move shop data to module shops.pwn (supasave)
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@ -17,6 +17,7 @@
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#include "irresistible\cnr\features\minijobs\_minijobs.pwn"
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// other
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#include "irresistible\cnr\features\shop.pwn"
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#include "irresistible\cnr\features\fps.pwn"
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#include "irresistible\cnr\features\radio.pwn"
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#include "irresistible\cnr\features\cash_cards.pwn"
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204
gamemodes/irresistible/cnr/features/shop.pwn
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204
gamemodes/irresistible/cnr/features/shop.pwn
Normal file
@ -0,0 +1,204 @@
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/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc Pekaj
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* Module: cnr\features\shop.pwn
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* Purpose: shop system for in-game items
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Variables ** */
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enum E_SHOP_ITEMS
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{
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SHOP_ITEM_DRAIN_CLEANER,
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SHOP_ITEM_STONE_CLEANER,
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SHOP_ITEM_GAS_TANK,
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SHOP_ITEM_CHASITY_BELT,
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SHOP_ITEM_SECURE_WALLET,
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SHOP_ITEM_TIE,
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SHOP_ITEM_SCISSOR,
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SHOP_ITEM_ROPES,
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SHOP_ITEM_FOIL,
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SHOP_ITEM_BOBBY_PIN,
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SHOP_ITEM_MONEY_CASE,
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SHOP_ITEM_DRILL,
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SHOP_ITEM_METAL_MELTER
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}
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enum E_SHOP_DATA
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{
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E_SHOP_ITEMS: E_ID, bool: E_SAVABLE, E_NAME[ 24 ],
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E_USAGE[ 32 ], E_LIMIT, E_PRICE
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};
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new
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g_shopItemData [ ] [ E_SHOP_DATA ] =
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{
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{ SHOP_ITEM_DRAIN_CLEANER, true , "Drain Cleaner", "Caustic Soda", 16, 190 },
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{ SHOP_ITEM_STONE_CLEANER, true , "Stone Cleaner", "Muriatic Acid", 16, 275 },
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{ SHOP_ITEM_GAS_TANK, true , "Gas Tank", "Hydrogen Chloride", 16, 330 },
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{ SHOP_ITEM_CHASITY_BELT, false, "Chastity Belt", "Protection from aids", 1, 550 },
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{ SHOP_ITEM_SECURE_WALLET, false, "Secure Wallet", "Protection from robberies", 1, 660 },
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{ SHOP_ITEM_SCISSOR, true , "Scissors", "Automatically cut ties", 8, 1100 },
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{ SHOP_ITEM_ROPES, true , "Rope", "/tie", 8, 2250 }, // [1500]
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{ SHOP_ITEM_FOIL, true , "Aluminium Foil", "Automatically deflect EMP", 8, 3400 },
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{ SHOP_ITEM_BOBBY_PIN, true , "Bobby Pin", "Automatically break cuffs", 16, 3900 }, // [1000] -makecopgreatagain
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{ SHOP_ITEM_MONEY_CASE, false, "Money Case", "Increases robbing amount", 1, 4500 }, // [1250]
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{ SHOP_ITEM_DRILL, true , "Thermal Drill", "Halves safe cracking time", 1, 5000 },
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{ SHOP_ITEM_METAL_MELTER, true , "Metal Melter", "/breakout", 4, 7500 }
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}
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;
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/* ** Hooks ** */
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( dialogid == DIALOG_SHOP_MENU && response )
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{
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if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this while you're in jail." );
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if ( g_shopItemData[ listitem ] [ E_LIMIT ] == 1 )
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{
