpcData[ clerkid ] [ E_NPC_ID ];
new Float: fX, Float: fY, Float: fZ, Float: distance;
new szLocation[ MAX_ZONE_NAME ], szCity[ MAX_ZONE_NAME ];
GetPlayerPos( npcid, fX, fY, fZ );
distance = GetDistanceFromPlayerSquared( playerid, fX, fY, fZ );
if ( ! g_robberyNpcData[ clerkid ] [ E_LOOT ] || !( 0.0 < distance < 625.0 ) || !IsPlayerConnected( playerid ) || ! IsPlayerSpawned( playerid ) || IsPlayerTied( playerid ) || IsPlayerInAnyVehicle( playerid ) || GetPlayerState( playerid ) == PLAYER_STATE_WASTED || IsPlayerAFK( playerid ) || p_Class[ playerid ] == CLASS_POLICE )
return StopPlayerNpcRobbery( playerid, clerkid );
// Enough loot? Else finish.
if ( g_robberyNpcData[ clerkid ] [ E_LOOT ] <= 0 )
return StopPlayerNpcRobbery( playerid, clerkid );
if ( step == 0 )
{
if ( GetPlayerLocation( playerid, szCity, szLocation ) ) {
SendClientMessageToCops( -1, ""COL_BLUE"[POLICE RADIO]"COL_WHITE" %s began robbing "COL_GREY"%s"COL_WHITE" near %s in %s.", ReturnPlayerName( playerid ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ], szLocation, szCity );
} else {
SendClientMessageToCops( -1, ""COL_BLUE"[POLICE RADIO]"COL_WHITE" %s began robbing "COL_GREY"%s"COL_WHITE".", ReturnPlayerName( playerid ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] );
}
CreateCrimeReport( playerid );
DeletePVar( playerid, sprintf( "robbedNpc_%d", clerkid ) );
PlayerTextDrawSetString( playerid, p_RobberyRiskTD[ playerid ], "~g~~h~Clerk is scared" );
UpdateDynamic3DTextLabelText( g_robberyNpcData[ clerkid ] [ E_LABEL ], COLOR_GOLD, sprintf( "%s\n"COL_GREY"Currently Being Robbed", g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] ) );
}
else
{
/*new
targetplayerid = GetPlayerTargetPlayer( playerid );
// If the player aint aiming at the assistant, whip out a gun
if ( targetplayerid != npcid || 0 < GetPlayerWeapon( playerid ) < 1 || !( 0.0 < distance < 25.0 ) ) {
PlayerTextDrawSetString( playerid, p_RobberyRiskTD[ playerid ], "~r~~h~~h~Clerk might draw out gun" );
// Shoot player
if ( random( 101 ) < 20 && p_Robberies[ playerid ] > 10 ) {
g_robberyNpcData[ clerkid ] [ E_PROVOKED ] = true;
return StopPlayerNpcRobbery( playerid ), FCNPC_ShootAtPlayer( playerid, npcid, .weaponid = 25, .clerkid = clerkid );
}
}
else
{
PlayerTextDrawSetString( playerid, p_RobberyRiskTD[ playerid ], "~g~~h~Clerk is scared" );
}*/
new
amount = RandomEx( 250, 500 ),
robbedNpc = GetPVarInt( playerid, sprintf( "robbedNpc_%d", clerkid ) ) + amount
;
g_robberyNpcData[ clerkid ] [ E_LOOT ] -= amount;
if ( g_robberyNpcData[ clerkid ] [ E_LOOT ] < 0 )
{
amount += g_robberyNpcData[ clerkid ] [ E_LOOT ];
robbedNpc = g_robberyNpcData[ clerkid ] [ E_MAX_LOOT ];
if ( GetPlayerLocation( playerid, szCity, szLocation ) ) {
SendGlobalMessage( -1, ""COL_GOLD"[ROBBERY]"COL_WHITE" %s(%d) has robbed "COL_GOLD"%s"COL_WHITE" from a %s near %s in %s!", ReturnPlayerName( playerid ), playerid, cash_format( robbedNpc ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ], szLocation, szCity );
} else {
SendGlobalMessage( -1, ""COL_GOLD"[ROBBERY]"COL_WHITE" %s(%d) has robbed "COL_GOLD"%s"COL_WHITE" from a %s!", ReturnPlayerName( playerid ), playerid, cash_format( robbedNpc ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] );
