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: cnr\features\fires.pwn
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* Purpose: extinguishable fire system
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Definitions ** */
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#define MAX_FIRES ( 10 )
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#define FIRE_EXTINGUISH_PAYOUT ( 4000 )
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/* ** Variables ** */
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enum E_FIRE_DATA
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{
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E_OBJECT, Float: E_HEALTH, E_HOUSE,
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Text3D: E_LABEL, E_MAP_ICON
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};
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static stock
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g_fireData [ MAX_FIRES ] [ E_FIRE_DATA ],
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Iterator: fires < MAX_FIRES >,
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p_FireTracker [ MAX_PLAYERS char ]
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;
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/* ** Forwards ** */
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forward OnPlayerTakeOutFire ( playerid, fireid );
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/* ** Hooks ** */
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hook OnPlayerDisconnect( playerid, reason )
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{
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StopPlayerFireTracker( playerid );
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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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StopPlayerFireTracker( playerid );
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return 1;
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}
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hook OnPlayerUpdateEx( playerid )
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{
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new
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iKeys;
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GetPlayerKeys( playerid, iKeys, tmpVariable, tmpVariable );
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// Taking Out Fires
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if ( ( iKeys & KEY_FIRE ) || ( iKeys & KEY_WALK ) )
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{
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new
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using_firetruck = GetVehicleModel( GetPlayerVehicleID( playerid ) ) == 407;
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if ( GetPlayerWeapon( playerid ) == 42 || using_firetruck )
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{
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foreach ( new i : fires )
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{
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static
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Float: fX, Float: fY, Float: fZ;
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if ( GetDynamicObjectPos( g_fireData[ i ] [ E_OBJECT ], fX, fY, fZ ) )
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{
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// add a bit of height cause of the fire
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fZ += 2.3;
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// check if range of point
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if ( IsPlayerInRangeOfPoint( playerid, ( using_firetruck ? 30.0 : 10.0 ), fX, fY, fZ ) )
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{
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if ( IsPlayerAimingAt( playerid, fX, fY, fZ, ( using_firetruck ? 3.5 : 1.0 ) ) )
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{
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new
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Float: removed_health = ( 2.5 + fRandomEx( 1.0, 5.0 ) ) * ( using_firetruck ? 2.5 : 1.0 );
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if ( ( g_fireData[ i ] [ E_HEALTH ] -= removed_health ) < 0.0 ) {
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g_fireData[ i ] [ E_HEALTH ] = 0.0;
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}
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UpdateDynamic3DTextLabelText( g_fireData[ i ] [ E_LABEL ], 0xA83434FF, sprintf( "House Fire %0.1f%", g_fireData[ i ] [ E_HEALTH ] ) );
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if ( g_fireData[ i ] [ E_HEALTH ] <= 0.0 )
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{
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new
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money_earned = RandomEx( FIRE_EXTINGUISH_PAYOUT / 2, FIRE_EXTINGUISH_PAYOUT );
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ach_HandleExtinguishedFires( playerid );
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SendClientMessageToAllFormatted( -1, "{A83434}[FIREMAN]"COL_WHITE" %s(%d) has earned "COL_GOLD"%s"COL_WHITE" for extinguishing a house fire.", ReturnPlayerName( playerid ), playerid, cash_format( money_earned ) );
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GivePlayerScore( playerid, 2 );
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//GivePlayerExperience( playerid, E_FIREMAN );
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GivePlayerCash( playerid, money_earned );
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StockMarket_UpdateEarnings( E_STOCK_GOVERNMENT, money_earned, 0.15 );
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HouseFire_Remove( i );
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}
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return 1;
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}
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}
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}
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}
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}
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}
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return 1;
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}
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hook OnServerUpdate( )
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{
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// create fires if there are no fires existing and houses available
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if ( ! Iter_Count( fires ) && Iter_Count( houses ) ) {
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HouseFire_Create( );
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}
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return 1;
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}
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hook OnServerGameDayEnd( )
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{
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HouseFire_Create( );
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return 1;
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}
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hook OnPlayerDriveVehicle( playerid, vehicleid )
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{
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new
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modelid = GetVehicleModel( vehicleid );
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if ( modelid == 407 ) {
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ShowPlayerHelpDialog( playerid, 2500, "You can see where fires are using ~g~/fires" );
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}
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return 1;
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}
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/* ** Commands ** */
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CMD:firetracker( playerid, params[ ] ) cmd_fires( playerid, params );
