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- #if defined _INC_y_properties
- #endinput
- #endif
- #define _INC_y_properties
- /*
- Legal:
- Version: MPL 1.1
-
- The contents of this file are subject to the Mozilla Public License Version
- 1.1 the "License"; you may not use this file except in compliance with
- the License. You may obtain a copy of the License at
- http://www.mozilla.org/MPL/
-
- Software distributed under the License is distributed on an "AS IS" basis,
- WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
- for the specific language governing rights and limitations under the
- License.
-
- The Original Code is the YSI framework.
-
- The Initial Developer of the Original Code is Alex "Y_Less" Cole.
- Portions created by the Initial Developer are Copyright C 2011
- the Initial Developer. All Rights Reserved.
- Contributors:
- Y_Less
- koolk
- JoeBullet/Google63
- g_aSlice/Slice
- Misiur
- samphunter
- tianmeta
- maddinat0r
- spacemud
- Crayder
- Dayvison
- Ahmad45123
- Zeex
- irinel1996
- Yiin-
- Chaprnks
- Konstantinos
- Masterchen09
- Southclaws
- PatchwerkQWER
- m0k1
- paulommu
- udan111
- Thanks:
- JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL.
- ZeeX - Very productive conversations.
- koolk - IsPlayerinAreaEx code.
- TheAlpha - Danish translation.
- breadfish - German translation.
- Fireburn - Dutch translation.
- yom - French translation.
- 50p - Polish translation.
- Zamaroht - Spanish translation.
- Los - Portuguese translation.
- Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes for
- me to strive to better.
- Pixels^ - Running XScripters where the idea was born.
- Matite - Pestering me to release it and using it.
- Very special thanks to:
- Thiadmer - PAWN, whose limits continue to amaze me!
- Kye/Kalcor - SA:MP.
- SA:MP Team past, present and future - SA:MP.
- Optional plugins:
- Gamer_Z - GPS.
- Incognito - Streamer.
- Me - sscanf2, fixes2, Whirlpool.
- */
- #include "..\..\YSI_Core\y_utils"
- #if defined MAX_PROP_NAME
- #if MAX_PROP_NAME < (39 - PLAYER_BIT_ARRAY)
- #undef MAX_PROP_NAME
- #endif
- #endif
- #if !defined MAX_PROP_NAME
- #define MAX_PROP_NAME (39 - PLAYER_BIT_ARRAY)
- #endif
- #if !defined MAX_PROPERTIES
- #define MAX_PROPERTIES 256
- #endif
- #if !defined MAX_CHECKPOINTS
- #define MAX_CHECKPOINTS MAX_PROPERTIES
- #endif
- #if !defined GROUP_PROPERTY_BITS
- #if MAX_PROPERTIES <= 32
- #define GROUP_PROPERTY_BITS 2
- #else
- #define GROUP_PROPERTY_BITS Bit_Bits(MAX_PROPERTIES)
- #endif
- #endif
- #if !defined PLAYER_BIT_ARRAY
- #define PLAYER_BIT_ARRAY Bit_Bits(MAX_PLAYERS)
- #endif
- #define NO_PROPERTY -1
- #define NO_CHECKPOINT -1
- #if !defined WEAPON_ARMOUR
- #define WEAPON_ARMOUR 100
- #endif
- #define PROPERTY_SELL_PERCENT 60
- #define PROPERTY_INCREASE_PERCENT 125
- #define WEAPON_DATA_OFFSET (PLAYER_BIT_ARRAY - 2)
- #define WEAPON_DATA (((getarg(pos++) & 0xFFF) << 20) | (getarg(pos++) & 0xFFFFF))
- #define WEAPON_DATA_REM (((dat[pos++] & 0xFFF) << 20) | (dat[pos++] & 0xFFFFF))
- #define WEAPON(%1) ((%1) << 24)
- #define Property_OnPlayerLeaveCheckpointEx Property_OnPlayerLeaveCP
- #define Property_OnPlayerEnterCheckpointEx Property_OnPlayerEnterCP
- enum e_PROP_FLAGS:(+= 0x10000)
- {
- e_PROP_FLAGS_LINK = 0x0000FFFF,
- e_PROP_FLAGS_TYPES = 0x00FF0000,
- e_PROP_FLAGS_TYPE_PROP = 0x00010000,
- e_PROP_FLAGS_TYPE_BANK,
- e_PROP_FLAGS_TYPE_AMMU,
- e_PROP_FLAGS_TYPE_TELS,
- e_PROP_FLAGS_TYPE_TELT,
- e_PROP_FLAGS_TYPE_MONP,
- e_PROP_FLAGS_TYPE_HOUS,
- e_PROP_FLAGS_TYPE_MONA = 0x00100000,
- e_PROP_FLAGS_TYPE_RSRC,
- e_PROP_FLAGS_FLAGS = 0xFF000000,
- e_PROP_FLAGS_CUST_1 = 0x01000000,
- e_PROP_FLAGS_CUST_2 = 0x02000000,
- e_PROP_FLAGS_CUST_3 = 0x04000000,
- e_PROP_FLAGS_CUST_4 = 0x08000000,
- e_PROP_FLAGS_CUST_5 = 0x10000000,
- e_PROP_FLAGS_ACTIVE = 0x80000000
- }
- enum E_PROP_DATA
- {
- E_PROP_DATA_NAME[MAX_PROP_NAME],
- e_PROP_FLAGS:E_PROP_DATA_FLAGS,
- E_PROP_DATA_DATA_1,
- E_PROP_DATA_DATA_2,
- Bit:E_PROP_DATA_PLAYERS[PLAYER_BIT_ARRAY]
- }
- enum E_PROP_AMMU
- {
- Menu:E_PROP_AMMU_MENU,
- E_PROP_AMMU_DATA
- }
- static
- YSI_g_sProperties[MAX_PROPERTIES][E_PROP_DATA],
- YSI_g_sMoney[MAX_PLAYERS],
- YSI_g_sPropCount[MAX_PLAYERS],
- YSI_g_sHouseCount[MAX_PLAYERS],
- BitArray:YSI_g_sPlayerProperties[MAX_PLAYERS]<MAX_PROPERTIES>,
- YSI_g_sSpawnWeapons[MAX_PLAYERS][13],
- YSI_g_sShopMenu[MAX_PLAYERS][E_PROP_AMMU],
- YSI_g_sRebuyDelay,
- #if defined _YSI_VISUAL_PICKUPS
- YSI_g_sPickupPointers[MAX_DYN_PICKUPS],
- YSI_g_sPickupProps,
- YSI_g_sPickupTimer[MAX_PLAYERS] = {-1, ...},
- YSI_g_sPlayerPickup[MAX_PLAYERS] = {NO_PICKUP, ...},
- #endif
- YSI_g_sAreaPointers[MAX_AREAS],
- YSI_g_sCheckpointPointers[MAX_CHECKPOINTS],
- YSI_g_sMaxPlayerHouses = cellmax,
- YSI_g_sMaxPlayerProps = cellmax,
- YSI_g_sCurrentHouse[MAX_PLAYERS] = {-1, ...};
- loadtext core[ysi_properties];
- /*-------------------------------------------------------------------------*//**
- * <param name="prop">Property to check.</param>
- *//*------------------------------------------------------------------------**/
- P:D(bool:Property_IsActive(prop));
- #define Property_IsActive(%1) \
- ((%1) < MAX_PROPERTIES && (%1) >= 0 && YSI_g_sProperties[(%1)][E_PROP_DATA_FLAGS] & e_PROP_FLAGS_ACTIVE)
- /*-------------------------------------------------------------------------*//**
- * <remarks>
- * Allows people to own as many properties as they like at once.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- P:D(Property_ResetMaxProperties());
- #define Property_ResetMaxProperties() \
- Property_SetMaxProperties(cellmax)
- /*-------------------------------------------------------------------------*//**
- * <param name="slot">Custom flag to set.</param>
- * <param name="value">Value to set it to.</param>
- * <remarks>
- * Can't be changed except from 0 to 1.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- P:D(Property_SetOption(slot,value));
- #define Property_SetOption(%1,%2) \
- ((%2) ? e_PROP_FLAGS_CUST_%1 : e_PROP_FLAGS:0)
- /*-------------------------------------------------------------------------*//**
- * <param name="slot">Custom flag to get.</param>
- * <param name="flags">flags cell to get it from.</param>
- *//*------------------------------------------------------------------------**/
- P:D(Property_GetOption(slot,e_PROP_FLAGS:flags));
- #define Property_GetOption(%1,%2) \
- (e_PROP_FLAGS_CUST_%1 & e_PROP_FLAGS:(%2))
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to gice a weapon to.</param>
- * <param name="slot">Weapon slot to give.</param>
- * <param name="ammo">Ammo to give.</param>
- * <remarks>
- * Gives a player a weapon by slot instead of weaponid or assignes armour.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- P:D(Property_GivePlayerWeapon(playerid,slot,ammo));
- #define Property_GivePlayerWeapon(%1,%2,%3) \
- if ((%2) == 39) SetPlayerArmour((%1), 100.0); else GivePlayerWeapon(%1, Property_GetWeaponFromSlot(%2), %3)
- /*-------------------------------------------------------------------------*//**
- * <param name="delay">Time till a property can be bought again.</param>
- *//*------------------------------------------------------------------------**/
- stock Property_SetRebuyDelay(delay)
- {
- YSI_g_sRebuyDelay = delay;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="property">Property to check.</param>
- * <returns>
- * Is the property a valid active property.
- * </returns>
- *//*------------------------------------------------------------------------**/
- stock Property_IsValid(property)
- {
- return Property_IsActive(property);
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to check.</param>
- * <param name="prop">Property to check.</param>
- * <param name="flags">Property flags for ownership type.</param>
- *//*------------------------------------------------------------------------**/
- P:D(bool:Property_IsOwner(playerid,prop,e_PROP_FLAGS:flags));
- #define Property_IsOwner(%1,%2,%3) \
- ((Property_GetOption(2, (%3))) ? (!Bit_GetBit(YSI_g_sProperties[(%2)][E_PROP_DATA_PLAYERS], (%1))) : (!(_:YSI_g_sProperties[(%2)][E_PROP_DATA_PLAYERS][0] == (%1))))
- /*-------------------------------------------------------------------------*//**
- * <param name="count">Number of ownable properties.</param>
- * <remarks>
- * Sets the number of properties a player can own at once.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_SetMaxProperties(count)
- {
- YSI_g_sMaxPlayerProps = count;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="count">Number of ownable houses.</param>
- * <remarks>
- * Sets the number of houses a player can own at once.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_SetMaxHouses(count)
- {
- YSI_g_sMaxPlayerHouses = count;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="property">Property to get the type of.</param>
- * <returns>
- * 0 if invalid or type.
