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- // This function returns the first free house-slot for the given player
- Player_GetFreeHouseSlot(playerid)
- {
- // Check if the player has room for another house (he hasn't bought the maximum amount of houses per player yet)
- // and get the slot-id
- for (new HouseIndex; HouseIndex < MAX_HOUSESPERPLAYER; HouseIndex++) // Loop through all house-slots of the player
- if (APlayerData[playerid][Houses][HouseIndex] == 0) // Check if this house slot is free
- return HouseIndex; // Return the free HouseIndex for this player
- // If there were no free house-slots, return "-1"
- return -1;
- }
- // This function returns the maximum number of car-slots, based on the house-level
- House_GetMaxCarSlots(HouseID)
- {
- // Return the maximum number of carslots, based on the house-level (every level has one carslot, so return the houselevel)
- return AHouseData[HouseID][HouseLevel];
- }
- // This function returns the first free carslot in the given house (or -1 if no free slot is found)
- House_GetFreeCarSlot(HouseID)
- {
- // Get the maximum number of carslots for this house (based on the house-level)
- new MaxCarSlots = House_GetMaxCarSlots(HouseID);
- // Get the maximum number of carslots for this house and make a loop through all carslots for this house
- for (new CarSlot; CarSlot < MaxCarSlots; CarSlot++)
- {
- // Check if the carslot is empty
- if (AHouseData[HouseID][VehicleIDs][CarSlot] == 0)
- return CarSlot; // Return the carslot-id
- }
- // If no carslots are free, return -1
- return -1;
- }
- // This function sets ownership to the given player
- House_SetOwner(playerid, HouseID)
- {
- // Setup local variables
- new HouseSlotFree, Name[24], Msg[128];
- // Get the first free house-slot from this player
- HouseSlotFree = Player_GetFreeHouseSlot(playerid);
- // Check if the player has a free house-slot
- if (HouseSlotFree != -1)
- {
- // Get the player's name
- GetPlayerName(playerid, Name, sizeof(Name));
- // Store the house-id for the player
- APlayerData[playerid][Houses][HouseSlotFree] = HouseID;
- // Let the player pay for the house
- RewardPlayer(playerid, -AHouseData[HouseID][HousePrice], 0);
- // Set the house as owned
- AHouseData[HouseID][Owned] = true;
- // Store the owner-name for the house
- format(AHouseData[HouseID][Owner], 24, Name);
- // Set the level to 1
- AHouseData[HouseID][HouseLevel] = 1;
- // Set the default house-name ("<playername>'s house")
- format(AHouseData[HouseID][HouseName], 100, TXT_DefaultHouseName, Name);
- // Also, update the pickup and map-icon for this house
- House_UpdateEntrance(HouseID);
- // Save the player-file (and also his houses/businesses)
- PlayerFile_Save(playerid);
- // Let the player know he bought the house
- format(Msg, 128, TXT_PlayerBoughtHouse, AHouseData[HouseID][HousePrice]);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerOwnsMaxHouses);
- return 1;
- }
- // This function is used to spawn back at the entrance of your house
- House_Exit(playerid, HouseID)
- {
- // Set the player in the normal world again
- SetPlayerVirtualWorld(playerid, 0);
- SetPlayerInterior(playerid, 0);
- // Set the position of the player at the entrance of his house
- SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
- // Also clear the tracking-variable to track in which house the player is
- APlayerData[playerid][CurrentHouse] = 0;
- // Check if there is a timer-value set for exiting the house (this timer freezes the player while the environment is being loaded)
- if (ExitHouseTimer > 0)
- {
- // Don't allow the player to fall
- TogglePlayerControllable(playerid, 0);
- // Let the player know he's frozen for 5 seconds
- GameTextForPlayer(playerid, TXT_ExitHouseReloadEnv, ExitHouseTimer, 4);
- // Start a timer that will allow the player to fall again when the environment has loaded
- SetTimerEx("House_ExitTimer", ExitHouseTimer, false, "ii", playerid, HouseID);
- }
- return 1;
- }
- forward House_ExitTimer(playerid, HouseID);
- public House_ExitTimer(playerid, HouseID)
- {
- // Allow the player to move again (environment should have been loaded now)
- TogglePlayerControllable(playerid, 1);
- // Respawn the player's vehicles near the house (only the vehicles that belong to this house)
- for (new CarSlot; CarSlot < 10; CarSlot++)
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- SetVehicleToRespawn(AHouseData[HouseID][VehicleIDs][CarSlot]);
- return 1;
- }
- // This function adds a pickup for the given house
- House_CreateEntrance(HouseID)
- {
- // Setup local variables
- new Msg[128], Float:x, Float:y, Float:z;