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CMD:fires( playerid, params[ ] )
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{
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p_FireTracker{ playerid } = ! p_FireTracker{ playerid };
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if ( p_FireTracker{ playerid } )
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{
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UpdatePlayerFireTracker( playerid );
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return SendServerMessage( playerid, "All house fires are now in your minimap as red markers." );
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}
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else
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{
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StopPlayerFireTracker( playerid );
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return SendServerMessage( playerid, "You have hidden all the fires from your radar." );
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}
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}
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/* ** Functions ** */
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stock HouseFire_Create( )
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{
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// create house house fires for random homes
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for ( new fireid = 0; fireid < MAX_FIRES; fireid ++ ) if ( ! Iter_Contains( fires, fireid ) )
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{
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new
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houseid = HouseFire_GetRandomHome( );
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if ( Iter_Contains( houses, houseid ) )
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{
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static
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Float: X, Float: Y, Float: Z;
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GetHousePos( houseid, X, Y, Z );
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g_fireData[ fireid ] [ E_HEALTH ] = 100.0 + fRandomEx( 1, 25 );
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g_fireData[ fireid ] [ E_HOUSE ] = houseid;
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g_fireData[ fireid ] [ E_LABEL ] = CreateDynamic3DTextLabel( sprintf( "House Fire %0.1f%", g_fireData[ fireid ] [ E_HEALTH ] ), 0xA83434FF, X, Y, Z + 0.5, 20.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, -1 );
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g_fireData[ fireid ] [ E_OBJECT ] = CreateDynamicObject( 18691, X, Y, Z - 2.3, 0.0, 0.0, 0.0 );
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// fire map icons
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g_fireData[ fireid ] [ E_MAP_ICON ] = CreateDynamicMapIcon( X, Y, Z, 0, 0xA83434FF, -1, -1, 0, 6000.0, MAPICON_GLOBAL );
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Streamer_RemoveArrayData( STREAMER_TYPE_MAP_ICON, g_fireData[ fireid ] [ E_MAP_ICON ], E_STREAMER_PLAYER_ID, 0 );
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Iter_Add( fires, fireid );
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}
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}
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// show on radar when it is created
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foreach ( new playerid : Player ) if ( p_FireTracker{ playerid } ) {
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UpdatePlayerFireTracker( playerid );
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}
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return 1;
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}
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stock HouseFire_Remove( fireid )
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{
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DestroyDynamicObject( g_fireData[ fireid ] [ E_OBJECT ] );
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g_fireData[ fireid ] [ E_OBJECT ] = INVALID_OBJECT_ID;
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DestroyDynamic3DTextLabel( g_fireData[ fireid ] [ E_LABEL ] );
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g_fireData[ fireid ] [ E_LABEL ] = Text3D: INVALID_3DTEXT_ID;
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DestroyDynamicMapIcon( g_fireData[ fireid ] [ E_MAP_ICON ] );
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g_fireData[ fireid ] [ E_MAP_ICON ] = -1;
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Iter_Remove( fires, fireid );
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return 1;
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}
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stock HouseFire_GetRandomHome( )
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{
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if ( ! Iter_Count( houses ) ) {
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return -1;
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}
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static szCity[ MAX_ZONE_NAME ];
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new ignoredHomes[ MAX_HOUSES ] = { -1, ... };
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// first find homes to ignore
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for ( new i = 0; i < MAX_HOUSES; i ++ )
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{
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// Avoid Hills / Avoid V.I.P or Clan Homes
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if ( ! Iter_Contains( houses, i ) || g_houseData[ i ] [ E_EZ ] > 300.0 || g_houseData[ i ] [ E_COST ] < 500000 ) {
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ignoredHomes[ i ] = i;
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continue;
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}
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// check for house fire
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if ( IsHouseOnFire( i ) ) {
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ignoredHomes[ i ] = i;
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continue;
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}
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// San Fierro only
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Get2DCity( szCity, g_houseData[ i ] [ E_EX ], g_houseData[ i ] [ E_EY ], g_houseData[ i ] [ E_EZ ] );
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if ( ! strmatch( szCity, "San Fierro" ) ) {
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ignoredHomes[ i ] = i;
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continue;
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}
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}
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new
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random_home = randomExcept( ignoredHomes, sizeof( ignoredHomes ) );
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// apparently 'safer' to return value from variable
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return random_home;
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}
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stock IsHouseOnFire( houseid )
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{
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if ( houseid < 0 || houseid > MAX_HOUSES )
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return 0;
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if ( ! Iter_Contains( houses, houseid ) )
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return 0;
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static
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Float: X, Float: Y, Float: Z, Float: HX, Float: HY;
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foreach ( new fireid : fires )
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{
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GetDynamicObjectPos( g_fireData[ fireid ] [ E_OBJECT ], X, Y, Z ); // Z is unused due to the object.
