/* * Irresistible Gaming (c) 2018 * Developed by Lorenc * Module: cnr\features\houses\house.pwn * Purpose: player house system */ /* ** 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 ) ) ) #define IsValidHouse(%0) ( 0 <= %0 < MAX_HOUSES && Iter_Contains( houses, %0 ) ) #define GetPlayerEnteredHouse(%0) ( p_InHouse[ %0 ] ) /* ** 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 ) { 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 { 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" ); 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 ] ) ); } 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" ); SendError( playerid, "You are not a V.I.P, to become one please discuss with admins" ); } 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 ); 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 ] ) ); 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 ] ); 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 ] ) ); 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 ); 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; } /* ** Commands ** */ CMD:house( playerid, params[ ] ) return cmd_h( playerid, params ); 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 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 new ID = p_InHouse[ playerid ]; 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" ); } 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 ] ) return SendError( playerid, "You are not a V.I.P, to become one please discuss with admins" ); 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 ] ) ); SetHouseOwner( i, p_AccountID[ playerid ], ReturnPlayerName( playerid ) ); 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" ); } 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 ] ) ); 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" ); 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 ); AddFileLogLine( "log_houses.txt", szBigString ); p_OwnedHouses[ sellerid ] --; p_OwnedHouses[ playerid ] ++; // destroyAllFurniture( houseid ); SetHouseOwner( houseid, p_AccountID[ playerid ], ReturnPlayerName( playerid ) ); 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 ] ) ); } 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]" ); 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 ); } 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", g_HouseWeapons[ handle ] ); cache_get_field_content( i, "AMMO", weapon_info ), sscanf( weapon_info, "p<.>e", g_HouseWeaponAmmo[ handle ] ); } } } printf( "[HOUSES]: %d houses have been loaded. (Tick: %dms)", rows, GetTickCount( ) - loadingTick ); // Make server operator the owner of unowned VIP houses 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 ); } } 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 ) ); 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 ] --; } CallLocalFunction( "OnHouseOwnerChange", "dd", ID, 0 ); for( new i; i < MAX_HOUSE_WEAPONS; i++ ) { g_HouseWeapons[ ID ] [ i ] = 0, g_HouseWeaponAmmo[ ID ] [ i ] = -1; } SaveHouseWeaponStorage( ID ); 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 ] ) ); 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; } stock SetHouseOwner( houseid, owner, owner_name[ 24 ] ) { if ( ! Iter_Contains( houses, houseid ) || ! strlen( owner_name ) ) return 0; // copy home owner name to variable strcpy( g_houseData[ houseid ] [ E_OWNER ], owner_name ); // 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 ); // callback when the home owner changes CallLocalFunction( "OnHouseOwnerChange", "dd", houseid, owner ); // refresh label 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 ] ) ); UpdateDynamic3DTextLabelText( g_houseData[ houseid ] [ E_LABEL ] [ 0 ], COLOR_WHITE, szBigString ); return 1; } /*stock SwitchHouseOwners( ID, playerid, buyerid ) { 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 ) ) ); 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 ] ) ); 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 ] ); }*/ 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 ]; }