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- // Make sure you don't get warnings about tabsize
- #pragma tabsize 0
- // Include default files
- #include <a_samp>
- #include <zcmd>
- #include <sscanf2>
- #include <streamer>
- #include <moneyhax_FS>
- // ******************************************************************************************************************************
- // Settings that can be changed
- // ******************************************************************************************************************************
- // When this is set to "true", you spawn at the first house in your list of owned houses
- // When set to "false", you spawn normally
- new bool:SpawnAtHouse = false;
- // Set timer-delay for exiting houses (this timer freezes a player when he exits a house, this allows the game to load the environment
- // before the player starts to fall, also the player's vehicles assigned to the house he exits from, are respawned by this timer)
- new ExitHouseTimer = 1000;
- // This allows you to toggle the red houses on the map (bought houses appear on the map as red house icons when this is set to "true")
- // Setting this to "false" doesn't show a bought house on the map
- new bool:ShowBoughtHouses = false;
- // Setting this to "true" will load all vehicles assigned to houses when the filterscript loads
- // Setting this to "false" will load the vehicles assigned to a house when the house-owner logs in (they'll also disappear when he logs out)
- // Recommended setting for popular servers (with alot of players): "false"
- // In popular servers, the amount of cars could go over the samp-limit (2000), bugging everything when all cars stay loaded
- // even when the owner of the vehicle is offline
- new bool:LoadCarsDuringFSInit = false;
- // Setting this to "true" will set all houses to have insurance by default
- // Seting this to "false" required players to buy insurance for their vehicles from within the house
- // If players don't have insurance, their vehicle will be gone forever if it's destroyed
- // If players have insurance, they will get their vehicle back when it's destroyed
- new bool:AutomaticInsurance = true;
- // Default max number of players is set to 500, re-define it to 50
- #undef MAX_PLAYERS
- #define MAX_PLAYERS 50
- // Define housing parameters
- #define MAX_HOUSES 2000 // Defines the maximum number of houses that can be created
- #define MAX_HOUSESPERPLAYER 20 // Defines the maximum number of houses that any player can own (useable values: 1 to 20)
- #define HouseUpgradePercent 100 // Defines the percentage for upgrading a house (house of 10m can be upgraded for 5m when set to 50)
- #define ParkRange 150.0 // Defines the range for parking the vehicle around the house to which it belongs (default = 150m)
- // Define path to house-files
- #define HouseFile "PPC_Housing/House%i.ini"
- // Define Dialogs
- #define DialogHouseMenu 5001
- #define DialogUpgradeHouse 5002
- #define DialogGoHome 5003
- #define DialogHouseNameChange 5004
- #define DialogSellHouse 5005
- #define DialogBuyCarClass 5006
- #define DialogBuyCar 5007
- #define DialogSellCar 5008
- #define DialogBuyInsurance 5009
- #define DialogGetCarSelectHouse 5010
- #define DialogGetCarSelectCar 5011
- // Define vehicle-classes
- #define VClassBike 1
- #define VClassBoat 2
- #define VClassConvertible 3
- #define VClassHelicopter 4
- #define VClassIndustrial 5
- #define VClassLowRider 6
- #define VClassOffRoad 7
- #define VClassPlane 8
- #define VClassPublic 9
- #define VClassRCVehicle 10
- #define VClassSaloons 11
- #define VClassSportCar 12
- #define VClassStationCar 13
- #define VClassTrailer 14
- #define VClassUnique 15
- // ******************************************************************************************************************************
- // Enums and the array-setups that use them
- // ******************************************************************************************************************************
- // Setup a custom type that holds all data for houses
- enum THouseData
- {
- PickupID, // Holds the pickup-id that is linked to this house
- Text3D:DoorText, // Holds the reference to the 3DText above the house's pickup
- MapIconID, // Holds the ID of the mapicon for the house
- bool:Owned, // Holds true if the house is owned by somebody
- Owner[24], // Holds the name of the owner of the house
- HouseName[100], // Holds the name of the house (this will be displayed above the pickup near the house when it's owned)
- Float:HouseX, // Holds the X-coordinate of the pickup for the house
- Float:HouseY, // Holds the Y-coordinate of the pickup for the house
- Float:HouseZ, // Holds the Z-coordinate of the pickup for the house
- HouseLevel, // Holds the level of upgrades the house has, and defines which interior to use when you enter the house