- * </returns>
- *//*------------------------------------------------------------------------**/
- stock Property_GetType(property)
- {
- if (!Property_IsActive(property)) return 0;
- return _:(YSI_g_sProperties[property][E_PROP_DATA_FLAGS] & e_PROP_FLAGS_TYPES);
- }
- /*-------------------------------------------------------------------------*//**
- * <remarks>
- * Sets variable initial states.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- HOOK__ OnScriptInit()
- {
- P:2("Property_Property() start");
- P:5("Property_Property() 0");
- //Timer_Add("Property_Loop", PROPERTY_LOOP_GRANULARITY);
- P:5("Property_Property() 1");
- #if defined _YSI_CORE_COMMANDS
- ycmd("buy");
- ycmd("bank");
- ycmd("properties");
- ycmd("balance");
- ycmd("withdraw");
- ycmd("sell");
- ycmd("enter");
- ycmd("exit");
- #endif
- P:5("Property_Property() 2");
- for (new i = 0; i < MAX_AREAS; i++) YSI_g_sAreaPointers[i] = NO_PROPERTY;
- P:5("Property_Property() 3");
- for (new i = 0; i < MAX_CHECKPOINTS; i++) YSI_g_sCheckpointPointers[i] = NO_PROPERTY;
- #if defined _YSI_VISUAL_PICKUPS
- P:4("Property_Property() 4 " #MAX_DYN_PICKUPS);
- for (new i = 0; i < MAX_DYN_PICKUPS; i++) YSI_g_sPickupPointers[i] = NO_PROPERTY;
- #endif
- P:2("Property_Property() end");
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="property">Property to destroy.</param>
- *//*------------------------------------------------------------------------**/
- stock DestroyProperty(property)
- {
- if (!Property_IsActive(property)) return 0;
- new
- e_PROP_FLAGS:flags = YSI_g_sProperties[property][E_PROP_DATA_FLAGS];
- YSI_g_sProperties[property][E_PROP_DATA_FLAGS] = e_PROP_FLAGS:0;
- if (flags & e_PROP_FLAGS_TYPES >= e_PROP_FLAGS_TYPE_MONA)
- {
- YSI_g_sAreaPointers[_:(flags & e_PROP_FLAGS_LINK)] = NO_PROPERTY;
- Area_Delete(_:(flags & e_PROP_FLAGS_LINK));
- }
- else
- {
- #if defined _YSI_VISUAL_PICKUPS
- if ((flags & e_PROP_FLAGS_TYPES > e_PROP_FLAGS_TYPE_PROP) && Property_GetOption(5, flags))
- {
- Pickup_Remove(_:(flags & e_PROP_FLAGS_LINK));
- YSI_g_sPickupPointers[_:(flags & e_PROP_FLAGS_LINK)] = NO_PROPERTY;
- }
- else
- #endif
- {
- YSI_g_sCheckpointPointers[_:(flags & e_PROP_FLAGS_LINK)] = NO_PROPERTY;
- DestroyCheckpoint(_:(flags & e_PROP_FLAGS_LINK));
- }
- }
- for (new i = 0; i < MAX_PLAYERS; i++) Bit_Set(YSI_g_sPlayerProperties[i], property, 0, GROUP_PROPERTY_BITS);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="extX">X position of the external marker.</param>
- * <param name="extY">Y position of the external marker.</param>
- * <param name="extZ">Z position of the external marker.</param>
- * <param name="intX">X position of the internal marker.</param>
- * <param name="intY">Y position of the internal marker.</param>
- * <param name="intZ">Z position of the internal marker.</param>
- * <param name="interior">Interior ID of the house.</param>
- * <param name="world">Virtual world of the house.</param>
- * <param name="price">Price of the house.</param>
- * <param name="checkpoint">Use a checkpoint instead of a pickup.</param>
- * <remarks>
- * Creates a buyable property (business).
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateHouse(Float:extX, Float:extY, Float:extZ, Float:intX, Float:intY, Float:intZ, interior, world, price, checkpoint = 0)
- {
- P:2("CreateHouse() start 1");
- P:2("CreateHouse() start 2");
- new
- i;
- while (i < MAX_PROPERTIES && Property_IsActive(i))
- {
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- new
- cp;
- P:4("CreateHouse() Make");
- #if defined _YSI_VISUAL_PICKUPS
- if (!checkpoint)
- {
- if ((cp = Pickup_Add(1273, extX, extY, extZ, 0, -1)) == NO_PICKUP) return NO_PROPERTY;
- YSI_g_sPickupProps++;
- }
- else
- #else
- checkpoint = 1;
- #endif
- #pragma tabsize 4
- if ((cp = CreateCheckpoint(extX, extY, extZ, 3.0)) == NO_CHECKPOINT) return NO_PROPERTY;
- #pragma tabsize 4
- P:4("CreateHouse() Made");
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_HOUS | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:cp | Property_SetOption(1, checkpoint);
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][0] = Bit:INVALID_PLAYER_ID;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_1] = interior;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = world;
-
- P:4("CreateHouse() Save pos");
- YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = _:extX;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][1] = _:extY;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][2] = _:extZ;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][3] = _:intX;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][4] = _:intY;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][5] = _:intZ;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][6] = price;
- P:4("CreateHouse() Save ID");
- #if defined _YSI_VISUAL_PICKUPS
- if (!checkpoint)
- {
- YSI_g_sPickupPointers[cp] = i;
- }
- else
- #endif
- #pragma tabsize 4
- YSI_g_sCheckpointPointers[cp] = i;
- #pragma tabsize 4
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="name">Name of the property.</param>
- * <param name="x">X position.</param>
- * <param name="y">Y position.</param>
- * <param name="z">Z position.</param>
- * <param name="price">Cost of the property.</param>
- * <param name="reward">Money earnt from the property periodically.</param>
- * <param name="interval">How often you earn money.</param>
- * <param name="sell">Wether you need to seel the property of people can just buy you out.</param>
- * <param name="multi">Wether more than one person can own this property at once.</param>
- * <param name="reduce">Wether selling this property gets you less then you paid for it.</param>
- * <param name="increase">Wether buying this property will put the price up for the future.</param>
- * <param name="property">Wether this property uses a pickup instead of a checkpoint.</param>
- * <remarks>
- * Creates a buyable property (business).
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateProperty(name[], Float:x, Float:y, Float:z, price, reward, interval = 60000, sell = 0, multi = 0, reduce = 0, increase = 0, pickup = 0)
- {
- new
- i;
- while (i < MAX_PROPERTIES && Property_IsActive(i))
- {
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- new
- cp;
- #if defined _YSI_VISUAL_PICKUPS
- if (pickup)
- {
- if ((cp = Pickup_Add(1273, x, y, z, 0, -1)) == NO_PICKUP) return NO_PROPERTY;
- YSI_g_sPickupProps++;
- }
- else
- #endif
- #pragma tabsize 4
- if ((cp = CreateCheckpoint(x, y, z, 3.0)) == NO_CHECKPOINT) return NO_PROPERTY;
- #pragma tabsize 4
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_PROP | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:cp | Property_SetOption(1, sell) | Property_SetOption(2, multi) | Property_SetOption(3, reduce) | Property_SetOption(4, increase) | Property_SetOption(5, pickup);
- if (multi) Bit_SetAll(YSI_g_sProperties[i][E_PROP_DATA_PLAYERS], 0, PLAYER_BIT_ARRAY);
- else YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][0] = Bit:INVALID_PLAYER_ID;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][MAX_PROP_NAME - 1] = interval & 0xFFFFF;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_1] = (interval & 0xFFFFF) | ((price & 0x00000FFF) << 20);
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = (reward & 0x3FFFF) | ((price & 0x03FFF000) << 6);
- if (!isnull(name)) strcpy(YSI_g_sProperties[i][E_PROP_DATA_NAME], name, MAX_PROP_NAME - 1);
- else YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = '\0';
- #if defined _YSI_VISUAL_PICKUPS
- if (pickup)
- {
- YSI_g_sPickupPointers[cp] = i;
- }
- else
- #endif
- #pragma tabsize 4
- YSI_g_sCheckpointPointers[cp] = i;
- #pragma tabsize 4
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="x">X position.</param>
- * <param name="y">Y position.</param>
- * <param name="z">Z position.</param>
- * <param name="name">Name of the bank.</param>
- *//*------------------------------------------------------------------------**/
- stock CreateBank(Float:x, Float:y, Float:z, name[] = "")
- {
- new
- i;
- while (i < MAX_PROPERTIES)
- {
- if (!Property_IsActive(i)) break;
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- new
- cp = CreateCheckpoint(x, y, z, 3.0);
- if (cp == NO_CHECKPOINT) return NO_PROPERTY;
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_BANK | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:cp;
- if (!isnull(name)) strcpy(YSI_g_sProperties[i][E_PROP_DATA_NAME], name, MAX_PROP_NAME);
- else YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = '\0';
- YSI_g_sCheckpointPointers[cp] = i;
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="x">X position.</param>
- * <param name="y">Y position.</param>
- * <param name="z">Z position.</param>
- * <param name="spawn">Wether you spawn with the weapon.</param>
- * <param name="instant">Wether you get the weapon as soon as you buy it.</param>
- * <param name=""></param>
- * <remarks>
- * spawn and instant can BOTH be 1. The format of the additional parameters
- * is:
- *
- * weapon, ammo, price
- *
- * They MUST come in sets of three of the function will fail. Weapon is in
- * the form of the WEAPON_ defines in a_samp or WEAPON_ARMOUR.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateAmmunation(Float:x, Float:y, Float:z, spawn, instant, ...)
