sfcnr/gamemodes/irresistible/cnr/features/houses/house.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc
* Module: cnr\features\houses\house.pwn
* Purpose: player house system
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*/
/* ** Error checking ** */
#if !defined __sfcnr__houses
#define __sfcnr__houses
#endif
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Definitions ** */
#define MAX_HOUSES ( 2000 )
#define MAX_HOUSE_WEAPONS ( 7 ) // (do not change)
#define HOUSE_MAPICON_RADIUS ( 25.0 )
#define H_DEFAULT_X 266.4996
#define H_DEFAULT_Y 304.9577
#define H_DEFAULT_Z 999.1484
/* ** Macros ** */
#define IsPlayerHomeOwner(%0,%1) ( strmatch( g_houseData[ %1 ] [ E_OWNER ], ReturnPlayerName( %0 ) ) )
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#define IsValidHouse(%0) ( 0 <= %0 < MAX_HOUSES && Iter_Contains( houses, %0 ) )
#define GetPlayerEnteredHouse(%0) ( p_InHouse[ %0 ] )
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/* ** Variables ** */
enum E_HOUSE_DATA
{
E_OWNER[ 24 ], E_HOUSE_NAME[ 30 ],
Float: E_EX, Float: E_EY, Float: E_EZ,
Float: E_TX, Float: E_TY, Float: E_TZ,
E_COST, E_INTERIOR_ID, E_CHECKPOINT[ 2 ],
E_WORLD, Text3D: E_LABEL [ 2 ], E_PASSWORD[ 5 ],
bool: E_CRACKED, bool: E_BEING_CRACKED, E_CRACKED_TS,
E_CRACKED_WAIT, E_MAP_ICON
};
enum E_HINTERIOR_DATA
{
E_NAME[ 19 ], Float: E_EX, Float: E_EY,
Float: E_EZ, E_INTERIOR_ID, E_COST,
bool: E_VIP, Float: E_PREVIEW_POS[ 3 ], Float: E_PREVIEW_LOOKAT[ 3 ]
};
new
g_houseInteriors[ ] [ E_HINTERIOR_DATA ] =
{
{ "Cattus Interior", H_DEFAULT_X, H_DEFAULT_Y, H_DEFAULT_Z, 2, 0, false, { 266.60010, 302.42820, 999.14840 }, { 271.44260, 306.64240, 999.15580 } },
{ "Assum Interior", 243.71980, 304.963500, 999.14840, 1, 10000, false, { 249.61870, 300.89080, 999.14840 }, { 244.85410, 305.49680, 999.14840 } },
{ "Fossor Interior", 2218.4036, -1076.2621, 1050.4844, 1, 15000, false, { 2202.6704, -1078.198, 1050.4844 }, { 2211.8030, -1074.362, 1050.4844 } },
//{ "Angusto Interior", 260.98790, 1284.29470, 1080.2578, 4, 20000, false, { 253.80180, 1294.2167, 1080.2578 }, { 258.55260, 1288.3639, 1080.2578 } },
{ "Organum Interior", 309.37170, 311.674700, 1003.3047, 4, 25000, false, { 310.13720, 310.80550, 1003.3047 }, { 300.02930, 300.86170, 1003.5391 } },
//{ "Bulbus Interior", -68.84510, 1351.19570, 1080.2109, 6, 25000, false, { -71.41990, 1366.0359, 1080.2185 }, { -64.59070, 1360.7052, 1080.2185 } },
//{ "Vindemia Interior", 295.08510, 1472.25520, 1080.2578, 15, 25000, false, { 290.14430, 1488.8372, 1080.2578 }, { 294.96960, 1483.6603, 1080.2578 } },
{ "Aurora Interior", -2170.344, 639.502500, 1052.3750, 1, 30000, false, { -2168.073, 646.40000, 1057.5938 }, { -2158.598, 638.13010, 1057.5861 } },
{ "Fragor Interior", 318.58580, 1114.47920, 1083.8828, 5, 35000, false, { 326.31450, 1117.5468, 1083.8828 }, { 317.28550, 1122.6113, 1083.8828 } },
//{ "Mundus Interior", 24.012500, 1340.15890, 1084.3750, 10, 40000, false, { 19.801100, 1340.7814, 1084.3750 }, { 34.253800, 1342.9272, 1084.3750 } },
{ "Artus Interior", 2237.5259, -1081.6458, 1049.0234, 2, 40000, false, { 2236.2290, -1081.065, 1049.0234 }, { 2244.2285, -1069.357, 1049.0234 } },
{ "Caelum Interior", 2233.6931, -1115.2620, 1050.8828, 5, 40000, false, { 2235.1128, -1114.911, 1050.8828 }, { 2229.8982, -1105.175, 1050.8903 } },
{ "Rotta Interior", 2495.9663, -1692.0857, 1014.7422, 3, 50000, false, { 2491.1794, -1694.953, 1014.7461 }, { 2497.4587, -1704.258, 1014.7422 } },
{ "Ascensor Interior", 2317.8369, -1026.7662, 1050.2178, 9, 50000, false, { 2320.9111, -1025.776, 1050.2109 }, { 2319.0242, -1014.091, 1050.2109 } },
{ "Colonel Interior", 2807.5693, -1174.7520, 1025.5703, 8, 60000, false, { 2812.0911, -1173.043, 1025.5703 }, { 2806.0210, -1165.486, 1025.5703 } },
//{ "Godfather Interior", 140.28170, 1365.92150, 1083.8594, 5, 65000, false, { 135.53440, 1366.6400, 1083.8615 }, { 143.49590, 1375.7461, 1083.8668 } },
{ "Recens Interior", 2270.4192, -1210.5172, 1047.5625, 10, 70000, false, { 2248.2854, -1207.207, 1049.0234 }, { 2261.0574, -1213.011, 1049.0234 } },
{ "Novus Interior", 2365.2341, -1135.5957, 1050.8826, 8, 72000, false, { 2375.3567, -1121.340, 1050.8750 }, { 2367.7095, -1130.863, 1050.8826 } },
{ "Securuse Interior", 2324.3826, -1149.5442, 1050.7101, 12, 80000, false, { 2317.5684, -1136.016, 1054.3047 }, { 2333.1262, -1147.694, 1050.7031 } },
//{ "Lorem Interior", 234.13900, 1063.72110, 1084.2123, 6, 82500, false, { 235.83530, 1070.2394, 1084.1903 }, { 226.63560, 1073.0388, 1086.2266 } },
//{ "Domus Interior", 225.73480, 1021.44500, 1084.0177, 7, 120000, false, { 224.76680, 1022.3558, 1084.0150 }, { 241.65380, 1037.2081, 1084.0118 } },
{ "Madd Doggs Mansion", 1260.6455, -785.46530, 1091.9063, 5, 1337, true , { 1262.1033, -772.6712, 1091.9063 }, { 1282.7361, -783.5193, 1089.9375 } },
{ "Butcher Interior", 964.93310, 2160.13210, 1011.0303, 1, 1337, true , { 933.67050, 2118.9556, 1012.8329 }, { 947.38930, 2163.8730, 1011.0234 } },
{ "Bar Interior", 501.93780, -67.563000, 998.75780, 11, 1337, true , { 511.80380, -68.01930, 999.25000 }, { 490.78870, -78.92080, 998.75780 } },
{ "Casino Interior", 1133.1831, -15.833100, 1000.6797, 12, 1337, true , { 1114.8433, -12.31790, 1003.0643 }, { 1136.3059, 2.6477000, 1000.6797 } }
},
g_houseData [ MAX_HOUSES ] [ E_HOUSE_DATA ],
Iterator: houses < MAX_HOUSES >,
szg_houseInteriors [ 24 * sizeof( g_houseInteriors ) ],
g_HouseWeapons [ MAX_HOUSES ] [ MAX_HOUSE_WEAPONS ],
g_HouseWeaponAmmo [ MAX_HOUSES ] [ MAX_HOUSE_WEAPONS ],
p_InHouse [ MAX_PLAYERS ]
;
/* ** Hooks ** */
hook OnScriptInit( )
{
// load all house interiors into a string once