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ShowPlayerShopMenu( playerid );
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if ( GetPlayerCash( playerid ) < g_shopItemData[ listitem ] [ E_PRICE ] ) return SendError( playerid, "You don't have enough money for this item." );
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switch( g_shopItemData[ listitem ] [ E_ID ] )
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{
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case SHOP_ITEM_CHASITY_BELT:
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{
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if ( p_AidsVaccine{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
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p_AidsVaccine{ playerid } = true;
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}
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case SHOP_ITEM_SECURE_WALLET:
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{
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if ( p_SecureWallet{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
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p_SecureWallet{ playerid } = true;
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}
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case SHOP_ITEM_MONEY_CASE:
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{
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if ( p_MoneyBag{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
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if ( p_Class[ playerid ] != CLASS_POLICE ) SetPlayerAttachedObject( playerid, 1, 1210, 7, 0.302650, -0.002469, -0.193321, 296.124053, 270.396881, 8.941717, 1.000000, 1.000000, 1.000000 );
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p_MoneyBag{ playerid } = true;
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}
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case SHOP_ITEM_DRILL:
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{
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if ( p_drillStrength[ playerid ] == MAX_DRILL_STRENGTH ) return SendError( playerid, "You have already purchased this item." );
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p_drillStrength[ playerid ] = MAX_DRILL_STRENGTH;
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}
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}
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GivePlayerCash( playerid, -( g_shopItemData[ listitem ] [ E_PRICE ] ) );
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SendServerMessage( playerid, "You have bought a "COL_GREY"%s"COL_WHITE" for "COL_GOLD"%s"COL_WHITE".", g_shopItemData[ listitem ] [ E_NAME ], cash_format( g_shopItemData[ listitem ] [ E_PRICE ] ) );
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}
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else
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{
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SetPVarInt( playerid, "shop_item", listitem );
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ShowPlayerDialog( playerid, DIALOG_SHOP_AMOUNT, DIALOG_STYLE_LIST, "{FFFFFF}Shop Items - Buy Quantity", "Buy 1\nBuy 5\nBuy Max", "Select", "Back" );
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}
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}
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else if ( dialogid == DIALOG_SHOP_AMOUNT )
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{
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if ( response )
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{
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if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this while you're in jail." );
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new
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iAmount = 1,
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i = GetPVarInt( playerid, "shop_item" ),
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iCurrentQuantity = GetShopItemVariable( playerid, i ),
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iLimit = g_shopItemData[ i ] [ E_LIMIT ] + ( 2 * p_VIPLevel[ playerid ] )
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;
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switch( listitem )
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{
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case 0: iAmount = 1;
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case 1: iAmount = 5;
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case 2: iAmount = iLimit;
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}
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if ( ( iCurrentQuantity + iAmount ) > iLimit )
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{
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// Specified more than he can carry!
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if ( ( iAmount = iLimit - iCurrentQuantity ) != 0 )
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SendServerMessage( playerid, "You've breached the quantity limit therefore we have set it to %d.", iAmount );
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}
