/* * 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 ( 50 ) #define WEAPON_HEALTH ( 100 ) #define WEAPON_ARMOUR ( 101 ) /* ** 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 const g_rankHealthPayout[ ] = { 100, 75, 50, 45, 40, 35, 30, 25, 20, 15, 10 }; 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 { static Float: X, Float: Y, Float: Z; GetPlayerPos( playerid, X, Y, Z ); if ( IsPlayerConnected( killerid ) ) { if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) ) return 1; new killer_rank = GetPlayerRank( killerid ), expire_time = gettime( ) + 180; for ( new slotid = 0; slotid < 13; slotid++ ) { new weaponid, ammo; GetPlayerWeaponData( playerid, slotid, weaponid, ammo ); // third of what player had ammo /= 5; // 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 ); } } // health drop CreateWeaponPickup( WEAPON_HEALTH, g_rankHealthPayout[ killer_rank ], 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; } // 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 { GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon ); GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo ); // printf("Existing Weapon %d, Dropped Weapon %d, Slot id %d", existing_weapon, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_SLOT_ID ] ); // if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo ) if ( ! ( keys & KEY_ACTION ) && existing_ammo ) { ShowPlayerHelpDialog( playerid, 2500, "Hold ~r~~k~~PED_ANSWER_PHONE~~w~ To Take %s", ReturnWeaponName( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] ) ); return 1; } #if defined AC_INCLUDED p_PlayerHasWeapon[ playerid ] { g_weaponDropData[ dropid ] [ E_WEAPON_ID ] } = true; #endif GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] ); } // destroy health pickup PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 ); DestroyWeaponPickup( dropid ); return 1; } } return 1; } /* ** Functions ** */ stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) { new handle = Iter_Free( weapondrop ); if ( handle != ITER_NONE ) { g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( weaponid == WEAPON_HEALTH ? 1240 : GetWeaponModel( weaponid ), 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; }