for( new i = 0; i < sizeof( g_houseInteriors ); i++ ) {
format( szg_houseInteriors, sizeof( szg_houseInteriors ), "%s%s%s\n", szg_houseInteriors, g_houseInteriors[ i ] [ E_VIP ] ? ( COL_GOLD ) : "", g_houseInteriors[ i ] [ E_NAME ] );
}
// load all houses
mysql_function_query( dbHandle, "SELECT * FROM `HOUSES`", true, "OnHouseLoad", "" );
return 1;
}
hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
{
if ( dialogid == DIALOG_HOUSE_SELL && response )
{
new
ID = GetPVarInt( playerid, "house_sell_id" );
if ( ! Iter_Contains( houses, ID ) || ! IsPlayerHomeOwner( playerid, ID ) ) {
return SendError( playerid, "You do not have access to this feature." );
}
format( szBigString, sizeof( szBigString ), "[SELL] [%s] %s | %s | %d\r\n", getCurrentDate( ), ReturnPlayerName( playerid ), g_houseData[ ID ][ E_OWNER ], ID );
AddFileLogLine( "log_houses.txt", szBigString );
p_OwnedHouses[ playerid ] --;
SetHouseForAuction( ID );
GivePlayerCash( playerid, ( g_houseData[ ID ] [ E_COST ] / 2 ) );
SetPlayerPos( playerid, g_houseData[ ID ] [ E_EX ], g_houseData[ ID ] [ E_EY ], g_houseData[ ID ] [ E_EZ ] );
SetPlayerInterior( playerid, 0 ), SetPlayerVirtualWorld( playerid, 0 );
SendServerMessage( playerid, "You have successfully sold your house for "COL_GOLD"%s", cash_format( ( g_houseData[ ID ] [ E_COST ] / 2 ) ) );
DeletePVar( playerid, "house_sell_id" );
return 1;
}
else if ( dialogid == DIALOG_HOUSE_CONFIG && response )
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{
if ( p_InHouse[ playerid ] == -1 ) return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
DeletePVar( playerid, "gate_edititem" ); // Definitely not in the gate dialog lol
switch( listitem )
{
case 0: ShowPlayerDialog( playerid, DIALOG_HOUSE_TITLE, DIALOG_STYLE_INPUT, "{FFFFFF}Set House Title", ""COL_WHITE"Input the house title you want to change with:", "Confirm", "Back" );
case 1: ShowPlayerDialog( playerid, DIALOG_HOUSE_INTERIORS, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", szg_houseInteriors, "Select", "Back" );
case 2: ShowPlayerDialog( playerid, DIALOG_HOUSE_SET_PW, DIALOG_STYLE_INPUT, "{FFFFFF}Set House Password", ""COL_WHITE"Enter your desired house password below.\n\n"COL_GREY"Note:"COL_WHITE" You can disable it by typing \"N/A\" (without the quotation marks).", "Confirm", "Back" );
case 3: ShowHouseWeaponStorage( playerid );
case 4: ShowPlayerDialog( playerid, DIALOG_FURNITURE, DIALOG_STYLE_LIST, "{FFFFFF}Furniture", "Purchase Furniture\nSelect Furniture Easily\nSelect Furniture Manually\nSelect Furniture Nearest\n"COL_RED"Remove All Furniture", "Confirm", "Back" );
}
}
else if ( dialogid == DIALOG_HOUSE_WEAPONS )
{
if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this while you're in jail." );
if ( response )
{
if ( p_InHouse[ playerid ] == -1 ) return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
if ( g_HouseWeapons[ p_InHouse[ playerid ] ] [ listitem ] != 0 )
{
GivePlayerWeapon( playerid, g_HouseWeapons[ p_InHouse[ playerid ] ] [ listitem ], g_HouseWeaponAmmo[ p_InHouse[ playerid ] ] [ listitem ] );
SendServerMessage( playerid, "You have withdrawn your "COL_GREY"%s"COL_WHITE" with %d ammo.", ReturnWeaponName( g_HouseWeapons[ p_InHouse[ playerid ] ] [ listitem ] ), g_HouseWeaponAmmo[ p_InHouse[ playerid ] ] [ listitem ] );
g_HouseWeapons[ p_InHouse[ playerid ] ] [ listitem ] = 0;
g_HouseWeaponAmmo[ p_InHouse[ playerid ] ] [ listitem ] = -1;
SaveHouseWeaponStorage( p_InHouse[ playerid ] );
ShowHouseWeaponStorage( playerid );
}
else
{
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if ( listitem > 2 && p_VIPLevel[ playerid ] < VIP_REGULAR ) return SendError( playerid, "You are not a V.I.P, to become one please discuss with admins" );
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p_HouseWeaponAddSlot{ playerid } = listitem;
ShowPlayerDialog( playerid, DIALOG_HOUSE_WEAPONS_ADD, DIALOG_STYLE_MSGBOX, "{FFFFFF}House Weapon Storage", "{FFFFFF}Would you like to insert your current weapon into this slot?", "Insert", "Back" );
}
}
else cmd_h( playerid, "config" );
}
else if ( dialogid == DIALOG_HOUSE_WEAPONS_ADD )
{
if ( response )
{
if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this while you're in jail." );
if ( p_InHouse[ playerid ] == -1 ) return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
if ( IsMeleeWeapon( GetPlayerWeapon( playerid ) ) )
{
SendError( playerid, "You cannot insert melee weapons." );
cmd_h( playerid, "config" );
return 1;
}
new current_weapon = GetPlayerWeapon( playerid );
new current_ammo = GetPlayerAmmo( playerid );
if ( ( 16 <= current_weapon <= 18 ) || current_weapon == 35 ) {
SendError( playerid, "You cannot store this weapon." );
cmd_h( playerid, "config" );
return 1;
}
if ( current_ammo > 0x7FFF || current_ammo <= 0 ) current_ammo = 0x7FFF;
listitem = p_HouseWeaponAddSlot{ playerid };
g_HouseWeapons[ p_InHouse[ playerid ] ] [ listitem ] = current_weapon;
g_HouseWeaponAmmo[ p_InHouse[ playerid ] ] [ listitem ] = current_ammo;
SendServerMessage( playerid, "You have inserted your "COL_GREY"%s"COL_WHITE" into your weapon storage.", ReturnWeaponName( current_weapon ) );
RemovePlayerWeapon( playerid, current_weapon );
SaveHouseWeaponStorage( p_InHouse[ playerid ] );
ShowHouseWeaponStorage( playerid );
}
else ShowHouseWeaponStorage( playerid );
}
else if ( dialogid == DIALOG_HOUSE_SET_PW )
{
if ( response )
{
if ( p_InHouse[ playerid ] == -1 ) return SendError( playerid, "You're not inside any house." );
else if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
else if ( !strlen( inputtext ) || strlen( inputtext ) > 4 )
{
SendError( playerid, "Your password must vary between 0 and 4 characters." );