- HouseMaxLevel, // Holds the maximum level this house can be upgraded to
- HousePrice, // Holds the price for buying the house, the same price applies when upgrading a house per level (multiplied by HouseUpgradePercent/100)
- bool:HouseOpened, // Holds true if the house is open to the public (anyone can enter), false means: only the owner can enter it
- bool:Insurance, // Holds "true" if the house has an insurance for the vehicles belonging to this house
- VehicleIDs[10], // Holds the vehicle-id's of the vehicles linked to this house (max 10 vehicles per house)
- bool:StaticHouse, // Holds "true" if the house is static (cannot be upgraded and has a fixed interior)
- CarSlots // Holds the amount of carslots available
- }
- // Holds the data for all houses
- new AHouseData[MAX_HOUSES][THouseData];
- // Setup a custom type to hold all data about a vehicle
- enum TVehicleData
- {
- BelongsToHouse, // Holds the HouseID to which this vehicle belongs
- bool:Owned, // Holds true if the vehicle is owned by somebody
- Owner[24], // Holds the name of the owner of the vehicle
- Model, // Holds the vehicle-model of this vehicle
- PaintJob, // Holds the ID of the paintjob applied to the vehicle
- Components[14], // Holds all Component-ID's for all components on the vehicle
- Color1, // Holds the primary color for this vehicle
- Color2, // Holds the secundairy color for this vehicle
- Float:SpawnX, // Holds the X-coordinate of the parking spot for this vehicle
- Float:SpawnY, // Holds the Y-coordinate of the parking spot for this vehicle
- Float:SpawnZ, // Holds the Z-coordinate of the parking spot for this vehicle
- Float:SpawnRot // Holds the rotation of the parking spot for this vehicle
- }
- // Setup an array which holds all data for every vehicle, max 2000 vehicles (server limit)
- new AVehicleData[2000][TVehicleData];
- // Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
- enum TPlayerData
- {
- Houses[20], // Holds the HouseID's of the houses that the player owns (index of the AHouseData array), maximum 20 houses per player
- CurrentHouse, // Holds the HouseID to track in which house the player currently is (used when accessing the housemenu)
- DialogBuyVClass,
- DialogGetCarHouseID
- }
- // Create an array to hold the playerdata for every player
- new APlayerData[MAX_PLAYERS][TPlayerData];
- // Setup a custom type that holds all data about a house-interior (selected when entering a house, based on the house-level)
- enum THouseInterior
- {
- InteriorName[50], // Holds the name of the interior
- InteriorID, // Holds the interior-id
- Float:IntX, // Holds the X-coordinate of the spawn-location where you enter the house
- Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the house
- Float:IntZ // Holds the Z-coordinate of the spawn-location where you enter the house
- }
- // Holds the data for all interiors for houses (each house-level has it's own interior)
- new AHouseInteriors[][THouseInterior] =
- {
- {"Dummy", 0, 0.0, 0.0, 0.0}, // Dummy interior (Level 0), as the house-level starts at 1
- {"Small motel room", 10, 2262.83, -1137.71, 1050.63}, // Level 1
- {"Small house", 2, 2467.36, -1698.38, 1013.51}, // Level 2
- {"Small house 2", 1, 223.00, 1289.26, 1082.20}, // Level 3
- {"Medium house", 10, 2260.76, -1210.45, 1049.02}, // Level 4
- {"Medium house 2", 8, 2365.42, -1131.85, 1050.88}, // Level 5
- {"Duplex house", 12, 2324.33, -1144.79, 1050.71}, // Level 6
- {"Big house", 15, 295.14, 1474.47, 1080.52}, // Level 7
- {"Big duplex house", 3, 235.50, 1189.17, 1080.34}, // Level 8
- {"Huge house", 7, 225.63, 1022.48, 1084.07}, // Level 9
- {"Mansion", 5, 1299.14, -794.77, 1084.00} // Level 10
- };
- // Setup a custom type that holds all data about a buyable vehicle
- enum TBuyableVehicle
- {
- CarName[50], // Holds the name of the vehicle
- VehicleClass, // Holds the ID of the vehicleclass
- CarModel, // Holds the model-ID of the vehicle
- Price // Holds the price for the vehicle (renting it will be 10% of this price)
- }
- new ABuyableVehicles[][TBuyableVehicle] =
- {
- {"Admiral", VClassSaloons, 445, 50000},
- {"Alpha", VClassSportCar, 602, 50000},
- {"Ambulance", VClassPublic, 416, 50000},
- {"Andromada", VClassPlane, 592, 50000},
- {"Article Trailer", VClassTrailer, 591, 50000},
- // {"AT400", VClassPlane, 577, 50000},
- {"Baggage", VClassUnique, 485, 50000},
- {"Baggage Trailer A", VClassTrailer, 606, 50000},
- {"Baggage Trailer B", VClassTrailer, 607, 50000},
- {"Bandito", VClassOffRoad, 568, 50000},
- {"Banshee", VClassSportCar, 429, 50000},
- {"Barracks", VClassPublic, 433, 50000},
- {"Beagle", VClassPlane, 511, 50000},
- {"Benson", VClassIndustrial, 499, 50000},
- {"Berkley's RC Van", VClassIndustrial, 459, 50000},
- {"BF Injection", VClassOffRoad, 424, 50000},