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if ( GetPlayerCash( playerid ) < ( g_shopItemData[ i ] [ E_PRICE ] * iAmount ) ) SendError( playerid, "You cannot afford the price of the item(s)." );
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else if ( iAmount <= 0 ) SendError( playerid, "You cannot buy anymore of this item." );
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else {
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SetShopItemVariable( playerid, i, iCurrentQuantity + iAmount );
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GivePlayerCash( playerid, -( g_shopItemData[ i ] [ E_PRICE ] * iAmount ) );
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SendServerMessage( playerid, "You have bought %dx "COL_GREY"%s"COL_WHITE" for "COL_GOLD"%s"COL_WHITE".", iAmount, g_shopItemData[ i ] [ E_NAME ], cash_format( g_shopItemData[ i ] [ E_PRICE ] * iAmount ) );
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}
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ShowPlayerDialog( playerid, DIALOG_SHOP_AMOUNT, DIALOG_STYLE_LIST, "{FFFFFF}Shop Items - Buy Quantity", "Buy 1\nBuy 5\nBuy Max", "Select", "Back" );
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}
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else ShowPlayerShopMenu( playerid );
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}
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return 1;
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}
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/* ** Functions ** */
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stock ShowPlayerShopMenu( playerid )
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{
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static szString[ 800 ];
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if ( szString[ 0 ] == '\0' )
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{
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strcat( szString, " \t"COL_GREY"Grey options do not save!\t \n" );
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for( new i; i < sizeof( g_shopItemData ); i++ ) {
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format( szString, sizeof( szString ), "%s%s%s\t"COL_ORANGE"%s\t"COL_GOLD"%s\n", szString, g_shopItemData[ i ] [ E_SAVABLE ] ? ( COL_WHITE ) : ( COL_GREY ), g_shopItemData[ i ] [ E_NAME ], g_shopItemData[ i ] [ E_USAGE ], cash_format( g_shopItemData[ i ] [ E_PRICE ] ) );
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}
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}
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return ShowPlayerDialog( playerid, DIALOG_SHOP_MENU, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}Shop Items", szString, "Select", "Cancel" );
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}
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stock GetShopItemVariable( playerid, id )
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{
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switch( g_shopItemData[ id ] [ E_ID ] )
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{
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case SHOP_ITEM_DRAIN_CLEANER: return p_CausticSoda{ playerid };
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case SHOP_ITEM_STONE_CLEANER: return p_MuriaticAcid{ playerid };
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case SHOP_ITEM_GAS_TANK: return p_HydrogenChloride{ playerid };
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case SHOP_ITEM_CHASITY_BELT: return p_AidsVaccine{ playerid };
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case SHOP_ITEM_SECURE_WALLET: return p_SecureWallet{ playerid };
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case SHOP_ITEM_SCISSOR: return p_Scissors[ playerid ];
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case SHOP_ITEM_BOBBY_PIN: return p_BobbyPins[ playerid ];
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case SHOP_ITEM_MONEY_CASE: return p_MoneyBag{ playerid };
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case SHOP_ITEM_ROPES: return p_Ropes[ playerid ];
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case SHOP_ITEM_FOIL: return p_AntiEMP[ playerid ];
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case SHOP_ITEM_DRILL: return p_drillStrength[ playerid ];
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case SHOP_ITEM_METAL_MELTER: return p_MetalMelter[ playerid ];
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}
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return 0;
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}
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stock SetShopItemVariable( playerid, id, value )
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{
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switch( g_shopItemData[ id ] [ E_ID ] )
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{
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case SHOP_ITEM_DRAIN_CLEANER: return p_CausticSoda{ playerid } = value;
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case SHOP_ITEM_STONE_CLEANER: return p_MuriaticAcid{ playerid } = value;
