sfcnr/gamemodes/irresistible/cnr/features/gangs/gvehicles.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc Pekaj
* Module: cnr\features\gangs\gvehicles.pwn
* Purpose: gang vehicles (requires a gang facility to spawn the vehicles) for gangs
*/
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Definitions ** */
#define MAX_GANG_VEHICLES ( 5 )
#define DIALOG_GANG_VEHICLE_MENU 2399
#define DIALOG_GANG_VEHICLE_SPAWN 2400
#define DIALOG_GANG_VEHICLE_SELL 2401
#define DIALOG_GANG_VD_BUY 2402
#define DIALOG_GANG_VD_OPTIONS 2403
#define DIALOG_GANG_VD_CATEGORY 2404
#define PREVIEW_MODEL_GVEHICLE ( 6 )
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/* ** Macros ** */
#define IsValidGangVehicle(%0,%1) \
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( 0 <= %1 < MAX_GANG_VEHICLES && Iter_Contains( gangvehicles[%0], %1 ) )
/* ** Constants ** */
static const GANG_VEHICLE_PRICE_FACTOR = 4;
static const GANG_VEHICLE_SPAWN_COOLDOWN = 300;
/* ** Variables ** */
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enum E_GANG_VEHICLE_DATA
{
E_SQL_ID, E_VEHICLE_ID, E_ACTIVATION_TIME,
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E_COLOR[ 2 ], E_MODEL, E_PAINTJOB
};
new g_gangVehicleData [ MAX_GANGS ] [ MAX_GANG_VEHICLES ] [ E_GANG_VEHICLE_DATA ];
new g_gangVehicleModifications [ MAX_GANGS ] [ MAX_GANG_VEHICLES ] [ MAX_CAR_MODS ];
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new Iterator: gangvehicles [ MAX_GANGS ] < MAX_GANG_VEHICLES >;
new bool: g_gangVehicle [ MAX_VEHICLES char ];
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/* ** Hooks ** */
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hook OnScriptInit( )
{
Iter_Init( gangvehicles ); // reset the gang vehicles iterator
return 1;
}
hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
{
new
current_time = GetServerTime( );
if ( dialogid == DIALOG_GANG_VEHICLE_MENU && response )
{
new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
return SendError( playerid, "There was an error processing gang vehicles, please try again." );
}
switch ( listitem )
{
// spawn vehicle
case 0:
{
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if ( ! Iter_Count( gangvehicles[ gangid ] ) ) {
SendError( playerid, "This gang does not have any vehicles purchased." );
return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
return GangVehicles_ShowSpawnList( playerid, gangid );
}
// buy vehicle
case 1: ShowBuyableVehiclesList( playerid, DIALOG_GANG_VD_CATEGORY, "Back" );
// sell vehicle
case 2:
{
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if ( ! Iter_Count( gangvehicles[ gangid ] ) ) {
SendError( playerid, "This gang does not have any vehicles purchased." );
return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
if ( ! IsPlayerGangLeader( playerid, gangid ) ) {
SendError( playerid, "You are not the leader of this gang." );
return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
szBigString = ""COL_WHITE"Vehicle\t"COL_WHITE"Sell Price\n";
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foreach ( new slotid : gangvehicles[ gangid ] )
{
new
sell_price = ( GetBuyableVehiclePrice( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) * GANG_VEHICLE_PRICE_FACTOR ) / 2;
format( szBigString, sizeof( szBigString ), "%s%s\t"COL_GOLD"%s\n", szBigString, GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ), cash_format( sell_price ) );
}
return ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_SELL, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Gang Vehicles - Sell", szBigString, "Sell", "Back" );
}
}
return 1;
}
else if ( dialogid == DIALOG_GANG_VEHICLE_SELL )
{
new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
return SendError( playerid, "There was an error processing gang vehicles, please try again." );
}
if ( ! response ) {
return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