- {"BF-400", VClassBike, 581, 50000},
- {"Bike", VClassBike, 509, 50000},
- {"Blade", VClassLowRider, 536, 50000},
- {"Blista Compact", VClassSportCar, 496, 50000},
- {"Bloodring Banger", VClassSaloons, 504, 50000},
- {"BMX", VClassBike, 481, 50000},
- {"Bobcat", VClassIndustrial, 422, 50000},
- {"Boxville 1", VClassIndustrial, 498, 50000},
- {"Boxville 2", VClassIndustrial, 609, 50000},
- {"Bravura", VClassSaloons, 401, 50000},
- {"Broadway", VClassLowRider, 575, 50000},
- // {"Brownstreak (train)", VClassUnique, 538, 50000},
- {"Buccaneer", VClassSaloons, 518, 50000},
- {"Buffalo", VClassSportCar, 402, 50000},
- {"Bullet", VClassSportCar, 541, 50000},
- {"Burrito", VClassIndustrial, 482, 50000},
- {"Bus", VClassPublic, 431, 50000},
- {"Cabbie", VClassPublic, 438, 50000},
- {"Caddy", VClassUnique, 457, 50000},
- {"Cadrona", VClassSaloons, 527, 50000},
- {"Camper", VClassUnique, 483, 50000},
- {"Cargo Trailer", VClassTrailer, 435, 50000},
- {"Cargobob", VClassHelicopter, 548, 50000},
- {"Cement Truck", VClassIndustrial, 524, 50000},
- {"Cheetah", VClassSportCar, 415, 50000},
- {"Clover", VClassSaloons, 542, 50000},
- {"Club", VClassSportCar, 589, 50000},
- {"Coach", VClassPublic, 437, 50000},
- {"Coastguard", VClassBoat, 472, 50000},
- {"Combine Harvester", VClassUnique, 532, 50000},
- {"Comet", VClassConvertible, 480, 50000},
- {"Cropduster", VClassPlane, 512, 50000},
- {"DFT-30", VClassIndustrial, 578, 50000},
- {"Dinghy", VClassBoat, 473, 50000},
- {"Dodo", VClassPlane, 593, 50000},
- {"Dozer", VClassUnique, 486, 50000},
- {"Dumper", VClassUnique, 406, 50000},
- {"Dune", VClassOffRoad, 573, 50000},
- {"Elegant", VClassSaloons, 507, 50000},
- {"Elegy", VClassSaloons, 562, 50000},
- {"Emperor", VClassSaloons, 585, 50000},
- {"Enforcer", VClassPublic, 427, 50000},
- {"Esperanto", VClassSaloons, 419, 50000},
- {"Euros", VClassSportCar, 587, 50000},
- {"Faggio", VClassBike, 462, 50000},
- {"Farm Trailer", VClassTrailer, 610, 50000},
- {"FBI Rancher", VClassPublic, 490, 50000},
- {"FBI Truck", VClassPublic, 528, 50000},
- {"FCR-900", VClassBike, 521, 50000},
- {"Feltzer", VClassConvertible, 533, 50000},
- {"Firetruck", VClassPublic, 407, 50000},
- {"Firetruck LA", VClassPublic, 544, 50000},
- {"Flash", VClassSportCar, 565, 50000},
- {"Flatbed", VClassIndustrial, 455, 50000},
- {"Fluids Trailer", VClassTrailer, 584, 50000},
- {"Forklift", VClassUnique, 530, 50000},
- {"Fortune", VClassSaloons, 526, 50000},
- {"Freeway", VClassBike, 463, 50000},
- // {"Freight (train)", VClassUnique, 537, 50000},
- // {"Freight Box Trailer (train)", VClassTrailer, 590, 50000},
- // {"Freight Flat Trailer (train)", VClassTrailer, 569, 50000},
- {"Glendale", VClassSaloons, 466, 50000},
- {"Glendale Shit", VClassSaloons, 604, 50000},
- {"Greenwood", VClassSaloons, 492, 50000},
- {"Hermes", VClassSaloons, 474, 50000},
- {"Hotdog", VClassUnique, 588, 50000},
- {"Hotknife", VClassUnique, 434, 50000},
- {"Hotring Racer 1", VClassSportCar, 494, 50000},
- {"Hotring Racer 2", VClassSportCar, 502, 50000},
- {"Hotring Racer 3", VClassSportCar, 503, 50000},
- {"HPV1000", VClassPublic, 523, 50000},
- {"Hunter", VClassHelicopter, 425, 50000},
- {"Huntley", VClassOffRoad, 579, 50000},
- {"Hustler", VClassUnique, 545, 50000},
- {"Hydra", VClassPlane, 520, 50000},
- {"Infernus", VClassSportCar, 411, 50000},
- {"Intruder", VClassSaloons, 546, 50000},
- {"Jester", VClassSportCar, 559, 50000},
- {"Jetmax", VClassBoat, 493, 50000},
- {"Journey", VClassUnique, 508, 50000},
- {"Kart", VClassUnique, 571, 50000},
- {"Landstalker", VClassOffRoad, 400, 50000},
- {"Launch", VClassBoat, 595, 50000},
- {"Leviathan", VClassHelicopter, 417, 50000},
- {"Linerunner", VClassIndustrial, 403, 50000},
- {"Majestic", VClassSaloons, 517, 50000},
- {"Manana", VClassSaloons, 410, 50000},
- {"Marquis", VClassBoat, 484, 50000},
- {"Maverick", VClassHelicopter, 487, 50000},
- {"Merit", VClassSaloons, 551, 50000},
- {"Mesa", VClassOffRoad, 500, 50000},
- {"Monster", VClassOffRoad, 444, 50000},
- {"Monster A", VClassOffRoad, 556, 50000},
- {"Monster B", VClassOffRoad, 557, 50000},
- {"Moonbeam", VClassStationCar, 418, 50000},
- {"Mountain Bike", VClassBike, 510, 50000},
- {"Mower", VClassUnique, 572, 50000},
- {"Mr Whoopee", VClassUnique, 423, 50000},
- {"Mule", VClassIndustrial, 414, 50000},
- {"Nebula", VClassSaloons, 516, 50000},
- {"Nevada", VClassPlane, 553, 50000},
- {"Newsvan", VClassIndustrial, 582, 50000},
- {"NRG-500", VClassBike, 522, 50000},
- {"Oceanic", VClassSaloons, 467, 50000},
- {"Ore Trailer", VClassTrailer, 450, 50000},
- {"Packer", VClassIndustrial, 443, 50000},
- {"Patriot", VClassOffRoad, 470, 50000},
- {"PCJ-600", VClassBike, 461, 50000},
- {"Perenniel", VClassStationCar, 404, 50000},
- {"Phoenix", VClassSportCar, 603, 50000},
- {"Picador", VClassIndustrial, 600, 50000},