}
/*new Float: safeDistance = 99999.99;
new robberyid = getClosestRobberySafe( playerid, safeDistance );
if ( robberyid != INVALID_OBJECT_ID && safeDistance < 100.0 && !g_robberyData[ robberyid ] [ E_STATE ] ) {
//g_robberyData[ robberyid ] [ E_MULTIPLIER ] = 1.1;
SendServerMessage( playerid, "You have successfully robbed "COL_GOLD"%s"COL_WHITE" from "COL_GREY"%s"COL_WHITE".", cash_format( robbedNpc ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ], "%%" );
} else {
SendServerMessage( playerid, "You have successfully robbed "COL_GOLD"%s"COL_WHITE" from "COL_GREY"%s"COL_WHITE".", cash_format( robbedNpc ), g_robberyNpcData[ clerkid ] [ E_NPC_NAME ] );
}*/
PlayerPlaySound( playerid, 5201, 0.0, 0.0, 0.0 );
} else {
PlayerPlaySound( playerid, 5205, 0.0, 0.0, 0.0 );
}
if ( !( 0 <= amount < 10000 ) )
return SendError( playerid, "A money exploit occurred. Contact Lorenc ASAP." );
GivePlayerCash( playerid, amount );
2018-10-08 10:02:03 +00:00
GivePlayerExperience( playerid, E_ROBBERY, 0.2 ); // give 10% of what it normally does, since it does this for like 4-5 times
SetPVarInt( playerid, sprintf( "robbedNpc_%d", clerkid ), robbedNpc );
PlayerTextDrawSetString( playerid, p_RobberyAmountTD[ playerid ], sprintf( "Robbed ~g~~h~%s", cash_format( robbedNpc ) ) );
}
FCNPC_ApplyAnimation( npcid, "SHOP", "SHP_Rob_GiveCash", 4.1, 0, 1, 1, 1, 0 );
FCNPC_SetAnimationByName( npcid, "SHOP:SHP_Rob_GiveCash", 4.1, 0, 1, 1, 1, 0 );
return ( g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] = SetTimerEx( "OnPlayerHoldupStore", 800, false, "ddd", playerid, clerkid, step + 1 ) ), 1;
}
function RobberyNpcShootCheck( clerkid, playerid )
{
new
npcid = g_robberyNpcData[ clerkid ] [ E_NPC_ID ];
if ( ! IsPlayerConnected( playerid ) || ! IsPlayerSpawned( playerid ) || FCNPC_IsDead( npcid ) ) {
return StopPlayerNpcRobbery( playerid, clerkid, .cower = true );
}
new
specialAnimation = GetPlayerSpecialAction( playerid );
if ( specialAnimation == SPECIAL_ACTION_DUCK && g_robberyNpcData[ clerkid ] [ E_SHOOTING_OFFSET ] != 0.1 ) {
g_robberyNpcData[ clerkid ] [ E_SHOOTING_OFFSET ] = 0.1;
FCNPC_AimAtPlayer( npcid, playerid, .shoot = true, .shoot_delay = -1, .setangle = true, .offset_x = 0.0, .offset_y = 0.0, .offset_z = 0.1 );
} else if ( specialAnimation != SPECIAL_ACTION_DUCK && g_robberyNpcData[ clerkid ] [ E_SHOOTING_OFFSET ] != 0.6 ) {
g_robberyNpcData[ clerkid ] [ E_SHOOTING_OFFSET ] = 0.6;
FCNPC_AimAtPlayer( npcid, playerid, .shoot = true, .shoot_delay = -1, .setangle = true, .offset_x = 0.0, .offset_y = 0.0, .offset_z = 0.6 );
}
return ( g_robberyNpcData[ clerkid ] [ E_SHOOTING_TIMER ] = SetTimerEx( "RobberyNpcShootCheck", 1500, false, "dd", clerkid, playerid ) ), 1;
}
stock CreateCivilianNpc( name[ ], skinId[ ], clerkId, animlib[ 16 ], animname[ 16 ], const Float: position[ 4 ], worldid, interior, bool: hostile = true, numSkins = sizeof( skinId ) )
{
new
szBotName[ MAX_PLAYER_NAME ];
format( szBotName, sizeof( szBotName ), "%s", name );
strreplacechar( szBotName, ' ', '\0' );