new
x = 0;
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foreach ( new slotid : gangvehicles[ gangid ] )
{
if ( x == listitem )
{
if ( ! IsPlayerGangLeader( playerid, gangid ) ) {
return SendError( playerid, "You are not the leader of this gang." );
}
new
sell_price = ( GetBuyableVehiclePrice( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) * GANG_VEHICLE_PRICE_FACTOR ) / 2;
GiveGangCash( gangid, sell_price );
SendServerMessage( playerid, "You have sold %s's %s for "COL_GOLD"%s"COL_WHITE".", g_gangData[ gangid ] [ E_NAME ], GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ), cash_format( sell_price ) );
DestroyGangVehicle( gangid, slotid );
ShowPlayerGangVehicleMenu( playerid, facilityid );
break;
}
x ++;
}
return 1;
}
else if ( dialogid == DIALOG_GANG_VD_BUY )
{
if ( response )
{
new
type_id = GetPVarInt( playerid, "vehicle_preview" );
for ( new id = 0, x = 0; id < sizeof( g_BuyableVehicleData ); id ++ )
{
if ( g_BuyableVehicleData[ id ] [ E_TYPE ] == type_id )
{
if ( x == listitem )
{
SetPVarInt( playerid, "buying_vehicle", id );
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return 1;
}
x++;
}
}
}
return ShowBuyableVehiclesList( playerid, DIALOG_GANG_VD_CATEGORY, "Back" );
}
else if ( dialogid == DIALOG_GANG_VD_OPTIONS )
{
new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
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new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
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if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
return SendError( playerid, "There was an error processing gang vehicles, please try again." );
}
if ( ! response ) {
return GangVehicles_ShowBuyableList( playerid, GetPVarInt( playerid, "vehicle_preview" ) );
}
switch ( listitem )
{
// bought the vehicle
case 0:
{
if ( ! IsPlayerGangLeader( playerid, gangid ) ) {
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return SendError( playerid, "You are not the leader of this gang." );
}
new
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num_vehicles = Iter_Count( gangvehicles[ gangid ] );
if ( num_vehicles >= MAX_GANG_VEHICLES ) {
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return SendError( playerid, "Your gang has reached the gang vehicle limit of %d.", MAX_GANG_VEHICLES );
}
new
data_id = GetPVarInt( playerid, "buying_vehicle" );
// VIP Check
if ( g_BuyableVehicleData[ data_id ] [ E_VIP ] )
{
if ( p_VIPLevel[ playerid ] < VIP_REGULAR ) {
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return SendError( playerid, "You are not a V.I.P, to become one visit "COL_GREY"donate.sfcnr.com" );
}
if ( ( ( p_VIPExpiretime[ playerid ] - g_iTime ) / 86400 ) < 3 ) {
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return SendError( playerid, "You need more than 3 days of V.I.P in order to complete this." );
}
}
new
final_price = g_BuyableVehicleData[ data_id ] [ E_PRICE ] * GANG_VEHICLE_PRICE_FACTOR;
// Money check
if ( GetGangCash( gangid ) < final_price ) {
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return SendError( playerid, "Your gang does not have enough money for this vehicle (%s).", cash_format( final_price ) );
}
new
slotid = CreateGangVehicle( gangid, g_BuyableVehicleData[ data_id ] [ E_MODEL ] );
if ( slotid == ITER_NONE ) {
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return SendError( playerid, "Your gang has reached the gang vehicle limit of %d.", MAX_GANG_VEHICLES );
}
GiveGangCash( gangid, -final_price );
StockMarket_UpdateEarnings( E_STOCK_VEHICLE_DEALERSHIP, final_price, 0.05 );
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printf( "[gang vehicle] %s(%d) bought %s for %s", ReturnPlayerName( playerid ), GetPlayerAccountID( playerid ), g_BuyableVehicleData[ data_id ] [ E_NAME ], g_gangData[ gangid ] [ E_NAME ] );