- {"Pizzaboy", VClassBike, 448, 50000},
- {"Police Car (LSPD)", VClassPublic, 596, 50000},
- {"Police Car (LVPD)", VClassPublic, 598, 50000},
- {"Police Car (SFPD)", VClassPublic, 597, 50000},
- {"Police Maverick", VClassHelicopter, 497, 50000},
- {"Police Ranger", VClassPublic, 599, 50000},
- {"Pony", VClassIndustrial, 413, 50000},
- {"Predator", VClassBoat, 430, 50000},
- {"Premier", VClassSaloons, 426, 50000},
- {"Previon", VClassSaloons, 436, 50000},
- {"Primo", VClassSaloons, 547, 50000},
- {"Quad", VClassBike, 471, 50000},
- {"Raindance", VClassHelicopter, 563, 50000},
- {"Rancher 1", VClassOffRoad, 489, 50000},
- {"Rancher 2", VClassOffRoad, 505, 50000},
- // {"RC Bandit", VClassRCVehicle, 441, 50000},
- // {"RC Baron", VClassRCVehicle, 464, 50000},
- // {"RC Cam", VClassRCVehicle, 594, 50000},
- // {"RC Goblin", VClassRCVehicle, 501, 50000},
- // {"RC Raider", VClassRCVehicle, 465, 50000},
- // {"RC Tiger", VClassRCVehicle, 564, 50000},
- {"Reefer", VClassBoat, 453, 50000},
- {"Regina", VClassStationCar, 479, 50000},
- {"Remington", VClassLowRider, 534, 50000},
- {"Rhino", VClassPublic, 432, 50000},
- {"Roadtrain", VClassIndustrial, 515, 50000},
- {"Romero", VClassUnique, 442, 50000},
- {"Rumpo", VClassIndustrial, 440, 50000},
- {"Rustler", VClassPlane, 476, 50000},
- {"Sabre", VClassSportCar, 475, 50000},
- {"Sadler", VClassIndustrial, 543, 50000},
- {"Sadler Shit", VClassIndustrial, 605, 50000},
- {"SAN News Maverick", VClassHelicopter, 488, 50000},
- {"Sanchez", VClassBike, 468, 50000},
- {"Sandking", VClassOffRoad, 495, 50000},
- {"Savanna", VClassLowRider, 567, 50000},
- {"Seasparrow", VClassHelicopter, 447, 50000},
- {"Securicar", VClassUnique, 428, 50000},
- {"Sentinel", VClassSaloons, 405, 50000},
- {"Shamal", VClassPlane, 519, 50000},
- {"Skimmer", VClassPlane, 460, 50000},
- {"Slamvan", VClassLowRider, 535, 50000},
- {"Solair", VClassStationCar, 458, 50000},
- {"Sparrow", VClassHelicopter, 469, 50000},
- {"Speeder", VClassBoat, 452, 50000},
- {"Squallo", VClassBoat, 446, 50000},
- {"Stafford", VClassSaloons, 580, 50000},
- {"Stallion", VClassConvertible, 439, 50000},
- {"Stratum", VClassStationCar, 561, 50000},
- // {"Streak Trailer (train)", VClassTrailer, 570, 50000},
- {"Stretch", VClassUnique, 409, 50000},
- {"Stuntplane", VClassPlane, 513, 50000},
- {"Sultan", VClassSaloons, 560, 50000},
- {"Sunrise", VClassSaloons, 550, 50000},
- {"Super GT", VClassSportCar, 506, 50000},
- {"S.W.A.T.", VClassPublic, 601, 50000},
- {"Sweeper", VClassUnique, 574, 50000},
- {"Tahoma", VClassLowRider, 566, 50000},
- {"Tampa", VClassSaloons, 549, 50000},
- {"Tanker", VClassIndustrial, 514, 50000},
- {"Taxi", VClassPublic, 420, 50000},
- {"Tornado", VClassLowRider, 576, 50000},
- {"Towtruck", VClassUnique, 525, 50000},
- {"Tractor", VClassIndustrial, 531, 50000},
- // {"Tram", VClassUnique, 449, 50000},
- {"Trashmaster", VClassIndustrial, 408, 50000},
- {"Tropic", VClassBoat, 454, 50000},
- {"Tug", VClassUnique, 583, 50000},
- {"Tug Stairs Trailer", VClassTrailer, 608, 50000},
- {"Turismo", VClassSportCar, 451, 50000},
- {"Uranus", VClassSportCar, 558, 50000},
- {"Utility Trailer", VClassTrailer, 611, 50000},
- {"Utility Van", VClassIndustrial, 552, 50000},
- {"Vincent", VClassSaloons, 540, 50000},
- {"Virgo", VClassSaloons, 491, 50000},
- {"Voodoo", VClassLowRider, 412, 50000},
- {"Vortex", VClassUnique, 539, 50000},
- {"Walton", VClassIndustrial, 478, 50000},
- {"Washington", VClassSaloons, 421, 50000},
- {"Wayfarer", VClassBike, 586, 50000},
- {"Willard", VClassSaloons, 529, 50000},
- {"Windsor", VClassConvertible, 555, 50000},
- {"Yankee", VClassIndustrial, 456, 50000},
- {"Yosemite", VClassIndustrial, 554, 50000},
- {"ZR-350", VClassSportCar, 477, 50000}
- };
- // Setup an array that holds all prices for vehicle-components
- new AVehicleModPrices[] =
- {
- 400, // ID 1000, Spoiler Pro Certain Transfender cars
- 550, // ID 1001, Spoiler Win Certain Transfender cars
- 200, // ID 1002, Spoiler Drag Certain Transfender cars
- 250, // ID 1003, Spoiler Alpha Certain Transfender cars
- 100, // ID 1004, Hood Champ Scoop Certain Transfender cars
- 150, // ID 1005, Hood Fury Scoop Certain Transfender cars
- 80, // ID 1006, Roof Roof Scoop Certain Transfender cars
- 500, // ID 1007, Sideskirt Right Sideskirt Certain Transfender cars
- 500, // ID 1008, Nitro 5 times Most cars, Most planes and Most Helicopters
- 200, // ID 1009, Nitro 2 times Most cars, Most planes and Most Helicopters
- 1000, // ID 1010, Nitro 10 times Most cars, Most planes and Most Helicopters
- 220, // ID 1011, Hood Race Scoop Certain Transfender cars
- 250, // ID 1012, Hood Worx Scoop Certain Transfender cars
- 100, // ID 1013, Lamps Round Fog Certain Transfender cars
- 400, // ID 1014, Spoiler Champ Certain Transfender cars