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GetHousePos( houseid, HX, HY, Z );
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if ( HX == X && HY == Y )
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{
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return 1;
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}
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}
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return 0;
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}
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stock UpdatePlayerFireTracker( playerid )
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{
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// add player to map icon list
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foreach ( new fireid : fires ) {
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Streamer_AppendArrayData( STREAMER_TYPE_MAP_ICON, g_fireData[ fireid ] [ E_MAP_ICON ], E_STREAMER_PLAYER_ID, playerid );
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}
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return 1;
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}
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stock StopPlayerFireTracker( playerid )
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{
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// remove player from map icon list
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foreach ( new fireid : fires ) if ( Streamer_IsInArrayData( STREAMER_TYPE_MAP_ICON, g_fireData[ fireid ] [ E_MAP_ICON ], E_STREAMER_PLAYER_ID, playerid ) ) {
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Streamer_RemoveArrayData( STREAMER_TYPE_MAP_ICON, g_fireData[ fireid ] [ E_MAP_ICON ], E_STREAMER_PLAYER_ID, playerid );
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}
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// reset firetracker
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p_FireTracker{ playerid } = false;
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return 1;
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}
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stock Float: GetPointAngleToPoint( Float: x2, Float: y2, Float: X, Float: Y )
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{
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new Float: DX, Float: DY;
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new Float: angle;
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DX = floatabs( floatsub( x2, X ) );
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DY = floatabs( floatsub( y2, Y ) );
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if ( DY == 0.0 || DX == 0.0 )
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{
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if ( DY == 0 && DX > 0 ) angle = 0.0;
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else if ( DY == 0 && DX < 0 ) angle = 180.0;
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else if ( DY > 0 && DX == 0 ) angle = 90.0;
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else if ( DY < 0 && DX == 0 ) angle = 270.0;
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else if ( DY == 0 && DX == 0 ) angle = 0.0;
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}
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else
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{
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angle = atan( DX / DY );
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if ( X > x2 && Y <= y2 ) angle += 90.0;
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else if ( X <= x2 && Y < y2 ) angle = floatsub( 90.0, angle );
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else if ( X < x2 && Y >= y2 ) angle -= 90.0;
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else if ( X >= x2 && Y > y2 ) angle = floatsub( 270.0, angle );
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}
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return floatadd( angle, 90.0 );
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}
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stock Float: DistanceCameraTargetToLocation(Float:CamX, Float:CamY, Float:CamZ, Float:ObjX, Float:ObjY, Float:ObjZ, Float:FrX, Float:FrY, Float:FrZ) {
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new Float: TGTDistance;
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TGTDistance = floatsqroot( ( CamX - ObjX) * ( CamX - ObjX ) + ( CamY - ObjY ) * ( CamY - ObjY ) + ( CamZ - ObjZ ) * ( CamZ - ObjZ ) );
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new Float: tmpX, Float: tmpY, Float: tmpZ;
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tmpX = FrX * TGTDistance + CamX;
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tmpY = FrY * TGTDistance + CamY;
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tmpZ = FrZ * TGTDistance + CamZ;
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return floatsqroot( ( tmpX - ObjX ) * ( tmpX - ObjX ) + ( tmpY - ObjY ) * ( tmpY - ObjY ) + ( tmpZ - ObjZ ) * ( tmpZ - ObjZ ) );
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}
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stock IsPlayerAimingAt( playerid, Float: x, Float: y, Float: z, Float: radius ) // forgot who made this
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{
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new Float: camera_x, Float: camera_y, Float: camera_z;
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new Float: vector_x, Float: vector_y, Float: vector_z;
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GetPlayerCameraPos( playerid, camera_x, camera_y, camera_z );
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GetPlayerCameraFrontVector( playerid, vector_x, vector_y, vector_z );
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new Float: vertical, Float: horizontal;
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switch ( GetPlayerWeapon( playerid ) )
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{
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case 34, 35, 36: return DistanceCameraTargetToLocation( camera_x, camera_y, camera_z, x, y, z, vector_x, vector_y, vector_z ) < radius;
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case 30, 31: vertical = 4.0, horizontal = -1.6;
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case 33: vertical = 2.7, horizontal = -1.0;
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default: vertical = 6.0, horizontal = -2.2;
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}
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new Float: angle = GetPointAngleToPoint( 0, 0, floatsqroot( vector_x * vector_x + vector_y * vector_y ), vector_z ) - 270.0;
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new Float: resize_x, Float: resize_y, Float: resize_z = floatsin( angle + vertical, degrees );
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GetXYInFrontOfPoint( resize_x, resize_y, GetPointAngleToPoint( 0, 0, vector_x, vector_y ) + horizontal, floatcos( angle + vertical, degrees ) );
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return DistanceCameraTargetToLocation(camera_x, camera_y, camera_z, x, y, z, resize_x, resize_y, resize_z) < radius;
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}
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stock GetXYInFrontOfPoint( &Float: x, &Float: y, Float: angle, Float: distance ) {
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x += ( distance * floatsin( -angle, degrees ) );
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y += ( distance * floatcos( -angle, degrees ) );
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}
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