- {
- new
- num = numargs();
- if (((num) <= 5) || (((num - 5) / 3) * 3 != (num - 5))) return NO_PROPERTY;
- new
- i;
- while (i < MAX_PROPERTIES)
- {
- if (!Property_IsActive(i)) break;
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- new
- cp = CreateCheckpoint(x, y, z, 3.0);
- if (cp == NO_CHECKPOINT) return NO_PROPERTY;
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_AMMU | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:cp | Property_SetOption(1, spawn) | Property_SetOption(2, instant);
- new
- pos = 5,
- count;
- while (pos < num)
- {
- switch (getarg(pos++))
- {
- case WEAPON_BRASSKNUCKLE:
- YSI_g_sProperties[i][E_PROP_DATA_DATA_1] = WEAPON_DATA;
- case WEAPON_GOLFCLUB:
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = WEAPON_DATA;
- case WEAPON_NITESTICK:
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][0] = Bit:WEAPON_DATA;
- case WEAPON_KNIFE:
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][1] = Bit:WEAPON_DATA;
- case WEAPON_BAT:
- #if PLAYER_BIT_ARRAY > 2
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][2] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][0 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_SHOVEL:
- #if PLAYER_BIT_ARRAY > 3
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][3] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][1 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_POOLSTICK:
- #if PLAYER_BIT_ARRAY > 4
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][4] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][2 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_KATANA:
- #if PLAYER_BIT_ARRAY > 5
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][5] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][3 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_CHAINSAW:
- #if PLAYER_BIT_ARRAY > 6
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][6] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][4 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_DILDO:
- #if PLAYER_BIT_ARRAY > 7
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][7] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][5 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_DILDO2:
- #if PLAYER_BIT_ARRAY > 8
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][8] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][6 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_VIBRATOR:
- #if PLAYER_BIT_ARRAY > 9
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][9] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][7 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_VIBRATOR2:
- #if PLAYER_BIT_ARRAY > 10
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][10] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][8 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_FLOWER:
- #if PLAYER_BIT_ARRAY > 11
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][11] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][9 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_CANE:
- #if PLAYER_BIT_ARRAY > 12
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][12] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][10 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_GRENADE:
- #if PLAYER_BIT_ARRAY > 13
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][13] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][11 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_TEARGAS:
- #if PLAYER_BIT_ARRAY > 14
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][14] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][12 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_MOLTOV:
- #if PLAYER_BIT_ARRAY > 15
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][15] = Bit:WEAPON_DATA;
- #else
- YSI_g_sProperties[i][E_PROP_DATA_NAME][13 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- #endif
- case WEAPON_COLT45:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][14 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SILENCED:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][15 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_DEAGLE:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][16 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SHOTGUN:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][17 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SAWEDOFF:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][18 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SHOTGSPA:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][19 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_UZI:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][20 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_MP5:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][21 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_AK47:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][22 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_M4:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][23 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_TEC9:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][24 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_RIFLE:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][25 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SNIPER:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][26 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_ROCKETLAUNCHER:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][27 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_FLAMETHROWER:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][28 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_MINIGUN:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][29 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SATCHEL:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][30 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_SPRAYCAN:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][31 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_FIREEXTINGUISHER:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][32 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_CAMERA:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][33 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_PARACHUTE:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][34 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- case WEAPON_ARMOUR:
- YSI_g_sProperties[i][E_PROP_DATA_NAME][35 - WEAPON_DATA_OFFSET] = WEAPON_DATA;
- default:
- {
- pos += 2;
- count--;
- }
- }
- count++;
- }
- YSI_g_sProperties[i][E_PROP_DATA_NAME][MAX_PROP_NAME - 1] = count;
- YSI_g_sCheckpointPointers[cp] = i;
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="area">Reference to a defined area.</param>
- * <param name="money">How much you earn.</param>
- * <param name="interval">How often you earn.</param>
- * <remarks>
- * This function has internal checking for invalid areas so you can just pass
- * the return from an Area_ funtion directly.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateMoneyArea(area, money = 100, interval = 10000)
- {
- if (area == NO_AREA) return NO_PROPERTY;
- new
- i;
- while (i < MAX_PROPERTIES)
- {
- if (!Property_IsActive(i)) break;
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_MONA | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:area;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_1] = money;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = interval;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = interval;
- YSI_g_sAreaPointers[area] = i;
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="x">X position.</param>
- * <param name="y">Y position.</param>
- * <param name="z">Z position.</param>
- * <param name="s">Size of checkpoint.</param>
- * <param name="money">How much you earn.</param>
- * <param name="interval">How often you earn.</param>
- * <remarks>
- * Like CreateMoneyArea but you must be in a checkpoint.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateMoneyPoint(Float:x, Float:y, Float:z, Float:s, money = 100, interval = 10000)
- {
- new
- i;
- while (i < MAX_PROPERTIES)
- {
- if (!Property_IsActive(i)) break;
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- new
- cp = CreateCheckpoint(x, y, z, s);
- if (cp == NO_CHECKPOINT) return NO_PROPERTY;
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_MONP | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:cp;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_1] = money;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = interval;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = interval;
- YSI_g_sCheckpointPointers[cp] = i;
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="sx">Start X.</param>
- * <param name="sy">Start Y.</param>
- * <param name="sz">Start Z.</param>
- * <param name="tz">Target X.</param>
- * <param name="ty">Target Y.</param>
- * <param name="tz">Target Z.</param>
- * <param name="cost">Price to use the teleport.</param>
- * <param name="name">Name of the destination.</param>
- * <remarks>
- * Will teleport you the moment you step in.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateTeleport(Float:sx, Float:sy, Float:sz, Float:tx, Float:ty, Float:tz, cost = 0, name[] = "")
- {
- new
- i;
- while (i < MAX_PROPERTIES)
- {
- if (!Property_IsActive(i)) break;
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- new
- cp = CreateCheckpoint(sx, sy, sz, 3.0);
- if (cp == NO_CHECKPOINT) return NO_PROPERTY;
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_TELS | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:cp;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_1] = cost;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = _:tx;
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][0] = Bit:ty;
- YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][1] = Bit:tz;
- if (!isnull(name)) strcpy(YSI_g_sProperties[i][E_PROP_DATA_NAME], name, MAX_PROP_NAME);
- else YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = '\0';
- YSI_g_sCheckpointPointers[cp] = i;
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="area">Reference to a defined area.</param>
- * <param name="kick">Wether they should be kicked out not hurt.</param>
- * <param name="health">How much health should be removed every itteration they're in.</param>
- * <param name="invert">Not allowed to leave the area rather than enter.</param>
- * <param name="name">Name of the area.</param>
- * <remarks>
- * If kick is 1 people will simply be constantly replaced outside the area
- * from the direction they came.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock CreateForbiddenArea(area, kick = 0, health = 1000, invert = 0, name[] = "")
- {
- if (area == NO_AREA) return NO_PROPERTY;
- new
- i;
- while (i < MAX_PROPERTIES)
- {
- if (!Property_IsActive(i)) break;
- i++;
- }
- if (i == MAX_PROPERTIES) return NO_PROPERTY;
- YSI_g_sProperties[i][E_PROP_DATA_FLAGS] = e_PROP_FLAGS_TYPE_RSRC | e_PROP_FLAGS_ACTIVE | e_PROP_FLAGS:area | Property_SetOption(1, kick) | Property_SetOption(2, invert);
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = health;
- if (!isnull(name)) strcpy(YSI_g_sProperties[i][E_PROP_DATA_NAME], name, MAX_PROP_NAME);
- else YSI_g_sProperties[i][E_PROP_DATA_NAME][0] = '\0';
- YSI_g_sAreaPointers[area] = i;
- return i;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who entered an area.</param>
- * <param name="area">Area they entered.</param>
- * <remarks>
- * Internal callback from YSI_areas.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- Property_OnPlayerEnterArea(playerid, area)
- {
- new
- prop = YSI_g_sAreaPointers[area];
- if (prop == NO_PROPERTY)
- {
- return 0;
- }
- if (YSI_g_sProperties[prop][E_PROP_DATA_FLAGS] & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_RSRC)
- {
- if (!Property_GetOption(2, YSI_g_sProperties[prop][E_PROP_DATA_FLAGS]))
- {
- if (YSI_g_sProperties[prop][E_PROP_DATA_NAME][0]) Text_SendFormat(playerid, "YSI_FORBIDDEN_2", YSI_g_sProperties[prop][E_PROP_DATA_NAME]);
- else Text_Send(playerid, $YSI_FORBIDDEN);
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 1, GROUP_PROPERTY_BITS);
- }
- }
- else Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 1, GROUP_PROPERTY_BITS);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who left an area.</param>
- * <param name="areaid">Area they left.</param>
- * <remarks>
- * Internal callback from YSI_areas.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- Property_OnPlayerLeaveArea(playerid, area)
- {
- new
- prop = YSI_g_sAreaPointers[area];
- if (prop == NO_PROPERTY)
- {
- return 0;
- }
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, (YSI_g_sProperties[prop][E_PROP_DATA_FLAGS] & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_RSRC && Property_GetOption(2, YSI_g_sProperties[prop][E_PROP_DATA_FLAGS])));
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who connected.</param>
- * <remarks>
- * Internal callback.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- HOOK__ OnPlayerConnect(playerid)
- {
- YSI_g_sShopMenu[playerid][E_PROP_AMMU_MENU] = Menu:-1;
- Bit_SetAll(YSI_g_sPlayerProperties[playerid], false, GROUP_PROPERTY_BITS);
- for (new i = 0; i < 13; i++) YSI_g_sSpawnWeapons[playerid][i] = 0;
- YSI_g_sMoney[playerid] = 0;
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who connected.</param>
- * <remarks>
- * Internal callback.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- HOOK__ OnPlayerDisconnect(playerid, reason)
- {
- FOREACH__ (new property : Bits(YSI_g_sPlayerProperties[playerid]))
- {
- new
- e_PROP_FLAGS:flags = YSI_g_sProperties[property][E_PROP_DATA_FLAGS];
- if (flags & e_PROP_FLAGS_ACTIVE)
- {
- if ((flags & e_PROP_FLAGS_TYPES) == e_PROP_FLAGS_TYPE_PROP)
- {
- if (Property_GetOption(2, flags))
- {
- if (_:Bit_GetBit(YSI_g_sProperties[property][E_PROP_DATA_PLAYERS], playerid))
- {
- Bit_Set(YSI_g_sProperties[property][E_PROP_DATA_PLAYERS], playerid, false);//, PLAYER_BIT_ARRAY);
- }
- }
- else
- {
- if (_:(YSI_g_sProperties[property][E_PROP_DATA_PLAYERS][0] == Bit:playerid))
- {
- YSI_g_sProperties[property][E_PROP_DATA_PLAYERS][0] = Bit:INVALID_PLAYER_ID;
- }
- }
- #pragma tabsize 4
- #if defined _YSI_VISUAL_PICKUPS
- if (Property_GetOption(5, flags))
- Pickup_Show(_:(flags & e_PROP_FLAGS_LINK), 1);
- else
- #endif
- Checkpoint_SetVisible(_:(flags & e_PROP_FLAGS_LINK), 1);
- #pragma tabsize 4
- }
- else if ((flags & e_PROP_FLAGS_TYPES) == e_PROP_FLAGS_TYPE_HOUS)
- {
- if (_:(YSI_g_sProperties[property][E_PROP_DATA_PLAYERS][0] == Bit:playerid))
- {
- YSI_g_sProperties[property][E_PROP_DATA_PLAYERS][0] = Bit:INVALID_PLAYER_ID;
- }
- }
- }
- }
- Bit_SetAll(YSI_g_sPlayerProperties[playerid], false);
- YSI_g_sPropCount[playerid] = 0;
- YSI_g_sHouseCount[playerid] = 0;
- YSI_g_sCurrentHouse[playerid] = -1;
- //YSI_g_sPickupTimer[playerid] = -1;
- //YSI_g_sPlayerPickup[playerid] = NO_PICKUP;
- //#pragma unused reason
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who spawned.</param>
- * <remarks>
- * Internal callback.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- HOOK__ OnPlayerSpawn(playerid)
- {
- for (new i = 0; i < 12; i++) if (YSI_g_sSpawnWeapons[playerid][i]) GivePlayerWeapon(playerid, (YSI_g_sSpawnWeapons[playerid][i] >> 24) & 0xFF, YSI_g_sSpawnWeapons[playerid][i] & 0xFFFFFF);
- if (YSI_g_sSpawnWeapons[playerid][12]) SetPlayerArmour(playerid, 100.0);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who left a checkpoint.</param>
- * <param name="cpid">Checkpoint they left.</param>
- * <remarks>
- * Internal callback from YSI_checkpoints.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- HOOK__ OnPlayerLeaveCPEx(playerid, cpid)
- {
- new
- cp = YSI_g_sCheckpointPointers[cpid];
- if (cp == NO_CHECKPOINT)
- {
- return 0;
- }
- new
- flags = YSI_g_sProperties[cp][E_PROP_DATA_FLAGS],
- type = _:(_:flags & _:e_PROP_FLAGS_TYPES);
- if ((type != _:e_PROP_FLAGS_TYPE_HOUS || YSI_g_sProperties[cp][E_PROP_DATA_PLAYERS][0] != Bit:playerid) && (type != _:e_PROP_FLAGS_TYPE_PROP || !Property_IsOwner(playerid, cp, flags)))
- {
- Bit_Set(YSI_g_sPlayerProperties[playerid], cp, false);//, GROUP_PROPERTY_BITS);
- }
- return 1;
- }
- #if defined _YSI_VISUAL_PICKUPS
- /*---------------------------------------------------------------------*//**
- *
- * <param name="playerid">Player who picked up a pickup.</param>
- * <param name="pickupid">Pickup they picked up.</param>
- * <remarks>
- * Internal callback from YSI_pickups.