ShowPlayerDialog( playerid, DIALOG_HOUSE_SET_PW, DIALOG_STYLE_INPUT, "{FFFFFF}Set House Password", ""COL_WHITE"Enter your desired house password below.\n\n"COL_GREY"Note:"COL_WHITE" You can disable it by typing \"N/A\" or \"NULL\" (without the quotation marks).", "Confirm", "Back" );
}
else if ( strmatch( inputtext, "N/A" ) || strmatch( inputtext, "NULL" ) )
{
format( g_houseData[ p_InHouse[ playerid ] ] [ E_PASSWORD ], 4, "N/A" );
SendServerMessage( playerid, "You have successfully disabled your house's password." );
format( szNormalString, 60, "UPDATE `HOUSES` SET `PASSWORD`='N/A' WHERE `ID`=%d", p_InHouse[ playerid ] );
mysql_single_query( szNormalString );
cmd_h( playerid, "config" );
}
else
{
SendServerMessage( playerid, "You have changed your house password to "COL_GREY"%s"COL_WHITE".", inputtext );
format( g_houseData[ p_InHouse[ playerid ] ] [ E_PASSWORD ], 5, "%s", inputtext );
format( szNormalString, 60, "UPDATE `HOUSES` SET `PASSWORD`='%s' WHERE `ID`=%d", mysql_escape( inputtext ), p_InHouse[ playerid ] );
mysql_single_query( szNormalString );
cmd_h( playerid, "config" );
}
}
else cmd_h( playerid, "config" );
}
else if ( dialogid == DIALOG_HOUSE_INTERIORS )
{
if ( response )
{
if ( p_InHouse[ playerid ] == -1 )
return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) )
return SendError( playerid, "You are not the owner of this house." );
p_ViewingInterior{ playerid } = listitem;
ShowPlayerDialog( playerid, DIALOG_HOUSE_INT_CONFIRM, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", "Purchase House Interior\nPreview House Interior", "Select", "Back" );
}
else cmd_h( playerid, "config" );
}
else if ( dialogid == DIALOG_HOUSE_INT_CONFIRM )
{
if ( response )
{
if ( p_InHouse[ playerid ] == -1 )
return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) )
return SendError( playerid, "You are not the owner of this house." );
new
intid = p_ViewingInterior{ playerid };
switch( listitem )
{
case 0:
{
if ( g_houseInteriors[ intid ] [ E_COST ] > GetPlayerCash( playerid ) )
{
ShowPlayerDialog( playerid, DIALOG_HOUSE_INT_CONFIRM, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", "Purchase House Interior\nPreview House Interior", "Select", "Back" );
SendError( playerid, "This interior costs "COL_GOLD"%s"COL_WHITE". You don't have this amount.", cash_format( g_houseInteriors[ intid ] [ E_COST ] ) );
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}
else if ( g_houseInteriors[ intid ] [ E_VIP ] && !p_VIPLevel[ playerid ] )
{
ShowPlayerDialog( playerid, DIALOG_HOUSE_INT_CONFIRM, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", "Purchase House Interior\nPreview House Interior", "Select", "Back" );
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SendError( playerid, "You are not a V.I.P, to become one please discuss with admins" );
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}
else if ( ArePlayersInHouse( p_InHouse[ playerid ], playerid ) )
{
ShowPlayerDialog( playerid, DIALOG_HOUSE_INT_CONFIRM, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", "Purchase House Interior\nPreview House Interior", "Select", "Back" );
SendError( playerid, "You cannot purchase a house interior if there are people inside the building." );
}
else
{
if ( g_houseInteriors[ intid ] [ E_VIP ] && p_VIPLevel[ playerid ] && ( ( p_VIPExpiretime[ playerid ] - g_iTime ) / 86400 ) < 3 )
return SendError( playerid, "You need more than 3 days of V.I.P in order to complete this." );
new houseid = p_InHouse[ playerid ];
GivePlayerCash( playerid, -( g_houseInteriors[ intid ] [ E_COST ] ) );
if ( intid != 0 )
SendServerMessage( playerid, "You have purchased a %s for "COL_GOLD"%s"COL_WHITE". This has been applied to the House ID %d.", g_houseInteriors[ intid ] [ E_NAME ], cash_format( g_houseInteriors[ intid ] [ E_COST ] ), houseid );
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else
SendServerMessage( playerid, "You have successfully reset your interior to the default interior." );
destroyAllFurniture( houseid );
FillHomeWithFurniture( houseid, intid );
g_houseData[ houseid ] [ E_TX ] = g_houseInteriors[ intid ] [ E_EX ];
g_houseData[ houseid ] [ E_TY ] = g_houseInteriors[ intid ] [ E_EY ];
g_houseData[ houseid ] [ E_TZ ] = g_houseInteriors[ intid ] [ E_EZ ];
g_houseData[ houseid ] [ E_INTERIOR_ID ] = g_houseInteriors[ intid ] [ E_INTERIOR_ID ];
SetPlayerPos( playerid, g_houseInteriors[ intid ] [ E_EX ], g_houseInteriors[ intid ] [ E_EY ], g_houseInteriors[ intid ] [ E_EZ ] );
SetPlayerInterior( playerid, g_houseInteriors[ intid ] [ E_INTERIOR_ID ] );
DestroyDynamicCP( g_houseData[ houseid ] [ E_CHECKPOINT ] [ 1 ] );
g_houseData[ houseid ] [ E_CHECKPOINT ] [ 1 ] = CreateDynamicCP( g_houseInteriors[ intid ] [ E_EX ], g_houseInteriors[ intid ] [ E_EY ], g_houseInteriors[ intid ] [ E_EZ ], 1.0, g_houseData[ houseid ] [ E_WORLD ], g_houseData[ houseid ] [ E_INTERIOR_ID ], -1, 50.0 );
format( szBigString, sizeof( szBigString ), "UPDATE HOUSES SET TX=%f, TY=%f, TZ=%f, INTERIOR=%d WHERE ID=%d", g_houseInteriors[ intid ] [ E_EX ], g_houseInteriors[ intid ] [ E_EY ], g_houseInteriors[ intid ] [ E_EZ ], g_houseData[ houseid ] [ E_INTERIOR_ID ], houseid );
mysql_single_query( szBigString );
DestroyDynamic3DTextLabel( g_houseData[ houseid ] [ E_LABEL ] [ 1 ] );
g_houseData[ houseid ] [ E_LABEL ] [ 1 ] = CreateDynamic3DTextLabel( "[EXIT]", COLOR_GOLD, g_houseData[ houseid ] [ E_TX ], g_houseData[ houseid ] [ E_TY ], g_houseData[ houseid ] [ E_TZ ], 20.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, g_houseData[ houseid ] [ E_WORLD ] );
pauseToLoad( playerid );
}
}
case 1:
{
if ( p_WantedLevel[ playerid ] ) {