SendServerMessage( playerid, "You have bought an "COL_GREY"%s"COL_WHITE" for "COL_GOLD"%s"COL_WHITE"!", g_BuyableVehicleData[ data_id ] [ E_NAME ], cash_format( final_price ) );
SendServerMessage( playerid, "You can spawn this vehicle using the mechanic at any gang facility.", g_BuyableVehicleData[ data_id ] [ E_NAME ], cash_format( final_price ) );
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return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
// preview
case 1:
{
return ShowPlayerModelPreview( playerid, PREVIEW_MODEL_GVEHICLE, "Gang Vehicle Preview", g_BuyableVehicleData[ GetPVarInt( playerid, "buying_vehicle" ) ] [ E_MODEL ] );
}
}
return 1;
}
else if ( dialogid == DIALOG_GANG_VD_CATEGORY )
{
new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
return SendError( playerid, "There was an error processing gang vehicles, please try again." );
}
if ( ! response ) {
return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
return GangVehicles_ShowBuyableList( playerid, listitem + 1 );
}
else if ( dialogid == DIALOG_GANG_VEHICLE_SPAWN )
{
new gangid = GetPVarInt( playerid, "gang_vehicle_gang" );
new facilityid = GetPVarInt( playerid, "gang_vehicle_facility" );
if ( ! IsValidGangID ( gangid ) || ! Facility_IsValid( facilityid ) ) {
return SendError( playerid, "There was an error processing gang vehicles, please try again." );
}
if ( ! response ) {
return ShowPlayerGangVehicleMenu( playerid, facilityid );
}
new
x = 0;
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foreach ( new slotid : gangvehicles[ gangid ] )
{
if ( x == listitem )
{
if ( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] > current_time ) {
GangVehicles_ShowSpawnList( playerid, gangid );
return SendError( playerid, "This vehicle cannot be spawned for another %s.", secondstotime( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] - current_time ) );
}
new
occupierid = IsVehicleOccupied( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] );
if ( occupierid != -1 ) {
GangVehicles_ShowSpawnList( playerid, gangid );
return SendError( playerid, "This vehicle cannot be spawned right now as it is occupied by %s(%d).", ReturnPlayerName( occupierid ), occupierid );
}
new Float: facility_x, Float: facility_y, Float: facility_z, Float: rotation;
GetGangFacilityPos( facilityid, facility_x, facility_y, facility_z );
// find nearest dock
if ( IsBoatVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) ) {
GetClosestBoatPort( facility_x, facility_y, facility_z, facility_x, facility_y, facility_z );
}
// spawn air vehicles in the sky
else if ( IsAirVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ) ) {
facility_z += 300.0;
}
// spawn vehicles at the closest road
else {
new Float: nodeX, Float: nodeY, Float: nodeZ, Float: nextX, Float: nextY;
new nodeid = NearestNodeFromPoint( facility_x, facility_y, facility_z );
new nextNodeid = NearestNodeFromPoint( facility_x, facility_y, facility_z, 9999.9, nodeid );
GetNodePos( nextNodeid, nextX, nextY, nodeZ );
GetNodePos( nodeid, nodeX, nodeY, nodeZ );
rotation = atan2( nextY - nodeY, nextX - nodeX ) - 90.0;
facility_x = nodeX, facility_y = nodeY, facility_z = nodeZ;
}
new
vehicleid = SpawnGangVehicle( gangid, slotid, facility_x, facility_y, facility_z + 2.0, rotation );
if ( vehicleid ) {
SetPlayerInterior( playerid, 0 );
SetPlayerVirtualWorld( playerid, 0 );
PutPlayerInVehicle( playerid, vehicleid, 0 );
} else {
SendError( playerid, "Could not spawn gang vehicle due to an unexpected error." );
}
break;
}
x ++;
}
return 1;
}
return 1;
}
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hook OnGangLoad( gangid )
{
mysql_tquery( dbHandle, sprintf( "SELECT * FROM `GANG_VEHICLES` WHERE `GANG_ID` = %d ", GetGangSqlID( gangid ) ), "GangVehicles_LoadVehicles", "d", gangid );
return 1;
}
hook OnGangUnload( gangid, bool: deleted )
{
