/* * Irresistible Gaming (c) 2018 * Developed by Lorenc Pekaj * 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 ** */ #define MAX_BURGLARY_SLOTS 8 #define PROGRESS_CRACKING 0 #define PROGRESS_BRUTEFORCE 1 /* ** 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 ) { new num_furniture = GetGVarInt( sprintf( "vburg_%d_items", vehicleid ) ); new cash_value = GetGVarInt( sprintf( "vburg_%d_cash", vehicleid ) ); if ( num_furniture > 0 ) { 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 ); SendServerMessage( playerid, "You have %d stolen goods that you can export for "COL_GOLD"%s"COL_WHITE"!", num_furniture, cash_format( cash_value ) ); static szCity[ MAX_ZONE_NAME ], aPlayer[ 1 ]; aPlayer[ 0 ] = playerid; DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] ); Get2DCity( szCity, pX, pY, pZ ); if ( strmatch( szCity, "Los Santos" ) ) { X = 2522.1677; Y = -1717.4137; Z = 13.6086; } else if ( strmatch( szCity, "Las Venturas" ) ) { X = 2481.6812; Y = 1315.8477; Z = 10.6797; } else // default SF if not LV and LS { X = -2480.2461; Y = 6.0720; Z = 25.6172; } 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? { if ( p_PawnStoreExport[ playerid ] != -1 ) { DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] ); p_PawnStoreMapIcon[ playerid ] = -1; DestroyDynamicRaceCP( p_PawnStoreExport[ playerid ] ); p_PawnStoreExport[ playerid ] = -1; } } 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 ) { new cash_earned = GetGVarInt( sprintf( "vburg_%d_cash", vehicleid ) ); new num_furniture = GetGVarInt( sprintf( "vburg_%d_items", vehicleid ) ); new score = floatround( num_furniture / 2 ); GivePlayerScore( playerid, score == 0 ? 1 : score ); //GivePlayerExperience( playerid, E_BURGLAR, float( num_furniture ) * 0.2 ); DestroyDynamicMapIcon( p_PawnStoreMapIcon[ playerid ] ); p_PawnStoreMapIcon[ playerid ] = -1; DestroyDynamicRaceCP( p_PawnStoreExport[ playerid ] ); 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 ); } } 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; } 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~Type ~g~~h~/burglar steal~w~ near the furniture you want to steal." ); } else { ShowPlayerHelpDialog( playerid, 4000, "~r~This house has no furniture to rob." ); } } return 1; } hook OnPlayerAttemptBurglary( playerid, houseid, businessid ) { 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; } print("Attempt Breakin"); if ( IsValidHouse( houseid ) ) { 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 print("1"), SendError( playerid, "This house had its password recently had a cracker run through. Come back later." ), 0; if ( g_houseData[ houseid ] [ E_CRACKED ] || g_houseData[ houseid ] [ E_BEING_CRACKED ] ) return print("2"), SendError( playerid, "This house is currently being cracked or is already cracked." ), 0; if ( IsHouseOnFire( houseid ) ) return print("3"), SendError( playerid, "This house is on fire, you cannot crack it!" ), 0; print("Attempt Breakin2"); g_houseData[ houseid ] [ E_BEING_CRACKED ] = true; p_HouseCrackingPW[ playerid ] = houseid; SetPVarInt( playerid, "crack_housepw_cool", current_time + 40 ); ShowProgressBar( playerid, "Cracking Password", PROGRESS_CRACKING, 7500, COLOR_WHITE ); return 1; } return 1; } 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 ( ! IsPlayerAttachedObjectSlotUsed( playerid, 3 ) ) { return SendError( playerid, "You aren't holding anything!" ); } new stolen_furniture_count = GetGVarInt( sprintf( "vburg_%d_items", attached_vehicle ) ); if ( stolen_furniture_count >= MAX_BURGLARY_SLOTS ) { return SendError( playerid, "You can only carry %d items in this vehicle.", MAX_BURGLARY_SLOTS ); } static Float: angle; GetVehicleZAngle( attached_vehicle, angle ); 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 ); RemovePlayerAttachedObject( playerid, 3 ); ClearAnimations( playerid ); SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE ); SetPlayerFacingAngle( playerid, angle ); 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 ); ApplyAnimation( playerid, "CARRY", "putdwn105", 4.0, 0, 0, 0, 0, 0 ); DeletePVar( playerid, "stolen_fid" ); return 1; } } return 1; } hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys ) { if ( PRESSED( KEY_SECONDARY_ATTACK ) && IsPlayerJob( playerid, JOB_BURGLAR ) && GetPlayerClass( playerid ) == CLASS_CIVILIAN ) { new houseid = GetPlayerEnteredHouse( playerid ); if ( IsValidHouse( houseid ) && ! IsPlayerHomeOwner( playerid, houseid ) ) { 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 ) return ShowPlayerHelpDialog( playerid, 3000, "The furniture you're near is not an electronic." ); 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; } /* ** Commands ** */ CMD:burglar( playerid, params[ ] ) { if ( p_Class[ playerid ] != CLASS_CIVILIAN ) return SendError( playerid, "You are not a civilian." ); if ( !IsPlayerJob( playerid, JOB_BURGLAR ) ) return SendError( playerid, "You are not a burglar." ); if ( isnull( params ) ) return SendUsage( playerid, "/burglar [CRACKPW/STEAL/STORE]" ); else if ( strmatch( params, "crackpw" ) ) { // businesses /*foreach ( new handle : business ) { if ( IsPlayerInDynamicCP( playerid, g_businessData[ handle ] [ E_ENTER_CP ] ) ) { if ( g_iTime > g_businessData[ handle ] [ E_CRACKED_TS ] && g_businessData[ handle ] [ E_CRACKED ] ) g_businessData[ handle ] [ E_CRACKED ] = false; // The Virus Is Disabled. if ( IsBusinessAssociate( playerid, handle ) ) return SendError( playerid, "You are an associate of this business, you cannot crack it." ); if ( g_businessData[ handle ] [ E_CRACKED_WAIT ] > g_iTime ) return SendError( playerid, "This house had its password recently had a cracker run through. Come back later." ); if ( g_businessData[ handle ] [ E_CRACKED ] || g_businessData[ handle ] [ E_BEING_CRACKED ] ) return SendError( playerid, "This house is currently being cracked or is already cracked." ); // alert foreach ( new ownerid : Player ) if ( IsBusinessAssociate( ownerid, handle ) ) { SendClientMessageFormatted( ownerid, -1, ""COL_RED"[BURGLARY]"COL_WHITE" %s(%d) is attempting to break into your business %s"COL_WHITE"!", ReturnPlayerName( playerid ), playerid, g_businessData[ handle ] [ E_NAME ] ); } // crack pw g_businessData[ handle ] [ E_BEING_CRACKED ] = true; SetPVarInt( playerid, "crackpw_biz", handle ); SetPVarInt( playerid, "crackpw_cool", g_iTime + 40 ); ShowProgressBar( playerid, "Cracking Password", PROGRESS_CRACKING_BIZ, 7500, COLOR_WHITE ); return 1; } }*/ } else SendUsage( playerid, "/burglar [CRACKPW/STEAL]" ); return 1; } CMD:bruteforce( playerid, params[ ] ) { /* ** ANTI SPAM ** */ if ( GetPVarInt( playerid, "last_bruteforce" ) > g_iTime ) return SendError( playerid, "You must wait 30 seconds before using this command again." ); /* ** END OF ANTI SPAM ** */ if ( p_Class[ playerid ] != CLASS_POLICE ) return SendError( playerid, "This command is restricted for F.B.I agents." ); if ( !( p_inFBI{ playerid } == true && p_inArmy{ playerid } == false && p_inCIA{ playerid } == false ) ) return SendError( playerid, "This command is restricted for F.B.I agents." ); foreach ( new i : houses ) { if ( IsPlayerInDynamicCP( playerid, g_houseData[ i ] [ E_CHECKPOINT ] [ 0 ] ) && !strmatch( g_houseData[ i ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) { if ( g_iTime > g_houseData[ i ] [ E_CRACKED_TS ] && g_houseData[ i ] [ E_CRACKED ] ) g_houseData[ i ] [ E_CRACKED ] = false; // The Virus Is Disabled. if ( g_houseData[ i ] [ E_CRACKED_WAIT ] > g_iTime ) return SendError( playerid, "This house had its password recently had a cracker run through. Come back later." ); if ( strmatch( g_houseData[ i ] [ E_PASSWORD ], "N/A" ) ) return SendError( playerid, "This house does not require cracking as it doesn't have a password." ); if ( g_houseData[ i ] [ E_CRACKED ] || g_houseData[ i ] [ E_BEING_CRACKED ] ) return SendError( playerid, "This house is currently being cracked or is already cracked." ); if ( IsHouseOnFire( i ) ) return SendError( playerid, "This house is on fire, you cannot bruteforce it!" ), 1; g_houseData[ i ] [ E_BEING_CRACKED ] = true; p_HouseCrackingPW[ playerid ] = i; SetPVarInt( playerid, "last_bruteforce", g_iTime + 30 ); ShowProgressBar( playerid, "Brute Forcing Password", PROGRESS_BRUTEFORCE, 5000, COLOR_BLUE ); return 1; } } SendError( playerid, "You are not standing in any house checkpoint." ); return 1; } stock ResetVehicleBurglaryData( vehicleid ) { DeleteGVar( sprintf( "vburg_%d_cash", vehicleid ) ); DeleteGVar( sprintf( "vburg_%d_items", vehicleid ) ); return 1; } stock RemovePlayerStolensFromHands( playerid ) { DeletePVar( playerid, "stolen_fid" ); RemovePlayerAttachedObject( playerid, 3 ); SetPlayerSpecialAction( playerid, 0 ); return 1; }