- 500, // ID 1015, Spoiler Race Certain Transfender cars
- 200, // ID 1016, Spoiler Worx Certain Transfender cars
- 500, // ID 1017, Sideskirt Left Sideskirt Certain Transfender cars
- 350, // ID 1018, Exhaust Upswept Most cars
- 300, // ID 1019, Exhaust Twin Most cars
- 250, // ID 1020, Exhaust Large Most cars
- 200, // ID 1021, Exhaust Medium Most cars
- 150, // ID 1022, Exhaust Small Most cars
- 350, // ID 1023, Spoiler Fury Certain Transfender cars
- 50, // ID 1024, Lamps Square Fog Certain Transfender cars
- 1000, // ID 1025, Wheels Offroad Certain Transfender cars
- 480, // ID 1026, Sideskirt Right Alien Sideskirt Sultan
- 480, // ID 1027, Sideskirt Left Alien Sideskirt Sultan
- 770, // ID 1028, Exhaust Alien Sultan
- 680, // ID 1029, Exhaust X-Flow Sultan
- 370, // ID 1030, Sideskirt Left X-Flow Sideskirt Sultan
- 370, // ID 1031, Sideskirt Right X-Flow Sideskirt Sultan
- 170, // ID 1032, Roof Alien Roof Vent Sultan
- 120, // ID 1033, Roof X-Flow Roof Vent Sultan
- 790, // ID 1034, Exhaust Alien Elegy
- 150, // ID 1035, Roof X-Flow Roof Vent Elegy
- 500, // ID 1036, SideSkirt Right Alien Sideskirt Elegy
- 690, // ID 1037, Exhaust X-Flow Elegy
- 190, // ID 1038, Roof Alien Roof Vent Elegy
- 390, // ID 1039, SideSkirt Right X-Flow Sideskirt Elegy
- 500, // ID 1040, SideSkirt Left Alien Sideskirt Elegy
- 390, // ID 1041, SideSkirt Right X-Flow Sideskirt Elegy
- 1000, // ID 1042, SideSkirt Right Chrome Sideskirt Broadway
- 500, // ID 1043, Exhaust Slamin Broadway
- 500, // ID 1044, Exhaust Chrome Broadway
- 510, // ID 1045, Exhaust X-Flow Flash
- 710, // ID 1046, Exhaust Alien Flash
- 670, // ID 1047, SideSkirt Right Alien Sideskirt Flash
- 530, // ID 1048, SideSkirt Right X-Flow Sideskirt Flash
- 810, // ID 1049, Spoiler Alien Flash
- 620, // ID 1050, Spoiler X-Flow Flash
- 670, // ID 1051, SideSkirt Left Alien Sideskirt Flash
- 530, // ID 1052, SideSkirt Left X-Flow Sideskirt Flash
- 130, // ID 1053, Roof X-Flow Flash
- 210, // ID 1054, Roof Alien Flash
- 230, // ID 1055, Roof Alien Stratum
- 520, // ID 1056, Sideskirt Right Alien Sideskirt Stratum
- 430, // ID 1057, Sideskirt Right X-Flow Sideskirt Stratum
- 620, // ID 1058, Spoiler Alien Stratum
- 720, // ID 1059, Exhaust X-Flow Stratum
- 530, // ID 1060, Spoiler X-Flow Stratum
- 180, // ID 1061, Roof X-Flow Stratum
- 520, // ID 1062, Sideskirt Left Alien Sideskirt Stratum
- 430, // ID 1063, Sideskirt Left X-Flow Sideskirt Stratum
- 830, // ID 1064, Exhaust Alien Stratum
- 850, // ID 1065, Exhaust Alien Jester
- 750, // ID 1066, Exhaust X-Flow Jester
- 250, // ID 1067, Roof Alien Jester
- 200, // ID 1068, Roof X-Flow Jester
- 550, // ID 1069, Sideskirt Right Alien Sideskirt Jester
- 450, // ID 1070, Sideskirt Right X-Flow Sideskirt Jester
- 550, // ID 1071, Sideskirt Left Alien Sideskirt Jester
- 450, // ID 1072, Sideskirt Left X-Flow Sideskirt Jester
- 1100, // ID 1073, Wheels Shadow Most cars
- 1030, // ID 1074, Wheels Mega Most cars
- 980, // ID 1075, Wheels Rimshine Most cars
- 1560, // ID 1076, Wheels Wires Most cars
- 1620, // ID 1077, Wheels Classic Most cars
- 1200, // ID 1078, Wheels Twist Most cars
- 1030, // ID 1079, Wheels Cutter Most cars
- 900, // ID 1080, Wheels Switch Most cars
- 1230, // ID 1081, Wheels Grove Most cars
- 820, // ID 1082, Wheels Import Most cars
- 1560, // ID 1083, Wheels Dollar Most cars
- 1350, // ID 1084, Wheels Trance Most cars
- 770, // ID 1085, Wheels Atomic Most cars
- 100, // ID 1086, Stereo Stereo Most cars
- 1500, // ID 1087, Hydraulics Hydraulics Most cars
- 150, // ID 1088, Roof Alien Uranus
- 650, // ID 1089, Exhaust X-Flow Uranus
- 450, // ID 1090, Sideskirt Right Alien Sideskirt Uranus
- 100, // ID 1091, Roof X-Flow Uranus
- 750, // ID 1092, Exhaust Alien Uranus
- 350, // ID 1093, Sideskirt Right X-Flow Sideskirt Uranus
- 450, // ID 1094, Sideskirt Left Alien Sideskirt Uranus
- 350, // ID 1095, Sideskirt Right X-Flow Sideskirt Uranus
- 1000, // ID 1096, Wheels Ahab Most cars
- 620, // ID 1097, Wheels Virtual Most cars
- 1140, // ID 1098, Wheels Access Most cars
- 1000, // ID 1099, Sideskirt Left Chrome Sideskirt Broadway
- 940, // ID 1100, Bullbar Chrome Grill Remington
- 780, // ID 1101, Sideskirt Left `Chrome Flames` Sideskirt Remington
- 830, // ID 1102, Sideskirt Left `Chrome Strip` Sideskirt Savanna
- 3250, // ID 1103, Roof Convertible Blade
- 1610, // ID 1104, Exhaust Chrome Blade
- 1540, // ID 1105, Exhaust Slamin Blade
- 780, // ID 1106, Sideskirt Right `Chrome Arches` Remington
- 780, // ID 1107, Sideskirt Left `Chrome Strip` Sideskirt Blade
- 780, // ID 1108, Sideskirt Right `Chrome Strip` Sideskirt Blade
- 1610, // ID 1109, Rear Bullbars Chrome Slamvan
- 1540, // ID 1110, Rear Bullbars Slamin Slamvan
- 55, // ID 1111, Front Sign? Little Sign? Slamvan ???
- 55, // ID 1112, Front Sign? Little Sign? Slamvan ???