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case SHOP_ITEM_GAS_TANK: return p_HydrogenChloride{ playerid } = value;
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case SHOP_ITEM_CHASITY_BELT: return p_AidsVaccine{ playerid } = !!value;
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case SHOP_ITEM_SECURE_WALLET: return p_SecureWallet{ playerid } = !!value;
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case SHOP_ITEM_SCISSOR: return p_Scissors[ playerid ] = value;
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case SHOP_ITEM_BOBBY_PIN: return p_BobbyPins[ playerid ] = value;
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case SHOP_ITEM_MONEY_CASE: return p_MoneyBag{ playerid } = !!value;
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case SHOP_ITEM_ROPES: return p_Ropes[ playerid ] = value;
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case SHOP_ITEM_FOIL: return p_AntiEMP[ playerid ] = value;
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case SHOP_ITEM_DRILL: return p_drillStrength[ playerid ] = value;
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case SHOP_ITEM_METAL_MELTER: return p_MetalMelter[ playerid ] = value;
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}
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return 0;
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}
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stock GetShopItemLimit( E_SHOP_ITEMS: item_id )
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{
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for ( new i = 0; i < sizeof( g_shopItemData ); i ++ ) if ( g_shopItemData[ i ] [ E_ID ] == item_id ) {
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return g_shopItemData[ i ] [ E_LIMIT ];
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}
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return 1;
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}
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@ -26,3 +26,40 @@
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/* ** Hooks ** */
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/* ** Functions ** */
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stock GetJobIDFromName( szJob[ ] )
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{
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static const
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g_jobsData[ ] [ MAX_JOB_NAME char ] =
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{
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{ !"Rapist" }, { !"Kidnapper" }, { !"Terrorist" }, { !"Hitman" }, { !"Prostitute" },
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{ !"Weapon Dealer" }, { !"Drug Dealer" }, { !"Dirty Mechanic" }, { !"Burglar" }
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}
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;
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for( new iJob = 0; iJob < sizeof( g_jobsData ); iJob++ )
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if ( strunpack( szNormalString, g_jobsData[ iJob ], MAX_JOB_NAME ) )
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if ( strfind( szNormalString, szJob, true ) != -1 )
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return iJob;
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return 0xFE;
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}
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stock GetJobName( iJob )
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{
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new
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szJob[ MAX_JOB_NAME ] = "unknown";
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switch( iJob )
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{
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case JOB_RAPIST: szJob = "Rapist";
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case JOB_KIDNAPPER: szJob = "Kidnapper";
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case JOB_TERRORIST: szJob = "Terrorist";
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case JOB_HITMAN: szJob = "Hitman";
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case JOB_PROSTITUTE: szJob = "Prostitute";
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case JOB_WEAPON_DEALER: szJob = "Weapon Dealer";
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case JOB_DRUG_DEALER: szJob = "Drug Dealer";
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case JOB_DIRTY_MECHANIC: szJob = "Dirty Mechanic";
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case JOB_BURGLAR: szJob = "Burglar";
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}
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return szJob;
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}
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@ -597,41 +597,6 @@ new
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g_apartmentElevatorDoor2 [ MAX_AFLOORS ] = INVALID_OBJECT_ID
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;
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/* ** Shop Data ** */
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#define LIMIT_SCISSORS 16