- // Get the coordinates of the house's pickup (usually near the door)
- x = AHouseData[HouseID][HouseX];
- y = AHouseData[HouseID][HouseY];
- z = AHouseData[HouseID][HouseZ];
- // Add a new pickup at the house's location (usually near the door), green = free, blue = owned
- if (AHouseData[HouseID][Owned] == true)
- {
- // Create a blue house-pickup (house is owned)
- AHouseData[HouseID][PickupID] = CreateDynamicPickup(1272, 1, x, y, z, 0);
- // Create the 3DText that appears above the house-pickup (displays the housename and the name of the owner)
- format(Msg, 128, TXT_PickupHouseOwned, AHouseData[HouseID][HouseName], AHouseData[HouseID][Owner], AHouseData[HouseID][HouseLevel]);
- AHouseData[HouseID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0);
- // Add a streamed icon to the map (red house), type = 32, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0
- if (ShowBoughtHouses == true)
- AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 32, 0, 0, 0, -1, 150.0);
- }
- else
- {
- // Create a green house-pickup (house is free)
- AHouseData[HouseID][PickupID] = CreateDynamicPickup(1273, 1, x, y, z, 0);
- // Create the 3DText that appears above the house-pickup (displays the price of the house)
- format(Msg, 128, TXT_PickupHouseForSale, AHouseData[HouseID][HousePrice], AHouseData[HouseID][HouseMaxLevel]);
- AHouseData[HouseID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0);
- // Add a streamed icon to the map (green house), type = 31, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0
- AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 31, 0, 0, 0, -1, 150.0);
- }
- }
- // This function changes the pickup (and map-icon) for the given house (used when buying or selling a house)
- House_UpdateEntrance(HouseID)
- {
- // Setup local variables
- new Msg[128], Float:x, Float:y, Float:z;
- // Get the coordinates of the house's pickup (usually near the door)
- x = AHouseData[HouseID][HouseX];
- y = AHouseData[HouseID][HouseY];
- z = AHouseData[HouseID][HouseZ];
- // Destroy the pickup and map-icon near the house's entrance
- DestroyDynamicPickup(AHouseData[HouseID][PickupID]);
- DestroyDynamicMapIcon(AHouseData[HouseID][MapIconID]);
- // Add a new pickup at the house's location (usually near the door), green = free, blue = owned
- if (AHouseData[HouseID][Owned] == true)
- {
- // Create a blue house-pickup (house is owned)
- AHouseData[HouseID][PickupID] = CreateDynamicPickup(1272, 1, x, y, z, 0);
- // Update the 3DText that appears above the house-pickup (displays the housename and the name of the owner)
- format(Msg, 128, TXT_PickupHouseOwned, AHouseData[HouseID][HouseName], AHouseData[HouseID][Owner], AHouseData[HouseID][HouseLevel]);
- UpdateDynamic3DTextLabelText(AHouseData[HouseID][DoorText], 0x008080FF, Msg);
- // Add a streamed icon to the map (red house), type = 32, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0
- if (ShowBoughtHouses == true)
- AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 32, 0, 0, 0, -1, 150.0);
- }
- else
- {
- // Create a green house-pickup (house is free)
- AHouseData[HouseID][PickupID] = CreateDynamicPickup(1273, 1, x, y, z, 0);
- // Update the 3DText that appears above the house-pickup (displays the price of the house)
- format(Msg, 128, TXT_PickupHouseForSale, AHouseData[HouseID][HousePrice], AHouseData[HouseID][HouseMaxLevel]);
- UpdateDynamic3DTextLabelText(AHouseData[HouseID][DoorText], 0x008080FF, Msg);
- // Add a streamed icon to the map (green house), type = 31, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0
- AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 31, 0, 0, 0, -1, 150.0);
- }
- }
- // This function adds a vehicle to the house (if possible)
- House_AddVehicle(HouseID, cModel, cPaint, cComponents[], Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2)
- {
- // Setup local variables
- new vid, CarSlot;
- // Get a free carslot from the house
- CarSlot = House_GetFreeCarSlot(HouseID);
- // Check if there is a free carslot
- if (CarSlot != -1)
- {
- // Create a new vehicle and get the vehicle-id
- vid = CreateVehicle(cModel, cx, cy, cz, crot, Col1, Col2, 600);
- // Store the vehicle-id in the house's free carslot
- AHouseData[HouseID][VehicleIDs][CarSlot] = vid;
- // Save the model of the vehicle
- AVehicleData[vid][Model] = cModel;
- // Save the paintjob of the vehicle and apply it
- AVehicleData[vid][PaintJob] = cPaint;
- if (cPaint != 0)
- ChangeVehiclePaintjob(vid, cPaint - 1);
- // Also update the car-color
- ChangeVehicleColor(vid, Col1, Col2);
- // Save the colors of the vehicle