- * </remarks>
- *//*--------------------------------------------------------------------**/
-
- Property_OnPlayerPickUpPickup(playerid, pickupid)
- {
- P:2("Property_OnPlayerPickUpPickup() start");
- if (YSI_g_sPickupTimer[playerid] == -1)
- {
- P:4("Property_OnPlayerPickUpPickup() No timer");
- if (pickupid >= MAX_DYN_PICKUPS)
- {
- return 0;
- }
- P:4("Property_OnPlayerPickUpPickup() Valid pickup");
- new
- prop = YSI_g_sPickupPointers[pickupid];
- if (prop == NO_PROPERTY)
- {
- return 0;
- }
- P:4("Property_OnPlayerPickUpPickup() Valid property");
- YSI_g_sPlayerPickup[playerid] = pickupid;
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 1, GROUP_PROPERTY_BITS);
- switch (_:(YSI_g_sProperties[prop][E_PROP_DATA_FLAGS] & e_PROP_FLAGS_TYPES))
- {
- case e_PROP_FLAGS_TYPE_PROP:
- {
- new
- data1 = YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] & 0x3FFFF,
- data2 = ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] >>> 6) & 0x03FFF000) | ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_1] >>> 20) & 0x00000FFF);
- Text_SendFormat(playerid, "YSI_PROP_NAME", YSI_g_sProperties[prop][E_PROP_DATA_NAME], data1, data2);
- if (Property_GetOption(2, YSI_g_sProperties[prop][E_PROP_DATA_FLAGS]))
- {
- if (Bit_GetBit(YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS], playerid)) Text_Send(playerid, $YSI_PROP_YOURS);
- else Text_SendFormat(playerid, "YSI_PROP_BUY", "buy");
- }
- else
- {
- new
- owner = _:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0];
- if (owner == playerid) Text_Send(playerid, $YSI_PROP_YOURS);
- else if (IsPlayerConnected(owner)) Text_SendFormat(playerid, "YSI_PROP_OWNER", ReturnPlayerName(owner), owner);
- if (owner != playerid) Text_SendFormat(playerid, "YSI_PROP_BUY", "buy");
- }
- }
- case e_PROP_FLAGS_TYPE_HOUS:
- {
- new
- owner = _:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0];
- if (owner == INVALID_PLAYER_ID) Text_SendFormat(playerid, "YSI_PROP_BUY_HOUSE", "buy", YSI_g_sProperties[prop][E_PROP_DATA_NAME][6]);
- else if (owner == playerid) Text_SendFormat(playerid, "YSI_PROP_ENTER", "enter", "exit");
- else Text_SendFormat(playerid, "YSI_PROP_HOUSE_OWNED", ReturnPlayerName(owner));
- }
- }
- YSI_g_sPickupTimer[playerid] = SetTimerEx("Property_PickupTimeCheck", 500, 1, "ii", playerid, pickupid);
- }
- P:2("Property_OnPlayerPickUpPickup() end");
- return 1;
- }
-
- /*---------------------------------------------------------------------*//**
- *
- * <param name="playerid">Player who is on a pickup.</param>
- * <param name="pickupid">Pickup to check.</param>
- *
- * Checks if a player has moved away from a pickup.
- * </remarks>
- *//*--------------------------------------------------------------------**/
-
- public Property_PickupTimeCheck(playerid, pickupid)
- {
- if (!Pickup_IsPlayerOnPickup(playerid, pickupid))
- {
- KillTimer(YSI_g_sPickupTimer[playerid]);
- YSI_g_sPickupTimer[playerid] = -1;
- YSI_g_sPlayerPickup[playerid] = NO_PICKUP;
- new
- prop = YSI_g_sPickupPointers[pickupid];
- if (prop != NO_PROPERTY)
- {
- new
- flags = _:YSI_g_sProperties[prop][E_PROP_DATA_FLAGS],
- type = flags & _:e_PROP_FLAGS_TYPES;
- if ((type != _:e_PROP_FLAGS_TYPE_HOUS || YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] != Bit:playerid) && (type != _:e_PROP_FLAGS_TYPE_PROP || !Property_IsOwner(playerid, prop, flags)))
- {
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 0, GROUP_PROPERTY_BITS);
- }
- }
- }
- }
- #endif
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who entered a checkpoint.</param>
- * <param name="cpid">Checkpoint they entered.</param>
- * <remarks>
- * Internal callback from YSI_checkpoints.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- Property_OnPlayerEnterCheckpointEx(playerid, cpid)
- {
- if (cpid >= MAX_CHECKPOINTS)
- {
- return 0;
- }
- new
- prop = YSI_g_sCheckpointPointers[cpid];
- if (prop == NO_PROPERTY)
- {
- return 0;
- }
- new
- e_PROP_FLAGS:flag = YSI_g_sProperties[prop][E_PROP_DATA_FLAGS];
- switch (flag & e_PROP_FLAGS_TYPES)
- {
- case e_PROP_FLAGS_TYPE_PROP:
- {
- Text_SendFormat(playerid, "YSI_PROP_NAME", YSI_g_sProperties[prop][E_PROP_DATA_NAME], ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] >>> 6) & 0x03FFF000) | ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_1] >>> 20) & 0x00000FFF), YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] & 0x3FFFF);
- if (Property_GetOption(2, flag))
- {
- if (Bit_GetBit(YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS], playerid)) Text_Send(playerid, $YSI_PROP_YOURS);
- else Text_SendFormat(playerid, "YSI_PROP_BUY", "buy");
- }
- else
- {
- new
- owner = _:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0];
- if (owner == playerid) Text_Send(playerid, $YSI_PROP_YOURS);
- else if (IsPlayerConnected(owner)) Text_SendFormat(playerid, "YSI_PROP_OWNER", ReturnPlayerName(owner), owner);
- if (owner != playerid) Text_SendFormat(playerid, "YSI_PROP_BUY", "buy");
- }
- }
- case e_PROP_FLAGS_TYPE_HOUS:
- {
- new
- owner = _:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0];
- if (owner == INVALID_PLAYER_ID) Text_SendFormat(playerid, "YSI_PROP_BUY_HOUSE", "buy", YSI_g_sProperties[prop][E_PROP_DATA_NAME][6]);
- else if (owner == playerid) Text_SendFormat(playerid, "YSI_PROP_ENTER", "enter", "exit");
- else Text_SendFormat(playerid, "YSI_PROP_HOUSE_OWNED", ReturnPlayerName(owner));
- }
- case e_PROP_FLAGS_TYPE_AMMU:
- {
- Property_GenerateAmmuMenu(playerid, prop, 0, 0);
- TogglePlayerControllable(playerid, 0);
- }
- case e_PROP_FLAGS_TYPE_BANK:
- {
- if (YSI_g_sProperties[prop][E_PROP_DATA_NAME][0]) Text_SendFormat(playerid, "YSI_BANK_NAME", YSI_g_sProperties[prop][E_PROP_DATA_NAME]);
- else Text_Send(playerid, $YSI_BANK_WELCOME);
- Text_SendFormat(playerid, "YSI_BANK_HELP1", "bank");
- Text_SendFormat(playerid, "YSI_BANK_HELP2", "withdraw");
- Text_SendFormat(playerid, "YSI_BANK_HELP3", "balance");
- Text_SendFormat(playerid, "YSI_BANK_BALANCE", YSI_g_sMoney[playerid]);
- }
- case e_PROP_FLAGS_TYPE_TELS:
- {
- if (GetPlayerMoney(playerid) >= YSI_g_sProperties[prop][E_PROP_DATA_DATA_1])
- {
- GivePlayerMoney(playerid, -YSI_g_sProperties[prop][E_PROP_DATA_DATA_1]);
- SetPlayerPos(playerid, Float:YSI_g_sProperties[prop][E_PROP_DATA_DATA_2], Float:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0], Float:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][1]);
- if (YSI_g_sProperties[prop][E_PROP_DATA_NAME][0]) Text_SendFormat(playerid, "YSI_TELS_NAME", YSI_g_sProperties[prop][E_PROP_DATA_NAME]);
- else Text_Send(playerid, $YSI_TELS_TELE);
- }
- else Text_SendFormat(playerid, "YSI_TELS_MONEY", YSI_g_sProperties[prop][E_PROP_DATA_DATA_1]);
- return 1;
- }
- case e_PROP_FLAGS_TYPE_MONP: {}
- default:
- {
- return 0;
- }
- }
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 1, GROUP_PROPERTY_BITS);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="ammu">Ammunation to get the weapon from.</param>
- * <param name="slot">Number of active slots to skip.</param>
- * <param name="page">Start slot.</param>
- * <remarks>
- * Gets the slot active weapon from page start. If you want the first one
- * use page = 0 and slot = 0. If you want the second use page = 0 and slot
- * = 1 or slot = 0 and page > position of first.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- static stock Property_GetWeapon(ammu, slot, &page = 0)