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#define LIMIT_PINS 16
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#define LIMIT_ROPES 8
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#define LIMIT_CS 16 // Caustic Soda
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#define LIMIT_HCL 16 // Hydrogen Chloride
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#define LIMIT_MU 16 // Muriatic Acid
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#define LIMIT_FOIL 8
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#define LIMIT_MELTER 4
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#define LIMIT_ONE 1
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enum E_SHOP_DATA
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{
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bool: E_SAVABLE, E_NAME[ 24 ], E_USAGE[ 32 ],
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E_LIMIT, E_PRICE, E_ID
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};
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new
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g_shopItemData[ ] [ E_SHOP_DATA ] =
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{
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{ true , "Drain Cleaner", "Caustic Soda", LIMIT_CS, 190, 1 }, // 0
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{ true , "Stone Cleaner", "Muriatic Acid", LIMIT_MU, 275, 2 }, // 1
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{ true , "Gas Tank", "Hydrogen Chloride", LIMIT_HCL, 330, 3 }, // 2
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{ false, "Chastity Belt", "Protection from aids", LIMIT_ONE, 550, 4 }, // 3
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{ false, "Secure Wallet", "Protection from robberies", LIMIT_ONE, 660, 5 }, // 4
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{ true , "Scissors", "Automatically cut ties", LIMIT_SCISSORS, 1100, 6 }, // 5
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{ true , "Rope", "/tie", LIMIT_ROPES, 2250, 7 }, // 8 [1500]
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{ true , "Aluminium Foil", "Automatically deflect EMP", LIMIT_FOIL, 3400, 9 }, // 9
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{ true , "Bobby Pin", "Automatically break cuffs", LIMIT_PINS, 3900, 8 }, // 6 [1000] -makecopgreatagain
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{ false, "Money Case", "Increases robbing amount", LIMIT_ONE, 4500, 10 }, // 7 [1250]
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{ true , "Thermal Drill", "Halves safe cracking time", LIMIT_ONE, 5000, 11 }, // 10
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{ true , "Metal Melter", "/breakout", LIMIT_MELTER, 7500, 12 } // 11
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}
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;
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/* ** Casino Rewards Points ** */
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#define CASINO_REWARDS_PAYOUT_PERCENT 20.0
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#define CASINO_REWARDS_DIVISOR 10.0 // 1000 points becomes 1 point
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@ -5957,9 +5922,9 @@ CMD:robitems( playerid, params[ ] )
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iRandomItem = -1
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;
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if ( p_BobbyPins[ victimid ] > 0 && p_BobbyPins[ playerid ] < LIMIT_PINS ) available_items[ 0 ] = 0;
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if ( p_Scissors[ victimid ] > 0 && p_Scissors[ playerid ] < LIMIT_SCISSORS ) available_items[ 1 ] = 1;
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if ( p_Ropes[ victimid ] > 0 && p_Ropes[ playerid ] < LIMIT_ROPES ) available_items[ 2 ] = 2;
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if ( p_BobbyPins[ victimid ] > 0 && p_BobbyPins[ playerid ] < GetShopItemLimit( SHOP_ITEM_BOBBY_PIN ) ) available_items[ 0 ] = 0;
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if ( p_Scissors[ victimid ] > 0 && p_Scissors[ playerid ] < GetShopItemLimit( SHOP_ITEM_SCISSOR ) ) available_items[ 1 ] = 1;
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if ( p_Ropes[ victimid ] > 0 && p_Ropes[ playerid ] < GetShopItemLimit( SHOP_ITEM_ROPES ) ) available_items[ 2 ] = 2;
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if ( available_items[ 0 ] == -1 || available_items[ 1 ] == -1 || available_items[ 2 ] == -1 ) {
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SendClientMessageFormatted( victimid, -1, ""COL_GREEN"[ROB FAIL]{FFFFFF} %s(%d) has failed to rob items off you.", ReturnPlayerName( playerid ), playerid );
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@ -13016,12 +12981,12 @@ public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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return SendError( playerid, "You need %s rewards points for this item.", points_format( rewards_cost ) );
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// shop limits
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if ( g_shopItemData[ i ] [ E_LIMIT ] == LIMIT_ONE )
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if ( g_shopItemData[ i ] [ E_LIMIT ] == 1 )