ShowPlayerDialog( playerid, DIALOG_HOUSE_INT_CONFIRM, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", "Purchase House Interior\nPreview House Interior", "Select", "Back" );
return SendError( playerid, "This feature requires you not to have a wanted level." );
}
if ( ArePlayersInHouse( p_InHouse[ playerid ], playerid ) ) {
ShowPlayerDialog( playerid, DIALOG_HOUSE_INT_CONFIRM, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", "Purchase House Interior\nPreview House Interior", "Select", "Back" );
return SendError( playerid, "You cannot view a house interior if there are people inside the building." );
}
TogglePlayerControllable( playerid, 0 );
SetPlayerPos( playerid, g_houseInteriors[ intid ] [ E_EX ], g_houseInteriors[ intid ] [ E_EY ], g_houseInteriors[ intid ] [ E_EZ ] );
SetPlayerInterior( playerid, g_houseInteriors[ intid ] [ E_INTERIOR_ID ] );
InterpolateCameraPos( playerid, g_houseInteriors[ intid ] [ E_PREVIEW_POS ] [ 0 ], g_houseInteriors[ intid ] [ E_PREVIEW_POS ] [ 1 ], g_houseInteriors[ intid ] [ E_PREVIEW_POS ] [ 2 ] + 1.5, g_houseInteriors[ intid ] [ E_PREVIEW_LOOKAT ] [ 0 ], g_houseInteriors[ intid ] [ E_PREVIEW_LOOKAT ] [ 1 ], g_houseInteriors[ intid ] [ E_PREVIEW_LOOKAT ] [ 2 ], 15000, CAMERA_MOVE );
InterpolateCameraLookAt( playerid, g_houseInteriors[ intid ] [ E_PREVIEW_LOOKAT ] [ 0 ], g_houseInteriors[ intid ] [ E_PREVIEW_LOOKAT ] [ 1 ], g_houseInteriors[ intid ] [ E_PREVIEW_LOOKAT ] [ 2 ], g_houseInteriors[ intid ] [ E_PREVIEW_POS ] [ 0 ], g_houseInteriors[ intid ] [ E_PREVIEW_POS ] [ 1 ], g_houseInteriors[ intid ] [ E_PREVIEW_POS ] [ 2 ] + 1.5, 15000, CAMERA_MOVE );
SendServerMessage( playerid, "You are now previewing "COL_GREY"%s "COL_GOLD"%s"COL_WHITE". Press your enter key to stop.", g_houseInteriors[ intid ] [ E_NAME ], cash_format( g_houseInteriors[ intid ] [ E_COST ] ) );
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SetPVarInt( playerid, "viewing_houseints", 1 );
}
}
}
else ShowPlayerDialog( playerid, DIALOG_HOUSE_INTERIORS, DIALOG_STYLE_LIST, "{FFFFFF}House Interiors", szg_houseInteriors, "Select", "Back" );
}
else if ( dialogid == DIALOG_HOUSE_TITLE )
{
if ( response )
{
if ( p_InHouse[ playerid ] == -1 )
return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ p_InHouse[ playerid ] ] [ E_OWNER ], ReturnPlayerName( playerid ) ) )
return SendError( playerid, "You are not the owner of this house." );
if ( ! ( 1 <= strlen( inputtext ) <= 30 ) )
return ShowPlayerDialog( playerid, DIALOG_HOUSE_TITLE, DIALOG_STYLE_INPUT, "{FFFFFF}Set House Title", ""COL_WHITE"Input the house title you want to change with:\n\n"COL_RED"Must be between 1 and 30 characters.", "Confirm", "Back" );
if ( textContainsIP( inputtext ) )
return SendError( playerid, "We do not condone advertising." );
new houseid = p_InHouse[ playerid ];
format( g_houseData[ houseid ] [ E_HOUSE_NAME ], 30, "%s", inputtext);
mysql_format( dbHandle, szNormalString, sizeof( szNormalString ), "UPDATE `HOUSES` SET `NAME`='%e' WHERE `ID`=%d", g_houseData[ houseid ] [ E_HOUSE_NAME ], p_InHouse[ playerid ] );
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mysql_single_query( szNormalString );
format( szBigString, sizeof( szBigString ), ""COL_GOLD"House:"COL_WHITE" %s(%d)\n"COL_GOLD"Owner:"COL_WHITE" %s\n"COL_GOLD"Price:"COL_WHITE" %s", g_houseData[ houseid ] [ E_HOUSE_NAME ], houseid, g_houseData[ houseid ] [ E_OWNER ], cash_format( g_houseData[ houseid ] [ E_COST ] ) );
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UpdateDynamic3DTextLabelText( g_houseData[ houseid ] [ E_LABEL ] [ 0 ], COLOR_WHITE, szBigString );
SendServerMessage( playerid, "You have successfully changed the name of your house." );
cmd_h( playerid, "config" );
}
else cmd_h( playerid, "config" );
}
else if ( dialogid == DIALOG_HOUSE_PW && response )
{
new i = p_PasswordedHouse[ playerid ];
if ( !strlen( inputtext ) || strlen( inputtext ) > 4 || strmatch( inputtext, "N/A" ) || !strmatch( inputtext, g_houseData[ i ] [ E_PASSWORD ] ) ) ShowPlayerDialog( playerid, DIALOG_HOUSE_PW, DIALOG_STYLE_PASSWORD, "{FFFFFF}House Authentication", ""COL_GREEN"This house is password locked!\n"COL_WHITE"You may only enter this house if you enter the correct password.\n\n"COL_RED"Incorrect Password!", "Enter", "Cancel" );
else
{
if ( !IsPlayerInRangeOfPoint( playerid, 3.0, g_houseData[ i ] [ E_EX ], g_houseData[ i ] [ E_EY ], g_houseData[ i ] [ E_EZ ] ) ) return SendError( playerid, "You are not near the house entrance!" );
SendServerMessage( playerid, "Password correct. Access has been granted." );
p_InHouse[ playerid ] = i;
UpdatePlayerEntranceExitTick( playerid );
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SetPlayerPos( playerid, g_houseData[ i ] [ E_TX ], g_houseData[ i ] [ E_TY ], g_houseData[ i ] [ E_TZ ] );
SetPlayerVirtualWorld( playerid, g_houseData[ i ] [ E_WORLD ] );
SetPlayerInterior( playerid, g_houseData[ i ] [ E_INTERIOR_ID ] );
}
}
return 1;
}
hook OnPlayerEnterDynamicCP( playerid, checkpointid )
{
if ( CanPlayerExitEntrance( playerid ) && ! IsPlayerInAnyVehicle( playerid ) )
{
// Enter Houses
foreach ( new i : houses )
{
if ( checkpointid == g_houseData[ i ] [ E_CHECKPOINT ] [ 0 ] )
{
ClearAnimations( playerid ); // clear-fix
if ( IsHouseOnFire( i ) ) {
return SendError( playerid, "This house is on fire, you cannot enter it!" ), 1;
}
if ( GetPlayerSpecialAction( playerid ) == SPECIAL_ACTION_CUFFED ) {
return SendError( playerid, "You can't do anything as you are cuffed." ), 1;
}
if ( g_iTime > g_houseData[ i ] [ E_CRACKED_TS ] && g_houseData[ i ] [ E_CRACKED ] )
g_houseData[ i ] [ E_CRACKED ] = false; // The Virus Is Disabled.