- {
- new
- weapon;
- while (page < 40)
- {
- if (!page)
- {
- weapon = YSI_g_sProperties[ammu][E_PROP_DATA_DATA_1];
- }
- else if (page == 1)
- {
- weapon = YSI_g_sProperties[ammu][E_PROP_DATA_DATA_2];
- }
- else if (page < PLAYER_BIT_ARRAY + 2)
- {
- weapon = _:YSI_g_sProperties[ammu][E_PROP_DATA_PLAYERS][page - 2];
- }
- else
- {
- weapon = YSI_g_sProperties[ammu][E_PROP_DATA_NAME][page - (PLAYER_BIT_ARRAY + 2)];
- }
- if (weapon)
- {
- if (!slot) return weapon;
- else slot--;
- }
- page++;
- }
- return 0;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="weapon">Weapon slot to get the name of.</param>
- * <remarks>
- * Gets a real weapon name based on the slot of the weapon, not the weapon id.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- static stock Property_WeaponName(weapon)
- {
- static
- names[][18] =
- {
- "Brassknuckle", "Golfclub", "Night Stick", "Knife",
- "Bat", "Shovel", "Poolstick", "Katana",
- "Chainsaw", "Dildo", "Dildo 2", "Vibrator",
- "Vibrator 2", "Flower", "Cane", "Grenade",
- "Teargas", "Molotov", "Colt 45", "Silenced Pistol",
- "Desert Eagle", "Shotgun", "Sawnoff", "Spaz 9",
- "Uzi", "MP5", "AK47", "M4",
- "TEC9", "Rifle", "Sniper Rifle", "Rocket Launcher",
- "Flame Thrower", "Minigun", "Satchel Charge", "Spraycan",
- "Fire Extinguisher", "Camera", "Parachute", "Armour"
- },
- none[18] = "NONE";
- if (weapon >=0 && weapon < sizeof (names)) return names[weapon];
- else return none;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="data">Compressed data.</param>
- * <remarks>
- * Extracts the cost from the passed data.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- P:D(Property_WeaponCost(data));
- #define Property_WeaponCost(%1) \
- ((%1) & 0xFFFFF)
- /*-------------------------------------------------------------------------*//**
- * <param name="data">Compressed data.</param>
- * <remarks>
- * Extracts the ammo from the passed data.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- P:D(Property_WeaponAmmo(data));
- #define Property_WeaponAmmo(%1) \
- ((%1) >> 20)
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who left a menu.</param>
- * <remarks>
- * Internal callback.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- #define Property_OnPlayerExitedMenu Property_OnPlayerExited
- Property_OnPlayerExitedMenu(playerid)
- {
- if (GetPlayerMenu(playerid) == YSI_g_sShopMenu[playerid][E_PROP_AMMU_MENU])
- {
- new
- data = YSI_g_sShopMenu[playerid][E_PROP_AMMU_DATA];
- if (data & 0x01)
- {
- Property_GenerateAmmuMenu(playerid, data >> 16, 0, 0);
- return 1;
- }
- }
- YSI_g_sShopMenu[playerid][E_PROP_AMMU_MENU] = Menu:-1;
- TogglePlayerControllable(playerid, 1);
- YSI_g_sShopMenu[playerid][E_PROP_AMMU_DATA] = 0;
- return 0;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="slot">Data slot to translate.</param>
- * <returns>
- * weaponid represented by that slot.
- * </returns>
- *//*------------------------------------------------------------------------**/
- static stock Property_GetWeaponFromSlot(slot)
- {
- if (slot < 18) return slot + 1;
- else if (slot < 33) return slot + 4;
- else if (slot < 36) return slot + 5;
- else if (slot < 38) return slot + 6;
- else if (slot == 38) return WEAPON_PARACHUTE;
- else if (slot == 39) return WEAPON_ARMOUR;
- else return 0;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to save the weapon for.</param>
- * <param name="weaponslot">Slot of the weapon.</param>
- * <param name="ammo">Ammo to save.</param>
- * <remarks>
- * Saves weapons based on slots so you only have 13 spawn weapons based on
- * real weapon slots (armour is slot 12). This is similar to weapon slot
- * sorting but it's sorting slots which are packed from original weapon
- * numbers and missing some.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_SavePlayerWeapon(playerid, weaponslot, ammo)
- {
- new
- slot,
- weapon;
- switch (weaponslot)
- {
- case 0: slot = 0, weapon = WEAPON(WEAPON_BRASSKNUCKLE);
- case 1, 2, 3, 4, 5, 6, 7, 8: slot = 1, weapon = WEAPON(weaponslot + 1);
- case 18, 19, 20: slot = 2, weapon = WEAPON(weaponslot + 4);
- case 21, 22, 23: slot = 3, weapon = WEAPON(weaponslot + 4);
- case 24, 25, 28: slot = 4, weapon = WEAPON(weaponslot + 4);
- case 26, 27: slot = 5, weapon = WEAPON(weaponslot + 4);
- case 29, 30: slot = 6, weapon = WEAPON(weaponslot + 4);
- case 31: slot = 7, weapon = WEAPON(WEAPON_ROCKETLAUNCHER);
- case 32, 33: slot = 7, weapon = WEAPON(weaponslot + 5);
- case 15, 16, 17: slot = 8, weapon = WEAPON(weaponslot + 1);
- case 34: slot = 8, weapon = WEAPON(WEAPON_SATCHEL);
- case 35, 36, 37: slot = 9, weapon = WEAPON(weaponslot + 6);
- case 9, 10, 11, 12, 13, 14: slot = 10, weapon = WEAPON(weaponslot + 1);
- case 38: slot = 11, weapon = WEAPON(WEAPON_PARACHUTE);
- case 39: slot = 12, weapon = 1;
- default: return;
- }
- if (YSI_g_sSpawnWeapons[playerid][slot] & 0xFF000000 == weapon) YSI_g_sSpawnWeapons[playerid][slot] += ammo & 0x00FFFFFF;
- else YSI_g_sSpawnWeapons[playerid][slot] = (weapon & 0xFF000000) | (ammo & 0x00FFFFFF);
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to get the weapon for.</param>
- * <param name="slot">Slot to get.</param>
- * <param name="weaponslot">Return for the weapon type.</param>
- * <param name="ammo">Return for the ammo.</param>
- * <remarks>
- * Gets a player's stored for spawn weapons.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_GetSlotWeapon(playerid, slot, &weapon, &ammo)
- {
- if (playerid < 0 || playerid >= MAX_PLAYERS || slot < 0 || slot >= 13) return;
- weapon = (YSI_g_sSpawnWeapons[playerid][slot] & 0xFF000000) >> 24;
- ammo = YSI_g_sSpawnWeapons[playerid][slot] & 0x00FFFFFF;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to save weapons for.</param>
- * <remarks>
- * Saves a players current spawn weapon data to an ini (i.e. their save file).
- * 110953013 is props in adler32
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_SaveWeapons(playerid)
- {
- if (playerid >= 0 && playerid < MAX_PLAYERS)
- {
- new
- str[8] = "wslot";
- for (new i = 0; i <= 12; i++)
- {
- if (i >= 10)
- {
- new
- tens = i / 10;
- str[5] = tens + '0';
- str[6] = (i - (tens * 10)) + '0';
- str[7] = '\0';
- }
- else
- {
- str[5] = i + '0';
- str[6] = '\0';
- }
- Player_WriteInt(str, YSI_g_sSpawnWeapons[playerid][i]);
- }
- }
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to load weapons for.</param>
- * <param name="identifier">Slot data.</param>
- * <param name="text">Weapon data.</param>
- * <remarks>
- * Called when a player logs in to load their previous weapons.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_LoadWeapons(playerid, identifier[], text[])
- {
- if (playerid >= 0 && playerid < MAX_PLAYERS)
- {
- if (strcmp(identifier, "wslot", false, 5)) return;
- new
- slot = strval(identifier[5]);
- if (slot < 0 || slot > 12) return;
- YSI_g_sSpawnWeapons[playerid][slot] = strval(text);
- }
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to save bank for.</param>
- * <remarks>
- * Saves a players current bank data to an ini (i.e. their save file).
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_SaveBank(playerid)
- {
- if (playerid >= 0 && playerid < MAX_PLAYERS)
- {
- Player_WriteInt("bankmoney", YSI_g_sMoney[playerid]);
- }
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to get bank for.</param>
- * <returns>
- * Money in bank.