- AVehicleData[vid][Color1] = Col1;
- AVehicleData[vid][Color2] = Col2;
- // Save the components of the vehicle and apply them
- for (new i; i < 14; i++)
- {
- AVehicleData[vid][Components][i] = cComponents[i];
- // Check if the componentslot has a valid component-id
- if (AVehicleData[vid][Components][i] != 0)
- AddVehicleComponent(vid, AVehicleData[vid][Components][i]); // Add the component to the vehicle
- }
- // Save the spawn-data of the vehicle
- AVehicleData[vid][SpawnX] = cx;
- AVehicleData[vid][SpawnY] = cy;
- AVehicleData[vid][SpawnZ] = cz;
- AVehicleData[vid][SpawnRot] = crot;
- // Also set the fuel to maximum
- AVehicleData[vid][Fuel] = MaxFuel;
- // Also set the owner
- AVehicleData[vid][Owned] = true;
- format(AVehicleData[vid][Owner], 24, AHouseData[HouseID][Owner]);
- // Save the HouseID for the vehicle
- AVehicleData[vid][BelongsToHouse] = HouseID;
- }
- else // No free carslot was found, return 0
- return 0;
- // Exit the function and return the vehicle-id
- return vid;
- }
- // This function is used only when you respawn your vehicles by exiting your house
- House_ReplaceVehicle(HouseID, CarSlot)
- {
- // Setup local variables
- new vid, cModel, cPaint, cComponents[14], Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2, Float:Health, cFuel;
- new panels, doors, lights, tires;
- // Get the data from the already existing vehicle that was parked before
- vid = AHouseData[HouseID][VehicleIDs][CarSlot];
- cModel = AVehicleData[vid][Model];
- cPaint = AVehicleData[vid][PaintJob];
- cFuel = AVehicleData[vid][Fuel];
- for (new i; i < 14; i++)
- cComponents[i] = AVehicleData[vid][Components][i];
- Col1 = AVehicleData[vid][Color1];
- Col2 = AVehicleData[vid][Color2];
- cx = AVehicleData[vid][SpawnX];
- cy = AVehicleData[vid][SpawnY];
- cz = AVehicleData[vid][SpawnZ];
- crot = AVehicleData[vid][SpawnRot];
- GetVehicleHealth(vid, Health);
- GetVehicleDamageStatus(vid, panels, doors, lights, tires);
- // Delete the vehicle and clear the data
- Vehicle_Delete(vid);
- // Create a new vehicle in the same carslot
- vid = House_AddVehicle(HouseID, cModel, cPaint, cComponents, Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2);
- // Update the fuel of the vehicle to the previous setting
- AVehicleData[vid][Fuel] = cFuel;
- // Update the health to what it was before and update the bodywork
- SetVehicleHealth(vid, Health);
- UpdateVehicleDamageStatus(vid, panels, doors, lights, tires);
- return vid;
- }
- // This function is used only when a player logs out (the vehicles are unloaded)
- House_RemoveVehicles(HouseID)
- {
- // Setup local variables
- new vid;
- // Loop through all carslots of this house
- for (new CarSlot; CarSlot < 10; CarSlot++)
- {
- // Get the vehicle-id
- vid = AHouseData[HouseID][VehicleIDs][CarSlot];
- // Check if there was a vehicle in this carslot
- if (vid != 0)
- {
- // Delete the vehicle and clear the data
- DestroyVehicle(vid);
- AHouseData[HouseID][VehicleIDs][CarSlot] = 0;
- AVehicleData[vid][Owned] = false;
- AVehicleData[vid][Owner] = 0;
- AVehicleData[vid][Model] = 0;
- AVehicleData[vid][PaintJob] = 0;
- for (new i; i < 14; i++)
- AVehicleData[vid][Components][i] = 0;
- AVehicleData[vid][SpawnX] = 0.0;
- AVehicleData[vid][SpawnY] = 0.0;
- AVehicleData[vid][SpawnZ] = 0.0;
- AVehicleData[vid][SpawnRot] = 0.0;
- AVehicleData[vid][BelongsToHouse] = 0;
- }
- }
- }
- // This function calculates the sell-price for the given house
- House_CalcSellPrice(HouseID)
- {
- // Setup local variables
- new SellPrice, NumUpgrades, UpgradePrice;
- // Calculate 50% of the original buying price (base-price for selling)
- SellPrice = AHouseData[HouseID][HousePrice] / 2;
- // Calculate the number of upgrades applied to the house
- NumUpgrades = AHouseData[HouseID][HouseLevel] - 1;
- // Also calculate 50% for each upgrade, based on the percentage for upgrading the house
- UpgradePrice = ((AHouseData[HouseID][HousePrice] / 100) * HouseUpgradePercent) * NumUpgrades;
- // Add 50% of the upgrade-price to the sell-price
- SellPrice = SellPrice + UpgradePrice;
- // Return the total sell-price to the calling function
- return SellPrice;
- }
- // his function returns "1" if the given player is the owner of the given house
- House_PlayerIsOwner(playerid, HouseID)
- {
- // Loop through all houses owner by this player
- for (new i; i < MAX_HOUSESPERPLAYER; i++)
- {
- // Check if the player owns the house in any of his house-slots
- if (APlayerData[playerid][Houses][i] == HouseID)
- return 1;
- }
- // If the player doesn't own the house, return 0
- return 0;
- }
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