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foreach ( new slotid : gangvehicles[ gangid ] ) {
RemoveGangVehicle( gangid, slotid );
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Iter_SafeRemove( gangvehicles[ gangid ], slotid, slotid );
}
return 1;
}
hook OnPlayerEndModelPreview( playerid, handleid )
{
if ( handleid == PREVIEW_MODEL_GVEHICLE )
{
SendServerMessage( playerid, "You have finished looking at the gang vehicle preview." );
ShowPlayerDialog( playerid, DIALOG_GANG_VD_OPTIONS, DIALOG_STYLE_LIST, "{FFFFFF}Gang Vehicles - Purchase", "Purchase This Vehicle\nPreview Vehicle", "Select", "Back" );
return Y_HOOKS_BREAK_RETURN_1;
}
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return 1;
}
hook OnEnterExitModShop( playerid, enterexit, interiorid )
{
if ( enterexit == 0 )
{
new
vehicleid = GetPlayerVehicleID( playerid );
if ( IsValidVehicle( vehicleid ) )
{
if ( g_gangVehicle{ vehicleid } )
{
new
gangid, slotid;
GetGangVehicleData( vehicleid, gangid, slotid );
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) && IsPlayerGangLeader( playerid, gangid ) )
{
new
szMods[ MAX_CAR_MODS * 10 ];
// save vehicle mods to variable
for ( new i = 0; i < MAX_CAR_MODS; i ++ )
{
// check if valid mod
if ( ( g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = GetVehicleComponentInSlot( vehicleid, i ) ) < 1000 ) {
g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = 0;
}
// save as a sql delimited string
format( szMods, sizeof( szMods ), "%s%d.", szMods, g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] );
}
// update sql
mysql_format( dbHandle, szBigString, sizeof( szBigString ), "UPDATE `GANG_VEHICLES` SET `MODS`='%e' WHERE `ID`=%d", szMods, g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] );
mysql_single_query( szBigString );
print( szBigString );
}
}
}
}
return 1;
}
hook OnVehicleSpawn( vehicleid )
{
if ( g_gangVehicle{ vehicleid } )
{
new
gangid, slotid;
GetGangVehicleData( vehicleid, gangid, slotid );
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) ) {
RemoveGangVehicle( gangid, slotid );
}
}
return 1;
}
hook OnVehiclePaintjob( playerid, vehicleid, paintjobid )
{
if ( g_gangVehicle{ vehicleid } )
{
new
gangid, slotid;
GetGangVehicleData( vehicleid, gangid, slotid );
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) && IsPlayerGangLeader( playerid, gangid ) )
{
g_gangVehicleData[ gangid ] [ slotid ] [ E_PAINTJOB ] = paintjobid;
mysql_single_query( sprintf( "UPDATE `GANG_VEHICLES` SET `PAINTJOB` = %d WHERE `ID` = %d", paintjobid, g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] ) );
}
}
return 1;
}
hook OnVehicleRespray( playerid, vehicleid, color1, color2 )
{
if ( g_gangVehicle{ vehicleid } )
{
new
gangid, slotid;
GetGangVehicleData( vehicleid, gangid, slotid );
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) && IsPlayerGangLeader( playerid, gangid ) )
{
g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 0 ] = color1;
g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 1 ] = color2;
mysql_single_query( sprintf( "UPDATE `GANG_VEHICLES` SET `COLOR1` = %d, `COLOR2` = %d WHERE `ID` = %d", color1, color2, g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] ) );
}
}
return 1;
}
hook OnPlayerDriveVehicle( playerid, vehicleid )
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{
if ( g_gangVehicle{ vehicleid } )
{
new
gangid, slotid;
GetGangVehicleData( vehicleid, gangid, slotid );
if ( IsValidGangID( gangid ) && IsValidGangVehicle( gangid, slotid ) )
{
new
player_gang = GetPlayerGang( playerid );
if ( player_gang == gangid )
{
SendClientMessageFormatted( playerid, g_gangData[ gangid ] [ E_COLOR ], "[GANG VEHICLE]"COL_WHITE" Welcome to %s's vehicle.", g_gangData[ gangid ] [ E_NAME ] );
Beep( playerid );
}
else if ( ! IsPlayerAdminOnDuty( playerid ) )
{
SyncObject( playerid, 1 ); // Just sets the players position where the vehicle is.