- * </returns>
- * <remarks>
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_GetBank(playerid)
- {
- if (playerid >= 0 && playerid < MAX_PLAYERS) return YSI_g_sMoney[playerid];
- return 0;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to load bank for.</param>
- * <param name="identifier">Identifier name to check.</param>
- * <param name="text">Possibly bank amount.</param>
- * <remarks>
- * Called when a player logs in to load their previous banked money.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_LoadBank(playerid, identifier[], text[])
- {
- if (playerid >= 0 && playerid < MAX_PLAYERS && !strcmp(identifier, "bankmoney"))
- {
- YSI_g_sMoney[playerid] = strval(text);
- }
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who selected a row.</param>
- * <param name="row">Row they selected.</param>
- * <remarks>
- * Internal callback.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- #define Property_OnPlayerSelectedMenuRow Property_OnPlayerSelectedRow
- Property_OnPlayerSelectedMenuRow(playerid, row)
- {
- if (GetPlayerMenu(playerid) == YSI_g_sShopMenu[playerid][E_PROP_AMMU_MENU])
- {
- new
- data = YSI_g_sShopMenu[playerid][E_PROP_AMMU_DATA],
- slot = (data >> 8) & 0xFF,
- ammu = data >> 16,
- count = YSI_g_sProperties[ammu][E_PROP_DATA_NAME][MAX_PROP_NAME - 1];
- if (data & 0x01)
- {
- new
- weapon,
- flags = _:YSI_g_sProperties[ammu][E_PROP_DATA_FLAGS],
- wdat;
- wdat = Property_GetWeapon(ammu, slot, weapon);
- if (GetPlayerMoney(playerid) >= Property_WeaponCost(wdat))
- {
- if (Property_GetOption(1, flags)) Property_SavePlayerWeapon(playerid, weapon, Property_WeaponAmmo(wdat));
- if (Property_GetOption(2, flags)) Property_GivePlayerWeapon(playerid, weapon, Property_WeaponAmmo(wdat));
- GivePlayerMoney(playerid, 0 - Property_WeaponCost(wdat));
- }
- else Text_Send(playerid, $YSI_AMMU_NO_MONEY);
- Property_GenerateAmmuMenu(playerid, ammu, 0, 0);
- }
- else
- {
- if (count > slot && row == 11) Property_GenerateAmmuMenu(playerid, ammu, 0, slot);
- else if (count > 12)
- {
- if (slot > 11 && row == 0) Property_GenerateAmmuMenu(playerid, ammu, 0, ((slot - 12) / 11) * 11);
- else Property_GenerateAmmuMenu(playerid, ammu, 1, ((slot - 1) / 11) * 10 + row);
- }
- else
- {
- Property_GenerateAmmuMenu(playerid, ammu, 1, row);
- }
- }
- return 1;
- }
- else YSI_g_sShopMenu[playerid][E_PROP_AMMU_MENU] = Menu:-1;
- return 0;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who watns the menu.</param>
- * <param name="ammu">Ammunation they're in.</param>
- * <param name="stage">Current menu view if any.</param>
- * <param name="page">Current menu page.</param>
- * <remarks>
- * If slot is 0 the main selection will be displayed and page will represent
- * the offset from the start if there are more than 12 weapons for sale. If
- * stage is 1 the individual confirmation menu for one weapon will show and
- * page will determine which weapon to show.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- static stock Property_GenerateAmmuMenu(playerid, ammu, stage, page)
- {
- new
- Menu:menu = CreateMenu("Ammunation", 2, 270.0, 150.0, 200.0, 50.0),
- slot = page;
- SetMenuColumnHeader(menu, 0, "Weapon");
- SetMenuColumnHeader(menu, 1, "Price");
- if (stage)
- {
- new
- start,
- weapon = Property_GetWeapon(ammu, page, start);
- if (weapon)
- {
- AddMenuItem(menu, 0, Property_WeaponName(start));
- AddMenuItem(menu, 1, numstr(Property_WeaponCost(weapon)));
- }
- }
- else
- {
- new
- weapon,
- start,
- row,
- end = page + 12,
- next = page,
- money = GetPlayerMoney(playerid);
- if (YSI_g_sProperties[ammu][E_PROP_DATA_NAME][MAX_PROP_NAME - 1] - page > 12) end--;
- if (YSI_g_sProperties[ammu][E_PROP_DATA_NAME][MAX_PROP_NAME - 1] > 12 && page)
- {
- end--;
- AddMenuItem(menu, 0, "Back...");
- AddMenuItem(menu, 1, " ");
- }
- while (slot < end && (weapon = Property_GetWeapon(ammu, next, start)))
- {
- new
- cost = Property_WeaponCost(weapon);
- AddMenuItem(menu, 0, Property_WeaponName(start));
- AddMenuItem(menu, 1, numstr(cost));
- if (cost > money) DisableMenuRow(menu, row);
- slot++;
- row++;
- start++;
- next = 0;
- }
- if (end != 12 && Property_GetWeapon(ammu, 0, start))
- {
- AddMenuItem(menu, 0, "Next...");
- AddMenuItem(menu, 1, " ");
- }
- }
- YSI_g_sShopMenu[playerid][E_PROP_AMMU_MENU] = menu;
- YSI_g_sShopMenu[playerid][E_PROP_AMMU_DATA] = ((ammu & 0xFFFF) << 16) | ((slot & 0xFF) << 8) | (stage ? 1 : 0) | 2;
- ShowMenuForPlayer(menu, playerid);
- DestroyMenu(menu);
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * sell
- * Parameters:
- * <id> - Property to sell.
- * </returns>
- * <remarks>
- * Sells a property you own if it can be sold.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:sell(playerid, params[], help)
- {
- P:2("ycmd_sell() start");
- if (help)
- {
- Text_Send(playerid, $YSI_SELL_HELP_1);
- Text_Send(playerid, $YSI_SELL_HELP_2);
- Text_Send(playerid, $YSI_SELL_HELP_3);
- Text_Send(playerid, $YSI_SELL_HELP_4);
- }
- else
- {
- P:3("ycmd_sell() not help %d", params[0]);
- if (params[0] >= '0' && params[0] <= '9')
- {
- P:5("ycmd_sell() params OK");
- new
- prop = strval(params);
- if (Property_IsActive(prop))
- {
- new
- e_PROP_FLAGS:flag = YSI_g_sProperties[prop][E_PROP_DATA_FLAGS];
- if ((flag & e_PROP_FLAGS_TYPES) == e_PROP_FLAGS_TYPE_PROP)
- {
- if (Property_GetOption(1, flag))
- {
- if (Property_GetOption(2, flag))
- {
- if (Bit_GetBit(YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS], playerid)) Bit_Set(YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS], playerid, 0, PLAYER_BIT_ARRAY);
- else return Text_Send(playerid, $YSI_SELL_CANT);
- }
- else
- {
- if (_:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] == playerid) YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] = Bit:INVALID_PLAYER_ID;
- else return Text_Send(playerid, $YSI_SELL_CANT);
- }
- new
- cost = ((((YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] >>> 6) & 0x03FFF000) | ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_1] >>> 20) & 0x00000FFF)) * ((Property_GetOption(3, flag)) ? PROPERTY_SELL_PERCENT : 100)) / 100;
- Text_SendFormat(playerid, "YSI_SELL_SOLD", cost);
- #pragma tabsize 4
- #if defined _YSI_VISUAL_PICKUPS
- if (Property_GetOption(5, flag))
- Pickup_Show(_:(flag & e_PROP_FLAGS_LINK), 1);
- else
- #endif
- Checkpoint_SetVisible(_:(flag & e_PROP_FLAGS_LINK), 1);
- #pragma tabsize 4
- GivePlayerMoney(playerid, cost);
- YSI_g_sPropCount[playerid]--;
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 0, GROUP_PROPERTY_BITS);
- }
- else Text_Send(playerid, $YSI_SELL_CANT);
- return 1;
- }
- else if ((flag & e_PROP_FLAGS_TYPES) == e_PROP_FLAGS_TYPE_PROP)
- {
- if (_:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] == playerid)
- {
- new
- cost = YSI_g_sProperties[prop][E_PROP_DATA_NAME][0];
- Text_SendFormat(playerid, "YSI_SELL_SOLD", cost);
- GivePlayerMoney(playerid, cost);
- YSI_g_sHouseCount[playerid]--;
- Bit_Set(YSI_g_sPlayerProperties[playerid], prop, 0, GROUP_PROPERTY_BITS);
- YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] = Bit:INVALID_PLAYER_ID;
- }
- else Text_Send(playerid, $YSI_SELL_CANT);
- return 1;
- }
- }
- }
- Text_Send(playerid, $YSI_SELL_NO_ID);
- }
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player who is banking money.</param>
- * <param name="amount">Amount of money they're banking.</param>
- * <remarks>
- * Does banks and withdrawls.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_Bank(playerid, amount)
- {
- if (IsPlayerInCheckpoint(playerid))
- {
- new
- cpid = Checkpoint_Get(playerid),
- prop = YSI_g_sCheckpointPointers[cpid];
- if (prop != NO_PROPERTY)
- {
- new
- e_PROP_FLAGS:flag = YSI_g_sProperties[prop][E_PROP_DATA_FLAGS];
- if (flag & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_BANK)
- {
- if ((amount > 0) ? (GetPlayerMoney(playerid) >= amount) : (YSI_g_sMoney[playerid] + amount >= 0))
- {
- YSI_g_sMoney[playerid] += amount;
- GivePlayerMoney(playerid, -amount);
- }
- else return 0;
- }
- else Text_Send(playerid, $YSI_BANK_NOT);
- }
- else Text_Send(playerid, $YSI_BANK_NOT);
- }
- else Text_Send(playerid, $YSI_BANK_CP);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * bank
- * Parameters:
- * <amount> - Value to bank.
- * </returns>
- * <remarks>
- * Calls Property_Bank with positive input amount.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:bank(playerid, params[], help)
- {
- if (help)
- {
- Text_Send(playerid, $YSI_BANK_HELP_1);
- Text_Send(playerid, $YSI_BANK_HELP_2);
- Text_Send(playerid, $YSI_BANK_HELP_3);
- Text_SendFormat(playerid, "YSI_BANK_HELP_4", "bank");
- }
- else
- {
- new
- bank = strval(params);
- if (Property_Bank(playerid, bank)) Text_SendFormat(playerid, "YSI_BANK_BANKED", bank, YSI_g_sMoney[playerid]);
- else Text_Send(playerid, $YSI_BANK_INSUFFICIENT);
- }
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * balance
- * Parameters:
- * -
- * </returns>
- * <remarks>
- * Displays how much you have in the bank. Does not require you to be in a
- * bank.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:balance(playerid, params[], help)
- {
- if (help) Text_Send(playerid, $YSI_BAL_HELP);
- else Text_SendFormat(playerid, "YSI_BANK_BALANCE", YSI_g_sMoney[playerid]);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * withdraw
- * Parameters:
- * <amount> - Amount to withdraw.