- 3340, // ID 1113, Exhaust Chrome Slamvan
- 3250, // ID 1114, Exhaust Slamin Slamvan
- 2130, // ID 1115, Front Bullbars Chrome Slamvan
- 2050, // ID 1116, Front Bullbars Slamin Slamvan
- 2040, // ID 1117, Front Bumper Chrome Slamvan
- 780, // ID 1118, Sideskirt Right `Chrome Trim` Sideskirt Slamvan
- 940, // ID 1119, Sideskirt Right `Wheelcovers` Sideskirt Slamvan
- 780, // ID 1120, Sideskirt Left `Chrome Trim` Sideskirt Slamvan
- 940, // ID 1121, Sideskirt Left `Wheelcovers` Sideskirt Slamvan
- 780, // ID 1122, Sideskirt Right `Chrome Flames` Sideskirt Remington
- 860, // ID 1123, Bullbars Bullbar Chrome Bars Remington
- 780, // ID 1124, Sideskirt Left `Chrome Arches` Sideskirt Remington
- 1120, // ID 1125, Bullbars Bullbar Chrome Lights Remington
- 3340, // ID 1126, Exhaust Chrome Exhaust Remington
- 3250, // ID 1127, Exhaust Slamin Exhaust Remington
- 3340, // ID 1128, Roof Vinyl Hardtop Blade
- 1650, // ID 1129, Exhaust Chrome Savanna
- 3380, // ID 1130, Roof Hardtop Savanna
- 3290, // ID 1131, Roof Softtop Savanna
- 1590, // ID 1132, Exhaust Slamin Savanna
- 830, // ID 1133, Sideskirt Right `Chrome Strip` Sideskirt Savanna
- 800, // ID 1134, SideSkirt Right `Chrome Strip` Sideskirt Tornado
- 1500, // ID 1135, Exhaust Slamin Tornado
- 1000, // ID 1136, Exhaust Chrome Tornado
- 800, // ID 1137, Sideskirt Left `Chrome Strip` Sideskirt Tornado
- 580, // ID 1138, Spoiler Alien Sultan
- 470, // ID 1139, Spoiler X-Flow Sultan
- 870, // ID 1140, Rear Bumper X-Flow Sultan
- 980, // ID 1141, Rear Bumper Alien Sultan
- 150, // ID 1142, Vents Left Oval Vents Certain Transfender Cars
- 150, // ID 1143, Vents Right Oval Vents Certain Transfender Cars
- 100, // ID 1144, Vents Left Square Vents Certain Transfender Cars
- 100, // ID 1145, Vents Right Square Vents Certain Transfender Cars
- 490, // ID 1146, Spoiler X-Flow Elegy
- 600, // ID 1147, Spoiler Alien Elegy
- 890, // ID 1148, Rear Bumper X-Flow Elegy
- 1000, // ID 1149, Rear Bumper Alien Elegy
- 1090, // ID 1150, Rear Bumper Alien Flash
- 840, // ID 1151, Rear Bumper X-Flow Flash
- 910, // ID 1152, Front Bumper X-Flow Flash
- 1200, // ID 1153, Front Bumper Alien Flash
- 1030, // ID 1154, Rear Bumper Alien Stratum
- 1030, // ID 1155, Front Bumper Alien Stratum
- 920, // ID 1156, Rear Bumper X-Flow Stratum
- 930, // ID 1157, Front Bumper X-Flow Stratum
- 550, // ID 1158, Spoiler X-Flow Jester
- 1050, // ID 1159, Rear Bumper Alien Jester
- 1050, // ID 1160, Front Bumper Alien Jester
- 950, // ID 1161, Rear Bumper X-Flow Jester
- 650, // ID 1162, Spoiler Alien Jester
- 450, // ID 1163, Spoiler X-Flow Uranus
- 550, // ID 1164, Spoiler Alien Uranus
- 850, // ID 1165, Front Bumper X-Flow Uranus
- 950, // ID 1166, Front Bumper Alien Uranus
- 850, // ID 1167, Rear Bumper X-Flow Uranus
- 950, // ID 1168, Rear Bumper Alien Uranus
- 970, // ID 1169, Front Bumper Alien Sultan
- 880, // ID 1170, Front Bumper X-Flow Sultan
- 990, // ID 1171, Front Bumper Alien Elegy
- 900, // ID 1172, Front Bumper X-Flow Elegy
- 950, // ID 1173, Front Bumper X-Flow Jester
- 1000, // ID 1174, Front Bumper Chrome Broadway
- 900, // ID 1175, Front Bumper Slamin Broadway
- 1000, // ID 1176, Rear Bumper Chrome Broadway
- 900, // ID 1177, Rear Bumper Slamin Broadway
- 2050, // ID 1178, Rear Bumper Slamin Remington
- 2150, // ID 1179, Front Bumper Chrome Remington
- 2130, // ID 1180, Rear Bumper Chrome Remington
- 2050, // ID 1181, Front Bumper Slamin Blade
- 2130, // ID 1182, Front Bumper Chrome Blade
- 2040, // ID 1183, Rear Bumper Slamin Blade
- 2150, // ID 1184, Rear Bumper Chrome Blade
- 2040, // ID 1185, Front Bumper Slamin Remington
- 2095, // ID 1186, Rear Bumper Slamin Savanna
- 2175, // ID 1187, Rear Bumper Chrome Savanna
- 2080, // ID 1188, Front Bumper Slamin Savanna
- 2200, // ID 1189, Front Bumper Chrome Savanna
- 1200, // ID 1190, Front Bumper Slamin Tornado
- 1040, // ID 1191, Front Bumper Chrome Tornado
- 940, // ID 1192, Rear Bumper Chrome Tornado
- 1100, // ID 1193 Rear Bumper Slamin Tornado
- };
- // These variables are used when starting the script and debugging purposes
- new TotalHouses;
- // ******************************************************************************************************************************
- // Callbacks
- // ******************************************************************************************************************************
- // The main function (used only once when the server loads)
- main()
- {
- }
- // This callback gets called when the server initializes the filterscript
- public OnFilterScriptInit()
- {
- // Loop through all houses and try to load them (HouseID 0 isn't used)
- for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- {
- // Try to load the house-file
- HouseFile_Load(HouseID);
- // Load housecars too if chosen to do so
- if (LoadCarsDuringFSInit == true)
- HouseFile_LoadCars(HouseID);
- }
- // Add some icons to the map (modding garages), they will only appear when the player discovers them
- // Print information about the filterscript on the server-console
- printf("----------------------------------------");
- printf("PPC Housing filterscript initialized");
- printf("Houses loaded: %i", TotalHouses);
- printf("----------------------------------------");
- return 1;
- }
- // This callback gets called when a player connects to the server
- public OnPlayerConnect(playerid)
- {
- // Setup local variables
- new HouseID, HouseSlot, Name[24];
- // Get the player's name
- GetPlayerName(playerid, Name, sizeof(Name));
- // Loop through all houses to find the ones which belong to this player
- for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- {
- // Check if the house exists
- if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Check if the house is owned
- if (AHouseData[HouseID][Owned] == true)
- {
- // Check if the player is the owner of the house
- if (strcmp(AHouseData[HouseID][Owner], Name, false) == 0)
- {
- // Add the HouseID to the player's account for faster reference later on
- APlayerData[playerid][Houses][HouseSlot] = HouseID;
- // Load housecars if they weren't loaded at FilterscriptInit
- if (LoadCarsDuringFSInit == false)
- HouseFile_LoadCars(HouseID);
- // Select the next HouseSlot
- HouseSlot++;
- }
- }
- }
- }
- return 1;
- }
- // This callback gets called when a player disconnects from the server
- public OnPlayerDisconnect(playerid, reason)
- {
- // Setup local variables
- new HouseSlot;
- // Loop through all Houses the player owns
- for (HouseSlot = 0; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- {
- // Check if the player has a house in this houseslot
- if (APlayerData[playerid][Houses][HouseSlot] != 0)
- {
- // Save the housefile
- HouseFile_Save(APlayerData[playerid][Houses][HouseSlot]);
- // Unload housecars if they were loaded when the owner logged in
- if (LoadCarsDuringFSInit == false)
- {
- // Unload all vehicles assigned to this house
