/* * Irresistible Gaming (c) 2018 * Developed by Lorenc_ * Module: weapon_drop.inc * Purpose: weapon drop system for players */ /* ** Includes ** */ #include < YSI\y_hooks > /* ** Error Handling ** */ #if !defined __WEAPONDAMAGEINC__ #error "This module requires weapon data functions" #endif #define WEAPON_DROP_ENABLED /* ** Definitions ** */ #define MAX_WEAPON_DROPS ( 100 ) #define WEAPON_HEALTH ( 100 ) #define WEAPON_ARMOUR ( 101 ) #define WEAPON_MONEY ( 102 ) /* ** Variables ** */ enum E_WEAPONDROP_DATA { E_WEAPON_ID, E_AMMO, E_PICKUP, E_EXPIRE_TIMESTAMP, E_SLOT_ID }; static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ]; static Iterator: weapondrop < MAX_WEAPON_DROPS >; static p_PlayerPickupDelay [ MAX_PLAYERS ]; static g_HealthPickup; /* ** Hooks ** */ hook OnGameModeInit( ) { g_HealthPickup = CreateDynamicPickup( 1240, 3, -1980.3679, 884.4898, 45.2031 ); return 1; } #if defined AC_INCLUDED hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart ) #else hook OnPlayerDeath( playerid, killerid, reason ) #endif { if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) || IsPlayerDueling( playerid ) ) return 1; // do not break return new Float: X, Float: Y, Float: Z; new expire_time = GetServerTime( ) + 180; GetPlayerPos( playerid, X, Y, Z ); if ( IsPlayerConnected( killerid ) && ! IsPlayerNPC( killerid ) ) { for ( new slotid = 0; slotid < 13; slotid++ ) { new weaponid, ammo; GetPlayerWeaponData( playerid, slotid, weaponid, ammo ); // third of what player had ammo /= 10; // check valid parameters and shit if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) { CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); } } new killer_dm_level = floatround( GetPlayerLevel( killerid, E_DEATHMATCH ) ); if ( killer_dm_level > 100 ) { killer_dm_level = 100; } // health drop if ( killer_dm_level >= 10 ) { CreateWeaponPickup( WEAPON_HEALTH, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); } // random armour drop (1% chance) if ( killer_dm_level >= 50 && random( 101 ) == 66 ) { CreateWeaponPickup( WEAPON_ARMOUR, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); } } // drop player money new player_money = floatround( float( GetPlayerCash( playerid ) ) * 0.25 ); if ( player_money > 0 ) { // half the amount lost through secure wallet if ( p_SecureWallet{ playerid } ) { player_money = floatround( float( player_money ) * 0.5 ); } // message the player ShowPlayerHelpDialog( playerid, 5000, "~w~You have dropped ~r~%s", cash_format( player_money ) ); // reduce player money GivePlayerCash( playerid, -player_money ); CreateWeaponPickup( WEAPON_MONEY, player_money, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); } return 1; } hook OnPlayerPickUpDynPickup( playerid, pickupid ) { new keys; new existing_weapon; new existing_ammo; // Health Pickups if ( pickupid == g_HealthPickup ) { SetPlayerHealth( playerid, 100.0 ); return 1; } // ignore if theres a delay if ( p_PlayerPickupDelay[ playerid ] > GetServerTime( ) ) return 1; // Player Drops foreach ( new dropid : weapondrop ) { if ( g_weaponDropData[ dropid ] [ E_PICKUP ] == pickupid ) { if ( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] == WEAPON_HEALTH ) { new Float: health; if ( GetPlayerHealth( playerid, health ) ) { // no weed like effects if ( ( health += float( g_weaponDropData[ dropid ] [ E_AMMO ] ) ) > 100.0 ) { health = 100.0; } SetPlayerHealth( playerid, health ); } } else if ( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] == WEAPON_HEALTH ) { new Float: armour; if ( GetPlayerArmour( playerid, armour ) ) { // no weed like effects if ( ( armour += float( g_weaponDropData[ dropid ] [ E_AMMO ] ) ) > 100.0 ) { armour = 100.0; } SetPlayerArmour( playerid, armour ); } } else if ( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] == WEAPON_MONEY ) { new dropped_money = g_weaponDropData[ dropid ] [ E_AMMO ]; GivePlayerCash( playerid, dropped_money ); SendServerMessage( playerid, "You have found "COL_GOLD"%s"COL_WHITE" on the ground.", cash_format( dropped_money ) ); } else { new current_weapon = GetPlayerWeapon( playerid ); GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon ); GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo ); new holding_replace_key = ( keys & KEY_ACTION ); if ( ! holding_replace_key ) { new setting_enabled = IsPlayerSettingToggled( playerid, SETTING_WEAPON_PICKUP ); if ( setting_enabled || ( ! setting_enabled && existing_weapon != g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && existing_ammo ) ) { ShowPlayerHelpDialog( playerid, 2500, "Hold ~r~~k~~PED_ANSWER_PHONE~~w~ To Take %s", ReturnWeaponName( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] ) ); return 1; } } GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] ); // don't