- * </returns>
- * <remarks>
- * Calls Property_Bank with negative input amount.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:withdraw(playerid, params[], help)
- {
- if (help)
- {
- Text_Send(playerid, $YSI_WITH_HELP1);
- Text_Send(playerid, $YSI_WITH_HELP2);
- Text_Send(playerid, $YSI_WITH_HELP3);
- Text_SendFormat(playerid, "YSI_WITH_HELP4", "withdraw");
- }
- else
- {
- new
- bank = -strval(params);
- if (Property_Bank(playerid, bank)) Text_SendFormat(playerid, "YSI_WITHDREW", bank, YSI_g_sMoney[playerid]);
- else Text_Send(playerid, $YSI_BANK_INSUFFUCUENT);
- }
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * buy
- * Parameters:
- * -
- * </returns>
- * <remarks>
- * Allows you to purchase the property you are at.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:buy(playerid, params[], help)
- {
- P:2("ycmd_buy() start");
- if (help)
- {
- Text_Send(playerid, $YSI_BUY_HELP_1);
- Text_Send(playerid, $YSI_BUY_HELP_2);
- Text_Send(playerid, $YSI_BUY_HELP_3);
- Text_Send(playerid, $YSI_BUY_HELP_4);
- }
- else
- {
- P:3("ycmd_buy() Not help");
- new
- cpid,
- prop = NO_PROPERTY;
- if (IsPlayerInCheckpoint(playerid))
- {
- P:4("ycmd_buy() Checkpoint");
- cpid = Checkpoint_Get(playerid);
- if (cpid != NO_CHECKPOINT)
- {
- prop = YSI_g_sCheckpointPointers[cpid];
- }
- }
- #if defined _YSI_VISUAL_PICKUPS
- #pragma tabsize 4
- else if (YSI_g_sPickupTimer[playerid] != -1)
- {
- cpid = YSI_g_sPlayerPickup[playerid];
- if (cpid != NO_PICKUP)
- {
- prop = YSI_g_sPickupPointers[cpid];
- }
- P:4("ycmd_buy() Pickup %d", cpid);
- }
- #pragma tabsize 4
- #endif
- else
- {
- P:4("ycmd_buy() Not in a checkpoint");
- Text_Send(playerid, $YSI_PROP_CP);
- return 1;
- }
- P:4("ycmd_buy() Prop %d", prop);
- if (prop != NO_PROPERTY)
- {
- new
- e_PROP_FLAGS:flag = YSI_g_sProperties[prop][E_PROP_DATA_FLAGS];
- if (flag & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_PROP)
- {
- if (YSI_g_sPropCount[playerid] < YSI_g_sMaxPlayerProps)
- {
- new
- price = ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] >>> 6) & 0x03FFF000) | ((YSI_g_sProperties[prop][E_PROP_DATA_DATA_1] >>> 20) & 0x00000FFF);
- if (GetPlayerMoney(playerid) >= price)
- {
- if (Property_GetOption(2, flag))
- {
- if (Bit_GetBit(YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS], playerid))
- {
- Text_Send(playerid, $YSI_PROP_OWN);
- return 1;
- }
- Bit_Set(YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS], playerid, 1, PLAYER_BIT_ARRAY);
- }
- else
- {
- new
- owner = _:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0];
- if (owner == playerid)
- {
- Text_Send(playerid, $YSI_PROP_OWN);
- return 1;
- }
- if (IsPlayerConnected(owner))
- {
- GivePlayerMoney(owner, price);
- Text_SendFormat(owner, "YSI_PROP_OUT", YSI_g_sProperties[prop][E_PROP_DATA_NAME], ReturnPlayerName(playerid), playerid);
- }
- YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] = Bit:playerid;
- if (Property_GetOption(1, flag))
- {
- #if defined _YSI_VISUAL_PICKUPS
- if (Property_GetOption(5, flag))
- Pickup_Show(cpid, 0);
- else
- #endif
- Checkpoint_SetVisible(cpid, 0);
- }
- else if (YSI_g_sRebuyDelay)
- {
- SetTimerEx("Property_ResetRebuy", YSI_g_sRebuyDelay, 0, "i", prop);
- #if defined _YSI_VISUAL_PICKUPS
- if (Property_GetOption(5, flag))
- Pickup_Show(cpid, 0);
- else
- #endif
- Checkpoint_SetVisible(cpid, 0);
- }
- }
- YSI_g_sPropCount[playerid]++;
- GivePlayerMoney(playerid, -price);
- Text_SendFormat(playerid, "YSI_PROP_BOUGHT", YSI_g_sProperties[prop][E_PROP_DATA_NAME], price);
- Text_SendToAllFormat("YSI_PROP_ANN", ReturnPlayerName(playerid), YSI_g_sProperties[prop][E_PROP_DATA_NAME]);
- if (Property_GetOption(4, flag))
- {
- price = (price * PROPERTY_INCREASE_PERCENT) / 100;
- YSI_g_sProperties[prop][E_PROP_DATA_DATA_1] = (YSI_g_sProperties[prop][E_PROP_DATA_DATA_1] & 0xFFFFF) | ((price & 0x00000FFF) << 20);
- YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] = (YSI_g_sProperties[prop][E_PROP_DATA_DATA_2] & 0x3FFFF) | ((price & 0x03FFF000) << 6);
- }
- if (Property_GetOption(1, flag)) Text_SendFormat(playerid, "YSI_PROP_SELL", "sell", prop, (price * ((Property_GetOption(3, flag)) ? PROPERTY_SELL_PERCENT : 100)) / 100);
- }
- else Text_Send(playerid, $YSI_PROP_AFFORD);
- }
- else Text_Send(playerid, $YSI_PROP_MAX);
- }
- else if (flag & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_HOUS)
- {
- if (YSI_g_sHouseCount[playerid] < YSI_g_sMaxPlayerHouses)
- {
- new
- owner = _:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0];
- if (owner == INVALID_PLAYER_ID)
- {
- new
- price = YSI_g_sProperties[prop][E_PROP_DATA_NAME][6];
- if (GetPlayerMoney(playerid) >= price)
- {
- YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] = Bit:playerid;
- YSI_g_sHouseCount[playerid]++;
- GivePlayerMoney(playerid, -price);
- Text_SendFormat(playerid, "YSI_PROP_BOUGHT_HOUSE", price);
- Text_SendFormat(playerid, "YSI_PROP_SELL", "sell", prop, price);
- }
- else Text_Send(playerid, $YSI_PROP_AFFORD);
- }
- else if (owner == playerid) Text_Send(playerid, $YSI_PROP_YOURS);
- else Text_SendFormat(playerid, "YSI_PROP_HOUSE_OWNED", ReturnPlayerName(owner));
- }
- else Text_Send(playerid, $YSI_PROP_MAX_HOUSE);
- }
- else Text_Send(playerid, $YSI_PROP_NOT);
- }
- else Text_Send(playerid, $YSI_PROP_NOT);
- }
- return 1;
- #pragma unused params
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="prop">Property to make available.</param>
- * <remarks>
- * Makes a property available for purchase after a delay.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- forward Property_ResetRebuy(property);
- public Property_ResetRebuy(property)
- {
- if (Property_IsActive(property))
- {
- new
- e_PROP_FLAGS:flag = YSI_g_sProperties[property][E_PROP_DATA_FLAGS];
- if ((flag & e_PROP_FLAGS_TYPES) == e_PROP_FLAGS_TYPE_PROP)
- {
- #pragma tabsize 4
- #if defined _YSI_VISUAL_PICKUPS
- if (Property_GetOption(5, flag))
- Pickup_Show(_:(flag & e_PROP_FLAGS_LINK), 1);
- else
- #endif
- Checkpoint_SetVisible(_:(flag & e_PROP_FLAGS_LINK), 1);
- #pragma tabsize 4
- }
- }
- }
- /*-------------------------------------------------------------------------*//**
- * <remarks>
- * Does the main processing for the library. Removes or kills people in areas
- * they shouldn't be and gives out money to people who earnt it.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- ptask Property_Loop[500](i)
- {
- static
- Float:s_fLastGoodPos[MAX_PLAYERS][3];//,
- // sLastTick = 0;
- //new
- // currentTick = GetTickCount(),
- // elapse = currentTick - sLastTick;
- /*for (new i = 0; i < MAX_PROPERTIES; i++)
- {
- new
- flags = YSI_g_sProperties[i][E_PROP_DATA_FLAGS];
- if (flags & _:e_PROP_FLAGS_ACTIVE)
- {
- switch (flags & _:e_PROP_FLAGS_TYPES)
- {
- case e_PROP_FLAGS_TYPE_MONP, e_PROP_FLAGS_TYPE_MONA:
- {
- new
- time = YSI_g_sProperties[i][E_PROP_DATA_DATA_2];
- if (!time) time = YSI_g_sProperties[i][E_PROP_DATA_NAME][0];
- time -= elapse;
- if (time < 0) time = 0;
- YSI_g_sProperties[i][E_PROP_DATA_DATA_2] = time;
- }
- case e_PROP_FLAGS_TYPE_PROP:
- {
- new
- time = YSI_g_sProperties[i][E_PROP_DATA_NAME][MAX_PROP_NAME - 1];
- if (!time) time = YSI_g_sProperties[i][E_PROP_DATA_DATA_1] & 0x000FFFFF;
- time -= elapse;
- if (time <= 0) time = 0;
- YSI_g_sProperties[i][E_PROP_DATA_NAME][MAX_PROP_NAME - 1] = time;
- }
- }
- }
- }
- FOREACH__ (Player, i)
- {*/
- P:3("Property_Loop() foreach start");
- new
- money,
- bad;
- for (new j = 0; j < GROUP_PROPERTY_BITS; j++)
- {
- new
- props = _:YSI_g_sPlayerProperties[i][j],
- slot = 1,
- bit;
- while (props)
- {
- if (props & slot)
- {
- new
- property = (j * 32) + bit,
- flags = YSI_g_sProperties[property][E_PROP_DATA_FLAGS];
- if (flags & _:e_PROP_FLAGS_ACTIVE)
- {
- switch (flags & _:e_PROP_FLAGS_TYPES)
- {
- case e_PROP_FLAGS_TYPE_MONP, e_PROP_FLAGS_TYPE_MONA:
- if (!YSI_g_sProperties[property][E_PROP_DATA_DATA_2]) GivePlayerMoney(i, YSI_g_sProperties[property][E_PROP_DATA_DATA_1]);
- case e_PROP_FLAGS_TYPE_PROP:
- {
- if (((Property_GetOption(2, flags)) ? (_:Bit_GetBit(YSI_g_sProperties[property][E_PROP_DATA_PLAYERS], i)) : (_:(YSI_g_sProperties[property][E_PROP_DATA_PLAYERS][0] == Bit:i))) && !YSI_g_sProperties[property][E_PROP_DATA_NAME][MAX_PROP_NAME - 1]) money += YSI_g_sProperties[property][E_PROP_DATA_DATA_2] & 0x3FFFF;