SendError( playerid, "This vehicle is restricted to gang members of %s.", g_gangData[ gangid ] [ E_NAME ] );
}
}
}
return 1;
}
/* ** SQL Threads ** */
thread GangVehicles_LoadVehicles( gangid )
{
new
rows = cache_get_row_count( );
if ( rows )
{
static
paintjob[ 90 ];
for ( new row = 0; row < rows; row ++ )
{
new slotid = CreateGangVehicle(
gangid,
cache_get_field_content_int( row, "MODEL_ID" ),
cache_get_field_content_int( row, "COLOR1" ),
cache_get_field_content_int( row, "COLOR2" ),
cache_get_field_content_int( row, "PAINTJOB" ),
cache_get_field_content_int( row, "ID" )
);
// load the paintjobs in
if ( slotid != ITER_NONE ) {
cache_get_field_content( row, "MODS", paintjob );
sscanf( paintjob, "p<.>e<ddddddddddddddd>", g_gangVehicleModifications[ gangid ] [ slotid ] );
}
}
}
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return 1;
}
thread GangVehicles_InsertVehicle( gangid, slotid ) {
g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] = cache_insert_id( );
return 1;
}
/* ** Functions ** */
stock CreateGangVehicle( gangid, modelid, color1 = -1, color2 = -1, paintjob = 3, sql_id = -1 )
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{
new
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slotid = Iter_Free( gangvehicles[ gangid ] );
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if ( slotid != ITER_NONE )
{
g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] = 0;
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g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 0 ] = color1;
g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 1 ] = color2;
g_gangVehicleData[ gangid ] [ slotid ] [ E_PAINTJOB ] = paintjob;
g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] = modelid;
g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] = -1;
// insert if not exists
if ( sql_id != -1 ) {
g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] = sql_id;
} else {
mysql_format( dbHandle, szBigString, sizeof( szBigString ), "INSERT INTO `GANG_VEHICLES` (`GANG_ID`,`MODEL_ID`,`COLOR1`,`COLOR2`,`PAINTJOB`,`MODS`) VALUES (%d,%d,%d,%d,%d,'0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.')", GetGangSqlID( gangid ), modelid, color1, color2, paintjob );
mysql_tquery( dbHandle, szBigString, "GangVehicles_InsertVehicle", "dd", gangid, slotid );
}
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ResetGangVehicleMods( gangid, slotid );
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Iter_Add( gangvehicles[ gangid ], slotid );
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}
return slotid;
}
stock DestroyGangVehicle( gangid, slotid )
{
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if ( Iter_Contains( gangvehicles[ gangid ], slotid ) ) {
RemoveGangVehicle( gangid, slotid );
mysql_single_query( sprintf( "DELETE FROM `GANG_VEHICLES` WHERE `ID` = %d", g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] ) );
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Iter_Remove( gangvehicles[ gangid ], slotid );
}
return 0;
}
stock RemoveGangVehicle( gangid, slotid )
{
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if ( Iter_Contains( gangvehicles[ gangid ], slotid ) ) {
if ( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] != -1 ) {
g_gangVehicle{ g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] } = false;
}
DestroyVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] );
g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] = -1;
}
return 0;
}
stock SpawnGangVehicle( gangid, slotid, Float: X, Float: Y, Float: Z, Float: RZ )
{
new
vehicleid = 0;
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if ( Iter_Contains( gangvehicles[ gangid ], slotid ) )
{
// reset special data
ResetVehicleMethlabData( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], true );
// make sure vehicle does not exist
RemoveGangVehicle( gangid, slotid );
// create vehicle
if ( IsValidVehicle( ( vehicleid = CreateVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ], X, Y, Z, RZ, g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 0 ], g_gangVehicleData[ gangid ] [ slotid ] [ E_COLOR ] [ 1 ], GANG_VEHICLE_SPAWN_COOLDOWN, .addsiren = 1 ) ) ) )
{
// set vehicle id
g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] = vehicleid;
g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] = GetServerTime( ) + GANG_VEHICLE_SPAWN_COOLDOWN;
g_gangVehicle{ vehicleid } = true;
// restore data