- House_RemoveVehicles(APlayerData[playerid][Houses][HouseSlot]);
- }
- // Clear the HouseID stored in this houseslot
- APlayerData[playerid][Houses][HouseSlot] = 0;
- }
- }
- // Clear all data for this player
- APlayerData[playerid][CurrentHouse] = 0;
- APlayerData[playerid][DialogBuyVClass] = 0;
- APlayerData[playerid][DialogGetCarHouseID] = 0;
- return 1;
- }
- // This callback gets called when a player interacts with a dialog
- public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
- {
- // Select the proper dialog to process
- switch (dialogid)
- {
- case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
- case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
- case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
- case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
- case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
- case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
- case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
- case DialogSellCar: Dialog_SellCar(playerid, response, listitem);
- case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);
- case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);
- case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);
- }
- return 0;
- }
- // This callback gets called when a player spawns somewhere
- public OnPlayerSpawn(playerid)
- {
- // Setup local variables
- new HouseID;
- // Reset the HouseID where the player is located
- APlayerData[playerid][CurrentHouse] = 0;
- // If SpawnAtHouse is set to "true", re-position the player at the first house in his list of owned houses
- if (SpawnAtHouse == true)
- {
- // Get the first HouseID in your list of owned houses
- HouseID = APlayerData[playerid][Houses][0];
- // Check if the player has a house in this first slot
- if (HouseID != 0)
- {
- // Re-position the player at the house's coordinates
- SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
- }
- }
- return 1;
- }
- // This callback gets called whenever a player dies
- public OnPlayerDeath(playerid, killerid, reason)
- {
- // Reset the HouseID where the player is located
- APlayerData[playerid][CurrentHouse] = 0;
- return 1;
- }
- // This callback gets called when the player is selecting a class (but hasn't clicked "Spawn" yet)
- public OnPlayerRequestClass(playerid, classid)
- {
- // Reset the HouseID where the player is located
- APlayerData[playerid][CurrentHouse] = 0;
- return 1;
- }
- // This callback is called when the player attempts to spawn via class-selection
- public OnPlayerRequestSpawn(playerid)
- {
- // Reset the HouseID where the player is located
- APlayerData[playerid][CurrentHouse] = 0;
- return 1;
- }
- // This callback gets called when a vehicle respawns at it's spawn-location (where it was created)
- public OnVehicleSpawn(vehicleid)
- {
- // Only use this for house-vehicles
- if (AVehicleData[vehicleid][Owned] == true)
- {
- // Re-apply the paintjob (if any was applied)
- if (AVehicleData[vehicleid][PaintJob] != 0)
- {
- // Re-apply the paintjob
- ChangeVehiclePaintjob(vehicleid, AVehicleData[vehicleid][PaintJob] - 1);
- }
- // Also update the car-color
- ChangeVehicleColor(vehicleid, AVehicleData[vehicleid][Color1], AVehicleData[vehicleid][Color2]);
- // Re-add all components that were installed (if they were there)
- for (new i; i < 14; i++)
- {
- // Remove all mods from the vehicle (all added mods applied by hackers will hopefully be removed this way when the vehicle respawns)
- RemoveVehicleComponent(vehicleid, GetVehicleComponentInSlot(vehicleid, i));
- // Check if the componentslot has a valid component-id
- if (AVehicleData[vehicleid][Components][i] != 0)
- AddVehicleComponent(vehicleid, AVehicleData[vehicleid][Components][i]); // Add the component to the vehicle
- }
- }
- return 1;
- }
- // This callback is called when the vehicle leaves a mod shop
- public OnVehicleRespray(playerid, vehicleid, color1, color2)
- {
- // Only use this for house-vehicles
- if (AVehicleData[vehicleid][Owned] == true)
- {
- // Let the player pay $150 for changing the color (if they have been changed)
- if ((AVehicleData[vehicleid][Color1] != color1) || (AVehicleData[vehicleid][Color2] != color2))
- INT_GivePlayerMoney(playerid, -150);
- // Save the colors
- AVehicleData[vehicleid][Color1] = color1;
- AVehicleData[vehicleid][Color2] = color2;
- // If the primary color is black, remove the paintjob
- if (color1 == 0)
- AVehicleData[vehicleid][PaintJob] = 0;
- }
- return 1;
- }
- // This callback gets called whenever a player mods his vehicle
- public OnVehicleMod(playerid, vehicleid, componentid)
- {
- // Only use this for house-vehicles
- if (AVehicleData[vehicleid][Owned] == true)
- {
- // When the player changes a component of his vehicle, reduce the price of the component from the player's money
- INT_GivePlayerMoney(playerid, -AVehicleModPrices[componentid - 1000]);
- // Store the component in the AVehicleData array
- AVehicleData[vehicleid][Components][GetVehicleComponentType(componentid)] = componentid;
- }
- return 1;
- }
- // This callback gets called whenever a player VIEWS at a paintjob in a mod garage (viewing automatically applies it)
- public OnVehiclePaintjob(playerid, vehicleid, paintjobid)
- {
- // Only use this for house-vehicles
- if (AVehicleData[vehicleid][Owned] == true)
- {
- // Store the paintjobid for the vehicle (add 1 to the value, otherwise checking for an applied paintjob is difficult)
- AVehicleData[vehicleid][PaintJob] = paintjobid + 1;
- }
- return 1;
- }
- // This callback gets called whenever a vehicle enters the water or is destroyed (explodes)
- public OnVehicleDeath(vehicleid)
- {
- // Setup local variables
- new HouseID, CarSlot;
- // Only use this for house-vehicles
- if (AVehicleData[vehicleid][Owned] == true)
- {
- // Get the houseid to which this vehicle belongs
- HouseID = AVehicleData[vehicleid][BelongsToHouse];
- // If automatic insurance has been turned off, check if the vehicle's house has insurance for the vehicle
- if (AutomaticInsurance == false)
- {
- // Check if this vehicle belongs to a house
- if (HouseID != 0)
- {
- // If the house doesn't have insurance for it's vehicles
- if (AHouseData[HouseID][Insurance] == false)
- {
- // Find the CarSlot where this vehicle is stored
- for (CarSlot = 0; CarSlot < 10; CarSlot++)
- {
- // Check if the vehicle is stored in this carslot
- if (AHouseData[HouseID][VehicleIDs][CarSlot] == vehicleid)
- break; // Stop searching, because CarSlot now hold the carslot of the vehicle where it's stored
- }
- // Delete the vehicle, clear the data and remove it from the house it belongs to
- Vehicle_Delete(vehicleid, HouseID, CarSlot);
- // Save the house (and linked vehicles)
- HouseFile_Save(HouseID);
- }
- }
- }
- }
- return 1;
- }
- // This callback gets called when the player changes state
- public OnPlayerStateChange(playerid,newstate,oldstate)