- }
- case e_PROP_FLAGS_TYPE_RSRC:
- {
- if (Property_GetOption(1, flags))
- {
- SetPlayerPos(i, s_fLastGoodPos[i][0], s_fLastGoodPos[i][1], s_fLastGoodPos[i][2]);
- bad = 1;
- }
- else
- {
- new Float:health;
- GetPlayerHealth(i, health);
- SetPlayerHealth(i, health - YSI_g_sProperties[property][E_PROP_DATA_DATA_2]);
- }
- }
- }
- }
- props ^= slot;
- }
- slot <<= 1;
- bit++;
- }
- }
- if (money)
- {
- Text_Send(i, $YSI_PROP_EARNT, money);
- GivePlayerMoney(i, money);
- }
- if (!bad) GetPlayerPos(i, s_fLastGoodPos[i][0], s_fLastGoodPos[i][1], s_fLastGoodPos[i][2]);
- P:3("Property_Loop() foreach end");
- //}
- //sLastTick = currentTick;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="flags">Property data to check.</param>
- * <param name="playerid">Player to check for.</param>
- *//*------------------------------------------------------------------------**/
- P:D(bool:Property_IsPlayerProperty(e_PROP_FLAGS:flags,playerid));
- #define Property_IsPlayerProperty(%1,%2) \
- ((%1) & e_PROP_FLAGS_ACTIVE && (%1) & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_PROP && Checkpoint_HasPlayerNoWorld(_:((%1) & e_PROP_FLAGS_LINK), (%2)))
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to count for.</param>
- * <remarks>
- * Gets the number of properties this player could theoretically own.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_GetPlayerPropCount(playerid)
- {
- new
- count;
- for (new i = 0; i < MAX_PROPERTIES; i++)
- {
- new
- e_PROP_FLAGS:flags = YSI_g_sProperties[i][E_PROP_DATA_FLAGS];
- if (Property_IsPlayerProperty(flags, playerid)) count++;
- }
- return count;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="playerid">Player to get properties of.</param>
- * <param name="properties">Array to return properties in.</param>
- * <remarks>
- * Gets the properties currently owned by this player.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_GetPropertyBits(playerid, Bit:properties[])
- {
- if (playerid < 0 || playerid >= MAX_PLAYERS) return 0;
- for (new i = 0; i < MAX_PROPERTIES; i++)
- {
- new
- e_PROP_FLAGS:flags = YSI_g_sProperties[i][E_PROP_DATA_FLAGS];
- if (flags & e_PROP_FLAGS_ACTIVE && flags & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_PROP && ((Property_GetOption(2, flags)) ? (_:Bit_GetBit(YSI_g_sProperties[i][E_PROP_DATA_PLAYERS], playerid)) : (_:(_:YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][0] == playerid)))) Bit_Set(properties, i, 1, GROUP_PROPERTY_BITS);
- }
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * properties
- * Parameters:
- * <page> - Page of properties to view (optional).
- * </returns>
- * <remarks>
- * Lista all properties available to a player and who owns them.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:properties(playerid, params[], help)
- {
- if (help)
- {
- Text_Send(playerid, $YSI_LIST_HELP_1);
- Text_Send(playerid, $YSI_LIST_HELP_2);
- Text_Send(playerid, $YSI_LIST_HELP_3);
- return 1;
- }
- new
- props = Property_GetPlayerPropCount(playerid),
- pages = (props + 7) / 8,
- page = strval(params);
- if (props > 8)
- {
- if (page)
- {
- if (page <= pages)
- {
- for (new i = 0, j = 0, k = (page - 1) * 8, n = k + 8; i < MAX_PROPERTIES && j < n; i++)
- {
- new
- e_PROP_FLAGS:flags = YSI_g_sProperties[i][E_PROP_DATA_FLAGS];
- if (Property_IsPlayerProperty(flags, playerid))
- {
- if (j >= k)
- {
- if (Property_GetOption(2, flags)) Text_SendFormat(playerid, "YSI_LIST_MULTI", YSI_g_sProperties[i][E_PROP_DATA_NAME], Bit_GetCount(YSI_g_sProperties[i][E_PROP_DATA_PLAYERS], PLAYER_BIT_ARRAY));
- else Text_SendFormat(playerid, "YSI_LIST_FORM", YSI_g_sProperties[i][E_PROP_DATA_NAME], ReturnPlayerName(_:YSI_g_sProperties[i][E_PROP_DATA_PLAYERS][0]));
- }
- j++;
- }
- }
- }
- else Text_SendFormat(playerid, "YSI_LIST_PAGES", "properties", pages);
- }
- else
- {
- Text_Send(playerid, $YSI_LIST_MORE);
- Text_SendFormat(playerid, "YSI_LIST_PAGES", "properties", pages);
- }
- }
- else if (props)
- {
- for (new j = 0, i = 0; i < props && j < MAX_PROPERTIES; j++)
- {
- new
- e_PROP_FLAGS:flags = YSI_g_sProperties[j][E_PROP_DATA_FLAGS];
- if (Property_IsPlayerProperty(flags, playerid))
- {
- if (Property_GetOption(2, flags)) Text_SendFormat(playerid, "YSI_LIST_MULTI", YSI_g_sProperties[j][E_PROP_DATA_NAME], Bit_GetCount(YSI_g_sProperties[j][E_PROP_DATA_PLAYERS], PLAYER_BIT_ARRAY));
- else Text_SendFormat(playerid, "YSI_LIST_FORM", YSI_g_sProperties[j][E_PROP_DATA_NAME], ReturnPlayerName(_:YSI_g_sProperties[j][E_PROP_DATA_PLAYERS][0]));
- i++;
- }
- }
- }
- else Text_Send(playerid, $YSI_LIST_NONE);
- return 1;
- }
- /*-------------------------------------------------------------------------*//**
- * <param name="property">Property to get link of.</param>
- * <remarks>
- * Returns a reference to the area or checkpoint used by this property or
- * NO_PROPERTY on fail.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- stock Property_GetLink(property)
- {
- if (Property_IsActive(property)) return _:(YSI_g_sProperties[property][E_PROP_DATA_FLAGS] & e_PROP_FLAGS_LINK);
- return NO_PROPERTY;
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * enter
- * Parameters:
- * -
- * </returns>
- * <remarks>
- * Allows you to enter a house you own.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:enter(playerid, params[], help)
- {
- P:2("ycmd_enter() start");
- if (help)
- {
- Text_Send(playerid, $YSI_ENTER_HELP_1);
- Text_Send(playerid, $YSI_ENTER_HELP_2);
- }
- else
- {
- P:3("ycmd_enter() Not help");
- new
- cpid,
- prop = NO_PROPERTY;
- if (IsPlayerInCheckpoint(playerid))
- {
- P:4("ycmd_enter() Checkpoint");
- cpid = Checkpoint_Get(playerid);
- if (cpid != NO_CHECKPOINT)
- {
- prop = YSI_g_sCheckpointPointers[cpid];
- }
- }
- #if defined _YSI_VISUAL_PICKUPS
- #pragma tabsize 4
- else if (YSI_g_sPickupTimer[playerid] != -1)
- {
- cpid = YSI_g_sPlayerPickup[playerid];
- if (cpid != NO_PICKUP)
- {
- prop = YSI_g_sPickupPointers[cpid];
- }
- P:4("ycmd_enter() Pickup %d", cpid);
- }
- #endif
- #pragma tabsize 4
- P:4("ycmd_enter() Prop %d", prop);
- if (prop != NO_PROPERTY)
- {
- new
- e_PROP_FLAGS:flag = YSI_g_sProperties[prop][E_PROP_DATA_FLAGS];
- if (flag & e_PROP_FLAGS_TYPES == e_PROP_FLAGS_TYPE_HOUS)
- {
- if (_:YSI_g_sProperties[prop][E_PROP_DATA_PLAYERS][0] == playerid)
- {
- SetPlayerInterior(playerid, YSI_g_sProperties[prop][E_PROP_DATA_DATA_1]);
- SetPlayerVirtualWorld(playerid, YSI_g_sProperties[prop][E_PROP_DATA_DATA_2]);
- SetPlayerPos(playerid, Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][3], Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][4], Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][5]);
- YSI_g_sCurrentHouse[playerid] = prop;
- }
- else Text_Send(playerid, $YSI_ENTER_NOT_YOURS);
- }
- else Text_Send(playerid, $YSI_ENTER_NO_HOUSE);
- }
- else Text_Send(playerid, $YSI_ENTER_NO_HOUSE);
- }
- return 1;
- #pragma unused params
- }
- /*-------------------------------------------------------------------------*//**
- * Command:
- * exit
- * Parameters:
- * -
- * </returns>
- * <remarks>
- * Allows you to exit a house you own.
- * </remarks>
- *//*------------------------------------------------------------------------**/
- YCMD:exit(playerid, params[], help)
- {
- P:2("ycmd_enter() start");
- if (help)
- {
- Text_Send(playerid, $YSI_EXIT_HELP_1);
- }
- else
- {
- new
- prop = YSI_g_sCurrentHouse[playerid];
- if (prop != -1)
- {
- if (IsPlayerInRangeOfPoint(playerid, 3.0, Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][3], Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][4], Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][5]))
- {
- YSI_g_sCurrentHouse[playerid] = -1;
- SetPlayerInterior(playerid, 0);
- SetPlayerVirtualWorld(playerid, 0);
- SetPlayerPos(playerid, Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][0], Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][1], Float:YSI_g_sProperties[prop][E_PROP_DATA_NAME][2]);
- }
- else Text_Send(playerid, $YSI_EXIT_NEAR);
- }
- else Text_Send(playerid, $YSI_EXIT_NOT_IN);
- }
- return 1;
- }
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