SetVehicleNumberPlate( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangData[ gangid ] [ E_NAME ] );
ChangeVehiclePaintjob( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangVehicleData[ gangid ] [ slotid ] [ E_PAINTJOB ] );
// restore car mods
for ( new i = 0; i < MAX_CAR_MODS; i ++ ) {
if ( g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] >= 1000 && g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] < 1193 ) {
if ( CarMod_IsLegalCarMod( GetVehicleModel( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] ), g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] ) ) {
AddVehicleComponent( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] );
} else {
g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = 0;
}
}
}
return vehicleid;
}
}
return 0;
}
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stock ResetGangVehicleMods( gangid, slotid, fordestroy=1 )
{
if ( ! IsValidGangVehicle( gangid, slotid ) )
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return;
for ( new i = 0; i < MAX_CAR_MODS; i++ )
{
if ( ! fordestroy && IsValidVehicle( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] ) ) {
if ( CarMod_IsLegalCarMod( GetVehicleModel( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ] ), g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] ) ) {
RemoveVehicleComponent( g_gangVehicleData[ gangid ] [ slotid ] [ E_VEHICLE_ID ], g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] );
}
}
g_gangVehicleModifications[ gangid ] [ slotid ] [ i ] = 0;
}
format( szNormalString, sizeof( szNormalString ), "UPDATE `GANG_VEHICLES` SET `MODS`='0.0.0.0.0.0.0.0.0.0.0.0.0.0.0.' WHERE `ID`=%d", g_gangVehicleData[ gangid ] [ slotid ] [ E_SQL_ID ] );
mysql_single_query( szNormalString );
}
stock ShowPlayerGangVehicleMenu( playerid, facilityid )
{
SetPVarInt( playerid, "gang_vehicle_facility", facilityid );
SetPVarInt( playerid, "gang_vehicle_gang", GetGangIDFromFacilityID( facilityid ) );
ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_MENU, DIALOG_STYLE_LIST, ""COL_WHITE"Gang Vehicles", "Spawn Gang Vehicle\nBuy Gang Vehicle\nSell Gang Vehicle", "Select", "Close" );
return 1;
}
static stock GangVehicles_ShowBuyableList( playerid, type_id )
{
static
buyable_vehicles[ 1400 ], i;
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for ( i = 0, buyable_vehicles = ""COL_WHITE"Vehicle\t"COL_WHITE"Price ($)\n"; i < sizeof( g_BuyableVehicleData ); i ++ ) if ( g_BuyableVehicleData[ i ] [ E_TYPE ] == type_id ) {
format( buyable_vehicles, sizeof( buyable_vehicles ), "%s%s%s\t"COL_GREEN"%s\n", buyable_vehicles, g_BuyableVehicleData[ i ] [ E_VIP ] ? ( COL_GOLD ) : ( COL_WHITE ), g_BuyableVehicleData[ i ] [ E_NAME ], cash_format( g_BuyableVehicleData[ i ] [ E_PRICE ] * GANG_VEHICLE_PRICE_FACTOR ) );
}
SetPVarInt( playerid, "vehicle_preview", type_id );
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return ShowPlayerDialog( playerid, DIALOG_GANG_VD_BUY, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}Vehicle Dealership", buyable_vehicles, "Select", "Back" );
}
stock GetGangVehicleData( vehicleid, &gangid, &slotid ) {
foreach ( new g : gangs ) {
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foreach ( new v : gangvehicles[ g ] ) if ( g_gangVehicleData[ g ] [ v ] [ E_VEHICLE_ID ] == vehicleid ) {
gangid = g;
slotid = v;
break;
}
}
}
static stock GangVehicles_ShowSpawnList( playerid, gangid ) {
new
current_time = GetServerTime( );
szBigString = ""COL_WHITE"Vehicle\t"COL_WHITE"Availablity\n";
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foreach ( new slotid : gangvehicles[ gangid ] )
{
format( szBigString, sizeof( szBigString ), "%s%s\t%s\n", szBigString,
GetVehicleName( g_gangVehicleData[ gangid ] [ slotid ] [ E_MODEL ] ),
g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] > current_time ? ( secondstotime( g_gangVehicleData[ gangid ] [ slotid ] [ E_ACTIVATION_TIME ] - current_time ) ) : ( COL_GREEN # "Available" )
);
}
return ShowPlayerDialog( playerid, DIALOG_GANG_VEHICLE_SPAWN, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Gang Vehicles - Spawn", szBigString, "Select", "Close" );
}
/* ** Migrations ** */
/*
CREATE TABLE IF NOT EXISTS `GANG_VEHICLES` (
`ID` int(11) auto_increment primary key,
`GANG_ID` int(11),
`MODEL_ID` int(11),
`COLOR1` int(4),
`COLOR2` int(4),
`PAINTJOB` tinyint(2),
`MODS` varchar(90),
FOREIGN KEY (GANG_ID) REFERENCES GANGS (ID) ON DELETE CASCADE
);
*/