new is_owner = strmatch( g_houseData[ i ] [ E_OWNER ], ReturnPlayerName( playerid ) );
if ( ! g_houseData[ i ] [ E_CRACKED ] && ! strmatch( g_houseData[ i ] [ E_PASSWORD ], "N/A" ) && ! is_owner )
{
p_PasswordedHouse[ playerid ] = i;
CallLocalFunction( "OnPlayerAttemptBreakIn", "ddd", playerid, i, -1 ); // attempting a break in as a burglar/cop
ShowPlayerDialog( playerid, DIALOG_HOUSE_PW, DIALOG_STYLE_PASSWORD, "{FFFFFF}House Authentication", ""COL_GREEN"This house is password locked!\n"COL_WHITE"You may only enter this house if you enter the correct password.", "Enter", "Cancel" );
return 1;
}
p_InHouse[ playerid ] = i;
UpdatePlayerEntranceExitTick( playerid );
SetPlayerVirtualWorld( playerid, g_houseData[ i ] [ E_WORLD ] );
SetPlayerInterior( playerid, g_houseData[ i ] [ E_INTERIOR_ID ] );
SetPlayerPos( playerid, g_houseData[ i ] [ E_TX ], g_houseData[ i ] [ E_TY ], g_houseData[ i ] [ E_TZ ] );
CallLocalFunction( "OnPlayerEnterHouse", "dd", playerid, i );
return 1;
}
else if ( checkpointid == g_houseData[ i ] [ E_CHECKPOINT ] [ 1 ] )
{
p_InHouse[ playerid ] = -1;
CancelEdit( playerid );
TogglePlayerControllable( playerid, 0 );
UpdatePlayerEntranceExitTick( playerid );
SetTimerEx( "ope_Unfreeze", 1250, false, "d", playerid );
SetPlayerPosEx( playerid, g_houseData[ i ] [ E_EX ], g_houseData[ i ] [ E_EY ], g_houseData[ i ] [ E_EZ ], 0 ), SetPlayerVirtualWorld( playerid, 0 );
return 1;
}
}
}
return 1;
}
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/* ** Commands ** */
CMD:house( playerid, params[ ] ) return cmd_h( playerid, params );
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CMD:h( playerid, params[ ] )
{
if ( p_accountSecurityData[ playerid ] [ E_ID ] && ! p_accountSecurityData[ playerid ] [ E_VERIFIED ] && p_accountSecurityData[ playerid ] [ E_MODE ] != SECURITY_MODE_DISABLED )
return SendError( playerid, "You must be verified in order to use this feature. "COL_YELLOW"(use /verify)" );
#if VIP_ALLOW_OVER_LIMIT == false
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if ( ! p_VIPLevel[ playerid ] && p_OwnedHouses[ playerid ] > GetPlayerHouseSlots( playerid ) && ! strmatch( params, "sell" ) ) {
ResetSpawnLocation( playerid );
return SendError( playerid, "Please renew your V.I.P or sell this home to match your house allocated limit (/h sell)." );
}
#endif
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new
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ID = p_InHouse[ playerid ];
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if ( strmatch( params, "spawn" ) )
{
SendServerMessage( playerid, "We have changed the command to simply "COL_GREY"/spawn"COL_WHITE"." );
return ShowPlayerSpawnMenu( playerid );
}
else if ( strmatch( params, "config" ) )
{
if ( ID == -1 ) return SendError( playerid, "You're not in any house." );
else if ( !strmatch( g_houseData[ ID ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
else
{
szBigString = ""COL_WHITE"Option\t"COL_WHITE"Current Value\n";
format(szBigString, sizeof( szBigString ), "%sSet House Title\t%s\nUpgrade Interior\t\nSet House Password\t"COL_GREY"%s\nWeapon Storage\t\nFurniture\t\n",
szBigString,
g_houseData[ ID ] [ E_HOUSE_NAME ],
g_houseData[ ID ] [ E_PASSWORD ] );
ShowPlayerDialog( playerid, DIALOG_HOUSE_CONFIG, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}House Configuration", szBigString, "Select", "Cancel" );
//ShowPlayerDialog( playerid, DIALOG_HOUSE_CONFIG, DIALOG_STYLE_LIST, "{FFFFFF}House Configuration", "Set House Title\nUpgrade Interior\nSet House Password\nWeapon Storage\nFurniture", "Select", "Cancel" );
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}
return 1;
}
else if ( strmatch( params, "buy" ) )
{
if ( p_OwnedHouses[ playerid ] >= GetPlayerHouseSlots( playerid ) ) return SendError( playerid, "You cannot purchase any more houses, you've reached the limit." );
if ( GetPlayerScore( playerid ) < 200 ) return SendError( playerid, "You need at least 200 score to buy a house." );
foreach ( new i : houses )
{
if ( IsPlayerInDynamicCP( playerid, g_houseData[ i ] [ E_CHECKPOINT ] [ 0 ] ) || ( ID != -1 && ID == i ) )
{
if ( strmatch( g_houseData[ i ] [ E_OWNER ], "No-one" ) )
{
if ( GetPlayerCash( playerid ) < g_houseData[ i ] [ E_COST ] )
return SendError( playerid, "You don't have enough money to purchase this house." );
if ( g_houseData[ i ] [ E_COST ] == 1337 && !p_VIPLevel[ playerid ] )
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return SendError( playerid, "You are not a V.I.P, to become one please discuss with admins" );
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GivePlayerCash( playerid, -( g_houseData[ i ] [ E_COST ] ) );
SendServerMessage( playerid, "You have bought this home for "COL_GOLD"%s"COL_WHITE"!", cash_format( g_houseData[ i ] [ E_COST ] ) );
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SetHouseOwner( i, p_AccountID[ playerid ], ReturnPlayerName( playerid ) );
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p_OwnedHouses[ playerid ] ++;
return 1;
}
else return SendError( playerid, "This house isn't for sale." );
}
}
return SendError( playerid, "You are not around any house entrances." );
}
else if ( strmatch( params, "sell" ) )
{
if ( ID == -1 ) return SendError( playerid, "You're not in any house." );
else if ( !strmatch( g_houseData[ ID ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
else
{
SetPVarInt( playerid, "house_sell_id", ID );
ShowPlayerDialog( playerid, DIALOG_HOUSE_SELL, DIALOG_STYLE_MSGBOX, ""COL_WHITE"Sell House", sprintf( ""COL_WHITE"Are you sure you want to sell this house for "COL_GOLD"%s"COL_WHITE"?", cash_format( ( g_houseData[ ID ] [ E_COST ] / 2 ) ) ), "Sell", "Cancel" );
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}
return 1;
}
else if ( strmatch( params, "offer cancel" ) )
{
new
bool: bResults = false;
foreach(new i : Player)
{
if ( p_HouseOfferer[ i ] == playerid )
{
bResults = true;
p_HouseOfferer [ i ] = INVALID_PLAYER_ID;
p_HouseOfferTicks [ i ] = 0;
p_HouseSellingID [ i ] = 0;
p_HouseSellingPrice [ i ] = 0;
}
}
if ( bResults )
return SendServerMessage( playerid, "You have successfully canceled all house offers you have made to players." );
return SendError( playerid, "You have not made any house offers to anybody." );