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{
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if ( g_shopItemData[ i ] [ E_ID ] == 11 ) {
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if ( g_shopItemData[ i ] [ E_ID ] == SHOP_ITEM_DRILL ) {
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if ( p_drillStrength[ playerid ] == MAX_DRILL_STRENGTH ) return SendError( playerid, "You have already purchased this item." );
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p_drillStrength[ playerid ] = MAX_DRILL_STRENGTH;
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} else if ( g_shopItemData[ i ] [ E_ID ] == 10 ) {
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} else if ( g_shopItemData[ i ] [ E_ID ] == SHOP_ITEM_MONEY_CASE ) {
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if ( p_MoneyBag{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
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if ( p_Class[ playerid ] != CLASS_POLICE ) SetPlayerAttachedObject( playerid, 1, 1210, 7, 0.302650, -0.002469, -0.193321, 296.124053, 270.396881, 8.941717, 1.000000, 1.000000, 1.000000 );
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p_MoneyBag{ playerid } = true;
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@ -13065,90 +13030,6 @@ public OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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p_CasinoRewardsPoints[ playerid ] -= 20.0;
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mysql_single_query( sprintf( "UPDATE `USERS` SET `CASINO_REWARDS` = %f WHERE `ID`=%d", p_CasinoRewardsPoints[ playerid ], p_AccountID[ playerid ] ) );
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return 1;
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}
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if ( ( dialogid == DIALOG_SHOP_MENU ) && response )
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{
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if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this while you're in jail." );
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if ( g_shopItemData[ listitem ] [ E_LIMIT ] == LIMIT_ONE )
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{
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ShowPlayerShopMenu( playerid );
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if ( GetPlayerCash( playerid ) < g_shopItemData[ listitem ] [ E_PRICE ] ) return SendError( playerid, "You don't have enough money for this item." );
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switch( g_shopItemData[ listitem ] [ E_ID ] )
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{
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case 4:
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{
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if ( p_AidsVaccine{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
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p_AidsVaccine{ playerid } = true;
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}
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case 5:
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{
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if ( p_SecureWallet{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
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p_SecureWallet{ playerid } = true;
|
||||
}
|
||||
case 10:
|
||||
{
|
||||
if ( p_MoneyBag{ playerid } == true ) return SendError( playerid, "You have already purchased this item." );
|
||||
if ( p_Class[ playerid ] != CLASS_POLICE ) SetPlayerAttachedObject( playerid, 1, 1210, 7, 0.302650, -0.002469, -0.193321, 296.124053, 270.396881, 8.941717, 1.000000, 1.000000, 1.000000 );
|
||||
p_MoneyBag{ playerid } = true;
|
||||
}
|
||||
case 11:
|
||||
{
|
||||
if ( p_drillStrength[ playerid ] == MAX_DRILL_STRENGTH ) return SendError( playerid, "You have already purchased this item." );
|
||||
p_drillStrength[ playerid ] = MAX_DRILL_STRENGTH;
|
||||
}
|
||||
}
|
||||
GivePlayerCash( playerid, -( g_shopItemData[ listitem ] [ E_PRICE ] ) );
|
||||
SendServerMessage( playerid, "You have bought a "COL_GREY"%s"COL_WHITE" for "COL_GOLD"%s"COL_WHITE".", g_shopItemData[ listitem ] [ E_NAME ], cash_format( g_shopItemData[ listitem ] [ E_PRICE ] ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetPVarInt( playerid, "shop_item", listitem );
|
||||
ShowPlayerDialog( playerid, DIALOG_SHOP_AMOUNT, DIALOG_STYLE_LIST, "{FFFFFF}Shop Items - Buy Quantity", "Buy 1\nBuy 5\nBuy Max", "Select", "Back" );
|
||||
}
|
||||
}
|
||||
if ( dialogid == DIALOG_SHOP_AMOUNT )
|
||||
{
|
||||
if ( response )
|
||||
{
|
||||
if ( IsPlayerJailed( playerid ) ) return SendError( playerid, "You cannot use this while you're in jail." );
|
||||
|
||||
new
|
||||
iAmount = LIMIT_ONE,
|
||||
|
||||
i = GetPVarInt( playerid, "shop_item" ),
|
||||
iCurrentQuantity = GetShopItemVariable( playerid, i ),
|
||||
|
||||
iLimit = g_shopItemData[ i ] [ E_LIMIT ] + ( 2 * p_VIPLevel[ playerid ] )
|
||||
;
|
||||
|
||||
switch( listitem )
|
||||
{
|
||||
case 0: iAmount = 1;
|
||||
case 1: iAmount = 5;
|
||||
case 2: iAmount = iLimit;
|
||||
}
|
||||
|
||||
