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