}
else if ( strmatch( params, "offer take" ) )
{
new
houseid = p_HouseSellingID[ playerid ],
sellerid = p_HouseOfferer[ playerid ],
sellingprice = p_HouseSellingPrice[ playerid ]
;
if ( !IsPlayerConnected( sellerid ) ) SendError( playerid, "The person who offered you a house is no longer online." );
else if ( p_HouseOfferTicks[ playerid ] < g_iTime ) SendError( playerid, "This house offer has expired %d seconds ago.", g_iTime - p_HouseOfferTicks[ playerid ] );
else if ( GetPlayerCash( playerid ) < p_HouseSellingPrice[ playerid ] ) SendError( playerid, "You do not have enough money to accept this offer (%s).", cash_format( p_HouseSellingPrice[ playerid ] ) );
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else if ( g_houseData[ houseid ] [ E_COST ] <= 1337 && !p_VIPLevel[ playerid ] ) SendError( playerid, "You are not a V.I.P, to become one please discuss with admins" );
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else if ( p_OwnedHouses[ playerid ] >= GetPlayerHouseSlots( playerid ) ) SendError( playerid, "You cannot purchase any more houses, you've reached the limit." );
else
{
format( szBigString, sizeof( szBigString ), "[SELL TO] [%s] %s | %s | %s | %d\r\n", getCurrentDate( ), ReturnPlayerName( playerid ), ReturnPlayerName( sellerid ), cash_format( sellingprice ), houseid );
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AddFileLogLine( "log_houses.txt", szBigString );
p_OwnedHouses[ sellerid ] --;
p_OwnedHouses[ playerid ] ++;
// destroyAllFurniture( houseid );
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SetHouseOwner( houseid, p_AccountID[ playerid ], ReturnPlayerName( playerid ) );
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GivePlayerCash( playerid, -sellingprice );
GivePlayerCash( sellerid, sellingprice );
SendServerMessage( sellerid, "You have successfully sold your house for "COL_GOLD"%s"COL_WHITE" to %s(%d)!", cash_format( p_HouseSellingPrice[ playerid ] ), ReturnPlayerName( playerid ), playerid );
SendServerMessage( playerid, "You have successfully bought %s(%d)'s home for "COL_GOLD"%s"COL_WHITE"!", ReturnPlayerName( sellerid ), sellerid, cash_format( p_HouseSellingPrice[ playerid ] ) );
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}
return ( p_HouseOfferer[ playerid ] = INVALID_PLAYER_ID ), ( p_HouseOfferTicks[ playerid ] = 0 ), 1;
}
else if ( !strcmp( params, "offer", false, 5 ) )
{
new offerid, price;
if ( ID == -1 ) return SendError( playerid, "You're not in any house." );
else if ( !strmatch( g_houseData[ ID ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
else if ( sscanf( params[ 6 ], "ud", offerid, price ) ) return SendUsage( playerid, "/h offer [PLAYER_ID] [PRICE]" );
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else if ( !IsPlayerConnected( offerid ) ) return SendError( playerid, "This player is not connected." );
else if ( offerid == playerid ) return SendError( playerid, "You cannot make a house offer to yourself." );
else if ( price > 30000000 ) return SendError( playerid, "The maximum amount you can sell a house for is $30,000,000." );
else if ( price < g_houseData[ ID ] [ E_COST ] / 2 ) return SendError( playerid, "You cannot sell your house to somebody for less than half its cost." );
else if ( GetDistanceBetweenPlayers( playerid, offerid ) > 4.0 ) return SendError( playerid, "You cannot send offers to players who are not near you." );
else if ( p_HouseOfferTicks[ offerid ] > g_iTime ) return SendError( playerid, "Please wait %d seconds to make an house price offer to this player again.", p_HouseOfferTicks[ offerid ] - g_iTime );
else if ( g_houseData[ ID ] [ E_COST ] <= 1337 && !p_VIPLevel[ offerid ] ) return SendError( playerid, "You cannot offer V.I.P homes to sell to regular players." );
else if ( p_OwnedHouses[ offerid ] >= GetPlayerHouseSlots( offerid ) ) return SendError( playerid, "This player cannot purchase any more houses, they have reached the limit." );
else
{
// Cannot sell to non vip vip homes k
p_HouseOfferer[ offerid ] = playerid;
p_HouseOfferTicks[ offerid ] = g_iTime + 15;
p_HouseSellingID[ offerid ] = ID;
p_HouseSellingPrice[ offerid ] = price;
SendServerMessage( offerid, "%s(%d) wishes to offer his house (id %d) for %s to you. Use "COL_GREY"/h offer take"COL_WHITE" to take the offer.", ReturnPlayerName( playerid ), playerid, ID, cash_format( price ) );
SendServerMessage( playerid, "You have offered %s(%d) %s for your house (id %d), cancel the offer with "COL_GREY"/h offer cancel"COL_WHITE".", ReturnPlayerName( offerid ), offerid, cash_format( price ), ID );
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}
return 1;
}
return SendUsage( playerid, "/h [CONFIG/BUY/SELL/OFFER/OFFER TAKE/OFFER CANCEL]" );
}
/* ** SQL Threads ** */
thread OnHouseLoad( )
{
new
rows, fields, i = -1,
loadingTick = GetTickCount( )
;
cache_get_data( rows, fields );
if ( rows )
{
static weapon_info[ 40 ], house_name[ 30 ], password[ 5 ], owner[ 24 ];
while( ++ i < rows )
{
// set name., owner, password again (less memory)
cache_get_field_content( i, "NAME", house_name, dbHandle, 30 );
cache_get_field_content( i, "PASSWORD", password, dbHandle, 5 );
cache_get_field_content( i, "OWNER", owner, dbHandle, 24 );
// create home handle
new house_sql_id = cache_get_field_content_int( i, "ID", dbHandle );
new handle = CreateHouse( house_name,
cache_get_field_content_int( i, "COST", dbHandle ),
cache_get_field_content_float( i, "EX", dbHandle ),
cache_get_field_content_float( i, "EY", dbHandle ),
cache_get_field_content_float( i, "EZ", dbHandle ),
cache_get_field_content_float( i, "TX", dbHandle ),
cache_get_field_content_float( i, "TY", dbHandle ),
cache_get_field_content_float( i, "TZ", dbHandle ),
cache_get_field_content_int( i, "INTERIOR", dbHandle ),
password, owner, house_sql_id
);
if ( handle != ITER_NONE ) {
// store weapon information
cache_get_field_content( i, "WEAPONS", weapon_info ), sscanf( weapon_info, "p<.>e<ddddddd>", g_HouseWeapons[ handle ] );
cache_get_field_content( i, "AMMO", weapon_info ), sscanf( weapon_info, "p<.>e<ddddddd>", g_HouseWeaponAmmo[ handle ] );
}
}
}
printf( "[HOUSES]: %d houses have been loaded. (Tick: %dms)", rows, GetTickCount( ) - loadingTick );