strreplacechar( szBotName, '/', '\0' );
new
civilianid = Iter_Free(CivilianNpc);
if ( civilianid != ITER_NONE )
{
new
randomSkin = random( numSkins );
Iter_Add(CivilianNpc, civilianid);
format( g_civilianNpcData[ civilianid ] [ E_ANIM_LIB ], 16, "%s", animlib );
format( g_civilianNpcData[ civilianid ] [ E_ANIM_NAME ], 16, "%s", animname );
format( g_civilianNpcData[ civilianid ] [ E_NPC_NAME ], MAX_PLAYER_NAME, "%s", name );
CreateDynamic3DTextLabel( sprintf( "%s", name ), 0xFFFFFF25, position[ 0 ], position[ 1 ], position[ 2 ], 25.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, .testlos = 0, .worldid = worldid );
g_civilianNpcData[ civilianid ] [ E_NPC_ID ] = FCNPC_Create( worldid != -1 ? sprintf( "[BOT]%s%d", szBotName, civilianid ) : sprintf( "[BOT]%s", szBotName ) );
g_civilianNpcData[ civilianid ] [ E_WORLD ] = worldid == -1 ? 0 : worldid;
g_civilianNpcData[ civilianid ] [ E_INTERIOR ] = interior == -1 ? 0 : interior;
g_civilianNpcData[ civilianid ] [ E_CLERK_ID ] = clerkId;
g_civilianNpcData[ civilianid ] [ E_HOSTILE ] = hostile;
FCNPC_Spawn( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], skinId[ randomSkin ], position[ 0 ], position[ 1 ], position[ 2 ] );
FCNPC_SetAngle( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], ( g_civilianNpcData[ civilianid ] [ E_RZ ] = position[ 3 ] ) );
}
else print( "[ERROR] Civilian cannot be added due to small limit, please raise." );
}
stock GetCivilianNpcFromPlayer( playerid )
{
foreach(new i : CivilianNpc)
if ( g_civilianNpcData[ i ] [ E_NPC_ID ] == playerid )
return i;
return -1;
}
stock TriggerClosestCivilians( playerid, clerkid = -1, Float: radius = 50.0, &Float: distance = FLOAT_INFINITY )
{
if ( ! IsPlayerConnected( playerid ) )
return;
new
Float: X, Float: Y, Float: Z,
worldid = GetPlayerVirtualWorld( playerid )
;
GetPlayerPos( playerid, X, Y, Z );
foreach (new civilianid : CivilianNpc) if ( ! g_civilianNpcData[ civilianid ] [ E_PROVOKED ] && g_civilianNpcData[ civilianid ] [ E_WORLD ] == worldid )
{
if ( ( clerkid != -1 && g_civilianNpcData[ civilianid ] [ E_CLERK_ID ] == clerkid ) || GetPlayerDistanceFromPoint( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], X, Y, Z ) < radius )
{
if ( g_civilianNpcData[ civilianid ] [ E_HOSTILE ] )
{
new
closestid = GetClosestPlayer( g_civilianNpcData[ civilianid ] [ E_NPC_ID ] );
g_civilianNpcData[ civilianid ] [ E_PROVOKED ] = true;
FCNPC_ShootAtPlayer( closestid, g_civilianNpcData[ civilianid ] [ E_NPC_ID ], 30, .weapon_accurate = strmatch( g_civilianNpcData[ civilianid ] [ E_NPC_NAME ], "Militia" ) );
}
}
}
// Trigger the robbery NPC TOO!
if ( clerkid != -1 && g_robberyNpcData[ clerkid ] [ E_HOLDUP_TIMER ] == -1 && g_iTime > g_robberyNpcData[ clerkid ] [ E_TIMEOUT ] && ! g_robberyNpcData[ clerkid ] [ E_PROVOKED ] )
{
g_robberyNpcData[ clerkid ] [ E_PROVOKED ] = true;
FCNPC_ShootAtPlayer( playerid, g_robberyNpcData[ clerkid ] [ E_NPC_ID ], 24, clerkid );
StopPlayerNpcRobbery( playerid );
}
}
stock FCNPC_NeutralState( npcid )
{
FCNPC_StopAim( npcid );
FCNPC_ResetAnimation( npcid );
FCNPC_ClearAnimations( npcid );
FCNPC_SetWeapon( npcid, 0 );
}