if ( ( iCurrentQuantity + iAmount ) > iLimit )
|
||||
{
|
||||
// Specified more than he can carry!
|
||||
if ( ( iAmount = iLimit - iCurrentQuantity ) != 0 )
|
||||
SendServerMessage( playerid, "You've breached the quantity limit therefore we have set it to %d.", iAmount );
|
||||
}
|
||||
|
||||
if ( GetPlayerCash( playerid ) < ( g_shopItemData[ i ] [ E_PRICE ] * iAmount ) ) SendError( playerid, "You cannot afford the price of the item(s)." );
|
||||
else if ( iAmount <= 0 ) SendError( playerid, "You cannot buy anymore of this item." );
|
||||
else {
|
||||
SetShopItemVariable( playerid, i, iCurrentQuantity + iAmount );
|
||||
GivePlayerCash( playerid, -( g_shopItemData[ i ] [ E_PRICE ] * iAmount ) );
|
||||
SendServerMessage( playerid, "You have bought %dx "COL_GREY"%s"COL_WHITE" for "COL_GOLD"%s"COL_WHITE".", iAmount, g_shopItemData[ i ] [ E_NAME ], cash_format( g_shopItemData[ i ] [ E_PRICE ] * iAmount ) );
|
||||
}
|
||||
|
||||
ShowPlayerDialog( playerid, DIALOG_SHOP_AMOUNT, DIALOG_STYLE_LIST, "{FFFFFF}Shop Items - Buy Quantity", "Buy 1\nBuy 5\nBuy Max", "Select", "Back" );
|
||||
}
|
||||
else ShowPlayerShopMenu( playerid );
|
||||
}
|
||||
if ( ( dialogid == DIALOG_VIP_LOCKER ) && response )
|
||||
{
|
||||
@ -18600,60 +18481,6 @@ function handlePlayerRobbery( playerid, newkeys, oldkeys )
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock GetShopItemVariable( playerid, id )
|
||||
{
|
||||
switch( g_shopItemData[ id ] [ E_ID ] )
|
||||
{
|
||||
case 1: return p_CausticSoda { playerid };
|
||||
case 2: return p_MuriaticAcid { playerid };
|
||||
case 3: return p_HydrogenChloride { playerid };
|
||||
case 4: return p_AidsVaccine { playerid };
|
||||
case 5: return p_SecureWallet { playerid };
|
||||
case 6: return p_Scissors [ playerid ];
|
||||
case 8: return p_BobbyPins [ playerid ];
|
||||
case 10: return p_MoneyBag { playerid };
|
||||
case 7: return p_Ropes [ playerid ];
|
||||
case 9: return p_AntiEMP [ playerid ];
|
||||
case 11: return p_drillStrength [ playerid ];
|
||||
case 12: return p_MetalMelter [ playerid ];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock SetShopItemVariable( playerid, id, value )
|
||||
{
|
||||
switch( g_shopItemData[ id ] [ E_ID ] )
|
||||
{
|
||||
case 1: return p_CausticSoda { playerid } = value;
|
||||
case 2: return p_MuriaticAcid { playerid } = value;
|
||||
case 3: return p_HydrogenChloride { playerid } = value;
|
||||
case 4: return p_AidsVaccine { playerid } = !!value;
|
||||
case 5: return p_SecureWallet { playerid } = !!value;
|
||||
case 6: return p_Scissors [ playerid ] = value;
|
||||
case 8: return p_BobbyPins [ playerid ] = value;
|
||||
case 10: return p_MoneyBag { playerid } = !!value;
|
||||
case 7: return p_Ropes [ playerid ] = value;
|
||||
case 9: return p_AntiEMP [ playerid ] = value;
|
||||
case 11: return p_drillStrength [ playerid ] = value;
|
||||
case 12: return p_MetalMelter [ playerid ] = value;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock ShowPlayerShopMenu( playerid )
|
||||
{
|
||||
static szString[ 800 ];
|
||||
|
||||
if ( szString[ 0 ] == '\0' )
|
||||
{
|
||||
strcat( szString, " \t"COL_GREY"Grey options do not save!\t \n" );
|
||||
for( new i; i < sizeof( g_shopItemData ); i++ ) {
|
||||
format( szString, sizeof( szString ), "%s%s%s\t"COL_ORANGE"%s\t"COL_GOLD"%s\n", szString, g_shopItemData[ i ] [ E_SAVABLE ] ? ( COL_WHITE ) : ( COL_GREY ), g_shopItemData[ i ] [ E_NAME ], g_shopItemData[ i ] [ E_USAGE ], cash_format( g_shopItemData[ i ] [ E_PRICE ] ) );
|
||||
}
|
||||
}
|
||||
return ShowPlayerDialog( playerid, DIALOG_SHOP_MENU, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}Shop Items", szString, "Select", "Cancel" );
|
||||
}
|
||||
|
||||
stock KillEveryoneInShamal( vehicleid )
|
||||
{
|
||||
static
|
||||
@ -19553,44 +19380,6 @@ stock IsDeathmatchProtectedZone( playerid ) {
|
||||
return false;
|
||||
}*/
|
||||
|
||||
stock GetJobIDFromName( szJob[ ] )
|
||||
{
|
||||
static const
|
||||
g_jobsData[ ] [ MAX_JOB_NAME char ] =
|
||||
{
|
||||
{ !"Rapist" }, { !"Kidnapper" }, { !"Terrorist" }, { !"Hitman" }, { !"Prostitute" },
|
||||
{ !"Weapon Dealer" }, { !"Drug Dealer" }, { !"Dirty Mechanic" }, { !"Burglar" }
|
||||
}
|
||||
;
|
||||
|
||||
for( new iJob = 0; iJob < sizeof( g_jobsData ); iJob++ )
|
||||
if ( strunpack( szNormalString, g_jobsData[ iJob ], MAX_JOB_NAME ) )
|
||||
if ( strfind( szNormalString, szJob, true ) != -1 )
|
||||
return iJob;
|
||||
|
||||
return 0xFE;
|
||||
}
|
||||
|
||||
stock GetJobName( iJob )
|
||||
{
|
||||
new
|
||||
szJob[ MAX_JOB_NAME ] = "unknown";
|
||||
|
||||
switch( iJob )
|
||||
{
|
||||
case JOB_RAPIST: szJob = "Rapist";
|
||||
case JOB_KIDNAPPER: szJob = "Kidnapper";
|
||||
case JOB_TERRORIST: szJob = "Terrorist";
|
||||
case JOB_HITMAN: szJob = "Hitman";
|
||||
case JOB_PROSTITUTE: szJob = "Prostitute";
|
||||
case JOB_WEAPON_DEALER: szJob = "Weapon Dealer";
|
||||
case JOB_DRUG_DEALER: szJob = "Drug Dealer";
|
||||
case JOB_DIRTY_MECHANIC: szJob = "Dirty Mechanic";
|
||||
case JOB_BURGLAR: szJob = "Burglar";
|
||||
}
|
||||
return szJob;
|
||||
}
|
||||
|
||||
stock GetPlayerLocation( iPlayer, szCity[ ], szLocation[ ] ) {
|
||||
static
|
||||
Float: X, Float: Y, Float: Z;
|
||||
|
Loading…
Reference in New Issue
Block a user