1e6b9d8116
- double xp factored in
177 lines
5.1 KiB
Plaintext
177 lines
5.1 KiB
Plaintext
/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc Pekaj
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* Module:
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* Purpose:
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Definitions ** */
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#define EXP_MAX_PLAYER_LEVEL ( 100 )
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/* ** Double XP ** */
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#define IsDoubleXP() ( GetGVarInt( "doublexp" ) )
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/* ** Constants ** */
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enum E_LEVELS {
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E_LAW_ENFORCEMENT,
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E_DEATHMATCH,
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E_ROBBERY,
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// E_FIREMAN,
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// E_HITMAN,
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// E_BURGLAR,
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// E_TERRORIST,
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// E_CAR_JACKER,
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// E_DRUG_PRODUCTION
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};
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enum E_LEVEL_DATA {
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E_NAME[ 16 ], Float: E_MAX_UNITS, Float: E_XP_DILATION
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};
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static const
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g_levelData[ ] [ E_LEVEL_DATA ] =
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{
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// Level Name Level 100 Req. XP Dilation (just to confuse user)
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{ "Law Enforcement", 25000.0, 3.0 }, // 25K arrests
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{ "Robbery", 100000.0, 2.0 }, // 100K robberies
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{ "Deathmatch", 200000.0, 1.0 } // 200K kills
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}
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;
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/* ** Variables ** */
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static stock
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Float: g_playerExperience [ MAX_PLAYERS ] [ E_LEVELS ]
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;
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/* ** Important ** */
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stock Float: GetPlayerLevel( playerid, E_LEVELS: level ) {
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return floatsqroot( g_playerExperience[ playerid ] [ level ] / ( ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) ) );
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}
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stock Float: GetPlayerTotalExperience( playerid ) {
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new
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Float: experience = 0.0;
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for ( new l = 0; l < sizeof ( g_levelData ); l ++ ) {
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experience += g_playerExperience[ playerid ] [ E_LEVELS: l ];
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}
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return experience;
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}
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/* ** Hooks ** */
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hook OnPlayerUpdateEx( playerid )
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{
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if ( IsPlayerLoggedIn( playerid ) )
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{
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new
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Float: total_experience = GetPlayerTotalExperience( playerid );
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PlayerTextDrawSetString( playerid, p_ExperienceTD[ playerid ], sprintf( "%08.0f", total_experience ) );
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}
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return 1;
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}
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hook OnPlayerLogin( playerid )
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{
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mysql_tquery( dbHandle, sprintf( "SELECT * FROM `USER_LEVELS` WHERE `USER_ID` = %d", GetPlayerAccountID( playerid ) ), "Experience_OnLoad", "d", playerid );
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return 1;
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}
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hook OnPlayerDisconnect( playerid, reason ) {
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for ( new l = 0; l < sizeof ( g_levelData ); l ++ ) {
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g_playerExperience[ playerid ] [ E_LEVELS: l ] = 0;
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}
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return 1;
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}
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/* ** Commands ** */
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CMD:level( playerid, params[ ] )
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{
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szLargeString = ""COL_GREY"Skill\t"COL_GREY"Current Level\t"COL_GREY"% To Next Level\n";
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for ( new level_id; level_id < sizeof( g_levelData ); level_id ++ )
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{
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new Float: current_rank = GetPlayerLevel( playerid, E_LEVELS: level_id );
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new Float: progress_to_next_level = floatfract( current_rank ) * 100.0;
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format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%d\t%0.1f%\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank, progress_to_next_level );
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}
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return ShowPlayerDialog( playerid, DIALOG_NULL, DIALOG_STYLE_TABLIST_HEADERS, "{FFFFFF}Player Level", szLargeString, "Close", "" );
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}
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/* ** SQL Threads ** */
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thread Experience_OnLoad( playerid )
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{
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new
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rows = cache_get_row_count( );
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if ( rows )
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{
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for ( new row = 0; row < rows; row ++ )
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{
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new
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level_id = cache_get_field_content_int( row, "LEVEL_ID" );
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// make sure we don't get any deprecated/invalid levels
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if ( level_id < sizeof ( g_levelData ) ) {
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g_playerExperience[ playerid ] [ E_LEVELS: level_id ] = cache_get_field_content_float( row, "EXPERIENCE" );
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}
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}
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}
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return 1;
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}
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/* ** Functions ** */
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stock GivePlayerExperience( playerid, E_LEVELS: level, Float: experience = 1.0 )
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{
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if ( ! IsPlayerLoggedIn( playerid ) )
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return;
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// dilation is there so people see +3 when they arrest ... could trigger dopamine levels instead of constantly +1 lol
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new xp_earned = ( experience * g_levelData[ _: level ] [ E_XP_DILATION ] ) * ( IsDoubleXP( ) ? 2.0 : 1.0 );
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// check if its over 100 anyway
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if ( ( g_playerExperience[ playerid ] [ level ] += xp_earned ) > g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) {
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g_playerExperience[ playerid ] [ level ] = g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ];
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}
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// alert user
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PlayerTextDrawSetString( playerid, p_ExperienceAwardTD[ playerid ], sprintf( "+%0.0f", xp_earned ) );
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PlayerTextDrawShow( playerid, p_ExperienceAwardTD[ playerid ] );
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SetTimerEx( "Experience_HideIncrementTD", 3500, false, "d", playerid );
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// TODO: on level change
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// save to database
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mysql_format(
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dbHandle, szBigString, sizeof( szBigString ),
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"INSERT INTO `USER_LEVELS` (`USER_ID`,`LEVEL_ID`,`EXPERIENCE`) VALUES(%d,%d,%d) ON DUPLICATE KEY UPDATE `EXPERIENCE`=%d",
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GetPlayerAccountID( playerid ), _: level, g_playerExperience[ playerid ] [ level ], g_playerExperience[ playerid ] [ level ]
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);
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}
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function Experience_HideIncrementTD( playerid ) {
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return PlayerTextDrawHide( playerid, p_ExperienceAwardTD[ playerid ] );
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}
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stock GetPlayerTotalLevel( playerid, &level = 0 ) {
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for ( new l = 0; l < sizeof ( g_levelData ); l ++ ) {
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level += floatround( GetPlayerLevel( playerid, E_LEVELS: l ), floatround_floor );
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}
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return level;
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}
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/* ** Migrations ** */
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/*
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CREATE TABLE IF NOT EXISTS USER_LEVELS (
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`USER_ID` int(11),
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`LEVEL_ID` int(11),
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`EXPERIENCE` float,
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PRIMARY KEY (USER_ID, LEVEL_ID),
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FOREIGN KEY (USER_ID) REFERENCES USERS (ID) ON DELETE CASCADE
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);
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*/
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