// Make server operator the owner of unowned VIP houses
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foreach ( new houseid : houses ) if ( g_houseData[ houseid ] [ E_COST ] < 10000 ) {
if ( strmatch( g_houseData[ houseid ] [ E_OWNER ], "No-one" ) ) {
SetHouseOwner( houseid, SERVER_OPERATOR_ACC_ID, SERVER_OPERATOR );
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}
}
return 1;
}
/* ** Functions ** */
stock CreateHouse( house_name[ 30 ], cost, Float: eX, Float: eY, Float: eZ, Float: tX = H_DEFAULT_X, Float: tY = H_DEFAULT_Y, Float: tZ = H_DEFAULT_Z, interior = 2, password[ 5 ] = "N/A", owner[ 24 ] = "No-one", sql_id = ITER_NONE )
{
new
hID = ( 0 <= sql_id < MAX_HOUSES ) ? sql_id : Iter_Free( houses );
if ( Iter_Contains( houses, sql_id ) )
hID = ITER_NONE;
if ( hID != ITER_NONE )
{
Iter_Add( houses, hID );
// set house name, password, owner
format( g_houseData[ hID ] [ E_HOUSE_NAME ], 30, "%s", house_name );
format( g_houseData[ hID ] [ E_PASSWORD ], 5, "%s", password );
format( g_houseData[ hID ] [ E_OWNER ], 24, "%s", owner );
// set home variables
g_houseData[ hID ] [ E_COST ] = cost;
g_houseData[ hID ] [ E_EX ] = eX;
g_houseData[ hID ] [ E_EY ] = eY;
g_houseData[ hID ] [ E_EZ ] = eZ;
g_houseData[ hID ] [ E_TX ] = tX;
g_houseData[ hID ] [ E_TY ] = tY;
g_houseData[ hID ] [ E_TZ ] = tZ;
g_houseData[ hID ] [ E_INTERIOR_ID ] = interior;
g_houseData[ hID ] [ E_WORLD ] = ( hID + MAX_HOUSES );
// reset weapons (in case)
for( new i; i < MAX_HOUSE_WEAPONS; i++ ) {
g_HouseWeapons[ hID ] [ i ] = 0, g_HouseWeaponAmmo[ hID ] [ i ] = -1;
}
// prefurnish home
if ( sql_id == ITER_NONE ) FillHomeWithFurniture( hID, 0 );
// set global
g_houseData[ hID ] [ E_MAP_ICON ] = strmatch( owner, "No-one" ) ? CreateDynamicMapIcon( eX, eY, eZ, 31, 0, -1, -1, -1, HOUSE_MAPICON_RADIUS ) : -1;
g_houseData[ hID ] [ E_CHECKPOINT ] [ 0 ] = CreateDynamicCP( eX, eY, eZ, 1.0, -1, 0, -1, 100.0 );
g_houseData[ hID ] [ E_CHECKPOINT ] [ 1 ] = CreateDynamicCP( tX, tY, tZ, 1.0, g_houseData[ hID ] [ E_WORLD ], g_houseData[ hID ] [ E_INTERIOR_ID ], -1, 100.0 );
format( szBigString, sizeof( szBigString ), ""COL_GOLD"House:"COL_WHITE" %s(%d)\n"COL_GOLD"Owner:"COL_WHITE" %s\n"COL_GOLD"Price:"COL_WHITE" %s", g_houseData[ hID ] [ E_HOUSE_NAME ], hID, g_houseData[ hID ] [ E_OWNER ], cash_format( cost ) );
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g_houseData[ hID ] [ E_LABEL ] [ 0 ] = CreateDynamic3DTextLabel( szBigString, COLOR_WHITE, eX, eY, eZ, 20.0 );
g_houseData[ hID ] [ E_LABEL ] [ 1 ] = CreateDynamic3DTextLabel( "[EXIT]", COLOR_GOLD, tX, tY, tZ, 20.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, g_houseData[ hID ] [ E_WORLD ] );
// insert if non existant prior
if ( sql_id == ITER_NONE ) {
format( szBigString, sizeof( szBigString ), "INSERT INTO `HOUSES` VALUES (%d,'Home','No-one',%d,%f,%f,%f,%f,%f,%f,%d,'N/A','0.0.0.0.0.0.0.','-1.-1.-1.-1.-1.-1.-1.')", hID, cost, eX, eY, eZ, tX, tY, tZ, interior );
mysql_single_query( szBigString );
}
}
return hID;
}
stock DestroyHouse( houseid )
{
if ( ! Iter_Contains( houses, houseid ) )
return 0;
new
query[ 40 ],
playerid = GetPlayerIDFromName( g_houseData[ houseid ] [ E_OWNER ] )
;
if ( IsPlayerConnected( playerid ) )
{
SendClientMessage( playerid, -1, ""COL_PINK"[HOUSE]"COL_WHITE" One of your houses has been destroyed.");
p_OwnedHouses[ playerid ] --;
}
format( query, sizeof( query ), "DELETE FROM HOUSES WHERE ID=%d", houseid );
mysql_single_query( query );
destroyAllFurniture( houseid );
g_houseData[ houseid ] [ E_HOUSE_NAME ] [ 0 ] = '\0';
g_houseData[ houseid ] [ E_OWNER ] [ 0 ] = '\0';
DestroyDynamicMapIcon( g_houseData[ houseid ] [ E_MAP_ICON ] );
DestroyDynamicCP( g_houseData[ houseid ] [ E_CHECKPOINT ] [ 0 ] );
DestroyDynamicCP( g_houseData[ houseid ] [ E_CHECKPOINT ] [ 1 ] );
DestroyDynamic3DTextLabel( g_houseData[ houseid ] [ E_LABEL ] [ 0 ] );
DestroyDynamic3DTextLabel( g_houseData[ houseid ] [ E_LABEL ] [ 1 ] );
Iter_Remove( houses, houseid );
return 1;
}
stock SetHouseForAuction( ID )
{
if ( ID == -1 )
return 0;
if ( ! Iter_Contains( houses, ID ) )
return 0;
new
query[ 128 ],
player = GetPlayerIDFromName( g_houseData[ ID ] [ E_OWNER ] )
;
if ( IsPlayerConnected( player ) )
{
SendClientMessage( player, -1, ""COL_PINK"[HOUSE]"COL_WHITE" One of your houses has been taken for auction.");
p_OwnedHouses[ player ] --;
}
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CallLocalFunction( "OnHouseOwnerChange", "dd", ID, 0 );
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for( new i; i < MAX_HOUSE_WEAPONS; i++ ) { g_HouseWeapons[ ID ] [ i ] = 0, g_HouseWeaponAmmo[ ID ] [ i ] = -1; }
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SaveHouseWeaponStorage( ID );
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format( g_houseData[ ID ] [ E_PASSWORD ], 4, "N/A" );
format( g_houseData[ ID ] [ E_OWNER ], 7, "No-one" );
format( g_houseData[ ID ] [ E_HOUSE_NAME ], 5, "Home" );
g_houseData[ ID ] [ E_TX ] = g_houseInteriors[ 0 ] [ E_EX ];
g_houseData[ ID ] [ E_TY ] = g_houseInteriors[ 0 ] [ E_EY ];
g_houseData[ ID ] [ E_TZ ] = g_houseInteriors[ 0 ] [ E_EZ ];
g_houseData[ ID ] [ E_INTERIOR_ID ] = 2;
destroyAllFurniture( ID );
FillHomeWithFurniture( ID, 0 );
format( query, sizeof( query ), "UPDATE HOUSES SET OWNER='No-one',PASSWORD='N/A',NAME='Home',TX=%f,TY=%f,TZ=%f,INTERIOR=%d WHERE ID=%d", g_houseData[ ID ] [ E_TX ], g_houseData[ ID ] [ E_TY ], g_houseData[ ID ] [ E_TZ ], g_houseData[ ID ] [ E_INTERIOR_ID ], ID );
mysql_single_query( query );
format( szBigString, sizeof( szBigString ), ""COL_GOLD"House:"COL_WHITE" Home(%d)\n"COL_GOLD"Owner:"COL_WHITE" No-one\n"COL_GOLD"Price:"COL_WHITE" %s", ID, cash_format( g_houseData[ ID ] [ E_COST ] ) );
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UpdateDynamic3DTextLabelText( g_houseData[ ID ] [ E_LABEL ] [ 0 ], COLOR_WHITE, szBigString);
DestroyDynamic3DTextLabel( g_houseData[ ID ] [ E_LABEL ] [ 1 ] );
g_houseData[ ID ] [ E_LABEL ] [ 1 ] = CreateDynamic3DTextLabel( "[EXIT]", COLOR_GOLD, g_houseData[ ID ] [ E_TX ], g_houseData[ ID ] [ E_TY ], g_houseData[ ID ] [ E_TZ ], 20.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, g_houseData[ ID ] [ E_WORLD ] );
DestroyDynamicCP( g_houseData[ ID ] [ E_CHECKPOINT ] [ 1 ] );