change player weapon if ( ! holding_replace_key ) { SetPlayerArmedWeapon( playerid, current_weapon ); } } // destroy health pickup PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 ); DestroyWeaponPickup( dropid ); return 1; } } return 1; } /* ** Commands ** */ CMD:moneybag( playerid, params[ ] ) return cmd_dropmoney( playerid, params ); CMD:dm( playerid, params[ ] ) return cmd_dropmoney( playerid, params ); CMD:dropmoney( playerid, params[ ] ) { new money; if ( sscanf( params, "d", money ) ) return SendUsage( playerid, "/dropmoney [AMOUNT]" ); else if ( money < 10000 ) return SendError( playerid, "The minimum amount you can drop is $10,000." ); else if ( money > GetPlayerCash( playerid ) ) return SendError( playerid, "You do not have this much money on you." ); else if ( GetPlayerVIPLevel( playerid ) < VIP_REGULAR ) return SendError( playerid, "You need to be V.I.P to use this, to become one visit "COL_GREY"donate.sfcnr.com" ); else if ( GetPVarInt( playerid, "dropmoney_cooldown" ) > GetServerTime( ) ) return SendError( playerid, "You must wait %d seconds before using this command again.", GetPVarInt( playerid, "dropmoney_cooldown" ) - GetServerTime( ) ); else { new Float: X, Float: Y, Float: Z; GetPlayerPos( playerid, X, Y, Z ); if ( CreateWeaponPickup( WEAPON_MONEY, money, 0, X, Y, Z, GetServerTime( ) + 300 ) != ITER_NONE ) { p_PlayerPickupDelay[ playerid ] = GetServerTime( ) + 4; SendServerMessage( playerid, "You have dropped a %s money bag. It will expire in five minutes.", cash_format( money ) ); GivePlayerCash( playerid, -money ); Streamer_Update( playerid ); SetPVarInt( playerid, "dropmoney_cooldown", GetServerTime( ) + 10 ); } else { SendError( playerid, "Failed to create a money bag. Try again in a little bit." ); } } return 1; } CMD:disposeweapon( playerid, params[ ] ) return cmd_dropweapon( playerid, params ); CMD:dw( playerid, params[ ] ) return cmd_dropweapon( playerid, params ); CMD:dropweapon( playerid, params[ ] ) { if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); new iCurrentWeapon = GetPlayerWeapon( playerid ), iWeaponID[ 13 ], iWeaponAmmo[ 13 ] ; if ( iCurrentWeapon != 0 ) { for( new iSlot = 0; iSlot < sizeof( iWeaponAmmo ); iSlot++ ) { new iWeapon, iAmmo; GetPlayerWeaponData( playerid, iSlot, iWeapon, iAmmo ); if ( iWeapon != iCurrentWeapon ) { GetPlayerWeaponData( playerid, iSlot, iWeaponID[ iSlot ], iWeaponAmmo[ iSlot ] ); } else { new Float: X, Float: Y, Float: Z; if ( GetPlayerPos( playerid, X, Y, Z ) && CreateWeaponPickup( iWeapon, iAmmo, iSlot, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, GetServerTime( ) + 120 ) != ITER_NONE ) { p_PlayerPickupDelay[ playerid ] = GetServerTime( ) + 3; } } } ResetPlayerWeapons( playerid ); for( new iSlot = 0; iSlot < sizeof( iWeaponAmmo ); iSlot++ ) { GivePlayerWeapon( playerid, iWeaponID[ iSlot ], 0 <= iWeaponAmmo[ iSlot ] < 16384 ? iWeaponAmmo[ iSlot ] : 16384 ); } SetPlayerArmedWeapon( playerid, 0 ); // prevent driveby return SendServerMessage( playerid, "You have dropped your weapon." ); } else { return SendError( playerid, "You are not holding any weapon." ); } } /* ** Functions ** */ stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) { new handle = Iter_Free( weapondrop ); if ( handle != ITER_NONE ) { new modelid; switch ( weaponid ) { case WEAPON_HEALTH: modelid = 1240; case WEAPON_MONEY: { if ( ammo >= 1000 ) { modelid = 1550; } else { modelid = 1212; } } case WEAPON_ARMOUR: modelid = 1242; default: modelid = GetWeaponModel( weaponid ); } g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( modelid, 1, X, Y, Z ); g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = expire_time; g_weaponDropData[ handle ] [ E_WEAPON_ID ] = weaponid; g_weaponDropData[ handle ] [ E_AMMO ] = ammo; g_weaponDropData[ handle ] [ E_SLOT_ID ] = slotid; Iter_Add( weapondrop, handle ); } else { ClearInactiveWeaponDrops( gettime( ) ); } return handle; } stock DestroyWeaponPickup( handle ) { if ( ! Iter_Contains( weapondrop, handle ) ) return 0; DestroyDynamicPickup( g_weaponDropData[ handle ] [ E_PICKUP ] ); g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = 0; g_weaponDropData[ handle ] [ E_PICKUP ] = -1; Iter_Remove( weapondrop, handle ); return 1; } stock ClearInactiveWeaponDrops( global_timestamp ) { foreach ( new dropid : weapondrop ) if ( g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] != 0 && global_timestamp > g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] ) { new cur = dropid; DestroyDynamicPickup( g_weaponDropData[ dropid ] [ E_PICKUP ] ); g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] = 0; g_weaponDropData[ dropid ] [ E_PICKUP ] = -1; Iter_SafeRemove( weapondrop, cur, dropid ); } return 1; }