g_houseData[ ID ] [ E_CHECKPOINT ] [ 1 ] = CreateDynamicCP( g_houseData[ ID ] [ E_TX ], g_houseData[ ID ] [ E_TY ], g_houseData[ ID ] [ E_TZ ], 1.0, g_houseData[ ID ] [ E_WORLD ], g_houseData[ ID ] [ E_INTERIOR_ID ], -1, 50.0 );
DestroyDynamicMapIcon( g_houseData[ ID ] [ E_MAP_ICON ] );
g_houseData[ ID ] [ E_MAP_ICON ] = CreateDynamicMapIcon( g_houseData[ ID ] [ E_EX ], g_houseData[ ID ] [ E_EY ], g_houseData[ ID ] [ E_EZ ], 31, 0, -1, -1, -1, HOUSE_MAPICON_RADIUS );
return 1;
}
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stock SetHouseOwner( houseid, owner, owner_name[ 24 ] )
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{
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if ( ! Iter_Contains( houses, houseid ) || ! strlen( owner_name ) )
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return 0;
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// copy home owner name to variable
strcpy( g_houseData[ houseid ] [ E_OWNER ], owner_name );
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// update in database
mysql_format( dbHandle, szNormalString, sizeof( szNormalString ), "UPDATE HOUSES SET OWNER='%e' WHERE ID=%d", g_houseData[ houseid ] [ E_OWNER ], houseid );
mysql_single_query( szNormalString );
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// callback when the home owner changes
CallLocalFunction( "OnHouseOwnerChange", "dd", houseid, owner );
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// refresh label
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DestroyDynamicMapIcon( g_houseData[ houseid ] [ E_MAP_ICON ] );
format( szBigString, sizeof( szBigString ), ""COL_GOLD"House:"COL_WHITE" Home(%d)\n"COL_GOLD"Owner:"COL_WHITE" %s\n"COL_GOLD"Price:"COL_WHITE" %s", houseid, g_houseData[ houseid ] [ E_OWNER ], cash_format( g_houseData[ houseid ] [ E_COST ] ) );
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UpdateDynamic3DTextLabelText( g_houseData[ houseid ] [ E_LABEL ] [ 0 ], COLOR_WHITE, szBigString );
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return 1;
}
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/*stock SwitchHouseOwners( ID, playerid, buyerid )
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{
if ( IsPlayerConnected( playerid ) )
{
p_OwnedHouses[ playerid ] --;
SetPlayerInterior( playerid, 0 );
SetPlayerVirtualWorld( playerid, 0 );
SendServerMessage( playerid, "You have successfully sold your house for "COL_GOLD"%s", cash_format( ( g_houseData[ ID ] [ E_COST ] / 2 ) ) );
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SetPlayerPos( playerid, g_houseData[ ID ] [ E_EX ], g_houseData[ ID ] [ E_EY ], g_houseData[ ID ] [ E_EZ ] );
}
strcpy( g_houseData[ ID ] [ E_PASSWORD ], "N/A" );
strcpy( g_houseData[ ID ] [ E_HOUSE_NAME ], "Home" );
format( g_houseData[ ID ] [ E_OWNER ], 7, "%s", ReturnPlayerName( buyerid ) );
format( szBigString, sizeof( szBigString ), "UPDATE HOUSES SET OWNER='%s',PASSWORD='N/A',NAME='Home' WHERE ID=%d", mysql_escape( ReturnPlayerName( buyerid ) ) , ID );
mysql_single_query( szBigString );
format( szBigString, sizeof( szBigString ), ""COL_GOLD"House:"COL_WHITE" Home(%d)\n"COL_GOLD"Owner:"COL_WHITE" No-one\n"COL_GOLD"Price:"COL_WHITE" %s", ID, cash_format( g_houseData[ ID ] [ E_COST ] ) );
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UpdateDynamic3DTextLabelText( g_houseData[ ID ] [ E_LABEL ] [ 0 ], COLOR_WHITE, szBigString );
DestroyDynamic3DTextLabel( g_houseData[ ID ] [ E_LABEL ] [ 1 ] );
g_houseData[ ID ] [ E_LABEL ] [ 1 ] = CreateDynamic3DTextLabel( "[EXIT]", COLOR_GOLD, g_houseData[ ID ] [ E_TX ], g_houseData[ ID ] [ E_TY ], g_houseData[ ID ] [ E_TZ ], 20.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, 0, g_houseData[ ID ] [ E_WORLD ] );
DestroyDynamicCP( g_houseData[ ID ] [ E_CHECKPOINT ] [ 1 ] );
g_houseData[ ID ] [ E_CHECKPOINT ] [ 1 ] = CreateDynamicCP( g_houseData[ ID ] [ E_TX ], g_houseData[ ID ] [ E_TY ], g_houseData[ ID ] [ E_TZ ], 1.0, g_houseData[ ID ] [ E_WORLD ], g_houseData[ ID ] [ E_INTERIOR_ID ], -1, 50.0 );
DestroyDynamicMapIcon( g_houseData[ ID ] [ E_MAP_ICON ] );
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}*/
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stock GetPlayerOwnedHouses( playerid )
{
new
count = 0;
foreach ( new i : houses ) if ( IsPlayerHomeOwner( playerid, i ) ) {
count ++;
}
return count;
}
stock ShowHouseWeaponStorage( playerid )
{
if ( !IsPlayerConnected( playerid ) )
return 0;
new id = p_InHouse[ playerid ];
if ( id == -1 ) return SendError( playerid, "You're not inside any house." );
if ( !strmatch( g_houseData[ id ] [ E_OWNER ], ReturnPlayerName( playerid ) ) ) return SendError( playerid, "You are not the owner of this house." );
szLargeString[ 0 ] = '\0';
for( new i = 0; i < MAX_HOUSE_WEAPONS; i++ )
{
if ( g_HouseWeapons[ id ] [ i ] != 0 )
format( szLargeString, sizeof( szLargeString ), "%s%s%s(%d)\n", szLargeString, i > 2 ? (""#COL_GOLD"") : ("{FFFFFF}"), ReturnWeaponName( g_HouseWeapons[ id ] [ i ] ), g_HouseWeaponAmmo[ id ] [ i ] );
else
strcat( szLargeString, i > 2 ? ( ""COL_GOLD"Empty\n" ) : ( ""COL_WHITE"Empty\n" ) );
}
ShowPlayerDialog( playerid, DIALOG_HOUSE_WEAPONS, DIALOG_STYLE_LIST, "{FFFFFF}House Weapon Storage", szLargeString, "Withdraw", "Back" );
return 1;
}
stock SaveHouseWeaponStorage( houseid )
{
new szWeapon[ 21 ], szAmmo[ 50 ];
for( new i; i < MAX_HOUSE_WEAPONS; i++ )
{
format( szWeapon, sizeof( szWeapon ), "%s%d.", szWeapon, g_HouseWeapons[ houseid ] [ i ] );
format( szAmmo, sizeof( szAmmo ), "%s%d.", szAmmo, g_HouseWeaponAmmo[ houseid ] [ i ] );
}
format( szBigString, sizeof( szBigString ), "UPDATE `HOUSES` SET `WEAPONS`='%s',`AMMO`='%s' WHERE `ID`=%d", szWeapon, szAmmo, houseid );
mysql_single_query( szBigString );
return 1;
}
stock ArePlayersInHouse( houseid, owner )
{
foreach ( new i : Player ) if ( i != owner )
{
if ( p_InHouse[ i ] == houseid )
{
if ( GetPlayerVirtualWorld( i ) == g_houseData[ houseid ] [ E_WORLD ] )
return true;
p_InHouse[ i ] = -1; // They're bugged probably
}
}
return false;
}
stock GetHousePos( houseid, &Float: X, &Float: Y, &Float: Z ) {
X = g_houseData[ houseid ] [ E_EX ];
Y = g_houseData[ houseid ] [ E_EY ];
Z = g_houseData[ houseid ] [ E_EZ ];
}