- {
- // Setup local variables
- new vid, Name[24], Msg[128], engine, lights, alarm, doors, bonnet, boot, objective;
- // Check if the player became the driver of a vehicle
- if (newstate == PLAYER_STATE_DRIVER)
- {
- // Get the ID of the player's vehicle
- vid = GetPlayerVehicleID(playerid);
- // Get the player's name
- GetPlayerName(playerid, Name, sizeof(Name));
- // Check if the vehicle is owned
- if (AVehicleData[vid][Owned] == true)
- {
- // Check if the vehicle is owned by somebody else (strcmp will not be 0)
- if (strcmp(AVehicleData[vid][Owner], Name, false) != 0)
- {
- // Force the player out of the vehicle
- RemovePlayerFromVehicle(playerid);
- // Turn off the lights and engine
- GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
- SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
- // Let the player know he cannot use somebody else's vehicle
- format(Msg, 128, "{FF0000}You cannot use this vehicle, it's owned by \"{FFFF00}%s{FF0000}\"", AVehicleData[vid][Owner]);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- }
- }
- return 1;
- }
- // ******************************************************************************************************************************
- // Commands
- // ******************************************************************************************************************************
- // Lets the player add new houses (a house that can be upgraded and where the houselevel determines the amount of carslots)
- COMMAND:createhouse(playerid, params[])
- {
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
- // returning "SERVER: Unknown command" to the player
- if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
- // Setup local variables
- new HPrice, MaxLevel, HouseID;
- // Check if the player isn't inside a vehicle (the admin-player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- if (sscanf(params, "ii", HPrice, MaxLevel)) SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Usage: \"/createhouse <price> <maxlevel (1-10)>\"");
- else
- {
- // Check if the player entered a proper maxlevel
- if ((MaxLevel >= 1) && (MaxLevel <= 10))
- {
- // Find the first free HouseID
- for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
- break; // Stop searching, the first free HouseID has been found now
- // Check if the house-limit hasn't been reached yet
- // This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
- // to the last index, the last index would hold a house, so be sure to not overwrite it
- if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Setup some local variables
- new Float:x, Float:y, Float:z, Msg[128];
- // Get the player's position
- GetPlayerPos(playerid, x, y, z);
- // Set some default data
- AHouseData[HouseID][Owned] = false;
- AHouseData[HouseID][Owner] = 0;
- AHouseData[HouseID][HouseX] = x;
- AHouseData[HouseID][HouseY] = y;
- AHouseData[HouseID][HouseZ] = z;
- AHouseData[HouseID][HouseLevel] = 1;
- AHouseData[HouseID][HouseMaxLevel] = MaxLevel;
- AHouseData[HouseID][HousePrice] = HPrice;
- AHouseData[HouseID][HouseOpened] = false;
- AHouseData[HouseID][Insurance] = false;
- AHouseData[HouseID][StaticHouse] = false;
- AHouseData[HouseID][CarSlots] = 1; // This must be equal to the house-level for a normal house
- // Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
- House_UpdateEntrance(HouseID);
- // Save the house
- HouseFile_Save(HouseID);
- // Inform the player that he created a new house
- format(Msg, 128, "{00FF00}You've succesfully created a house with ID: {FFFF00}%i", HouseID);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}The maximum amount of houses has been reached");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You have to use a max-level from 1 to 10");
- }
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to create a house");
- // Let the server know that this was a valid command
- return 1;
- }
- // Lets the player add new houses (a house that cannot be upgraded, has a fixed interior and a fixed amount of carslots)
- COMMAND:createstatichouse(playerid, params[])
- {
- // Setup local variables
- new HPrice, Carslots, HouseID, Interior;
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
- // returning "SERVER: Unknown command" to the player
- if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
- // Check if the player isn't inside a vehicle (the admin-player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- if (sscanf(params, "iii", HPrice, Carslots, Interior)) SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Usage: \"/createstatichouse <price> <Carslots (1-10)> <Interior (1-10)>\"");
- else
- {
- // Check if the player entered a proper amount of Carslots
- if ((Carslots >= 1) && (Carslots <= 10))
- {
- // Check if the player entered a valid interior
- if ((Interior >= 1) && (Interior <= 10))
- {
- // Find the first free HouseID
- for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID])) // Check if an empty house-index has been found (PickupID is 0)
- break; // Stop searching, the first free HouseID has been found now
- // Check if the house-limit hasn't been reached yet
- // This would seem to double-check the pickup-id, but in case there was no free houseslot found (HouseID points
- // to the last index, the last index would hold a house, so be sure to not overwrite it
- if (!IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Setup some local variables
- new Float:x, Float:y, Float:z, Msg[128];
- // Get the player's position
- GetPlayerPos(playerid, x, y, z);
- // Set some default data
- AHouseData[HouseID][Owned] = false;
- AHouseData[HouseID][HouseX] = x;
- AHouseData[HouseID][HouseY] = y;
- AHouseData[HouseID][HouseZ] = z;
- AHouseData[HouseID][HouseLevel] = Interior; // The house-level indicates the static interior
- AHouseData[HouseID][HouseMaxLevel] = Interior;
- AHouseData[HouseID][HousePrice] = HPrice;
- AHouseData[HouseID][HouseOpened] = false;
- AHouseData[HouseID][Insurance] = false;
- AHouseData[HouseID][StaticHouse] = true;
- AHouseData[HouseID][CarSlots] = Carslots;
- // Add the pickup and 3DText at the location of the house-entrance (where the player is standing when he creates the house)
- House_UpdateEntrance(HouseID);
- // Save the house
- HouseFile_Save(HouseID);
- // Inform the player that he created a new house
- format(Msg, 128, "{00FF00}You've succesfully created a static house with ID: {FFFF00}%i", HouseID);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}The maximum amount of houses has been reached");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You have to use an interior-id from 1 to 10");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You have to use a max amount of carslots from 1 to 10");
- }
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to create a house");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command lets the player delete a house
- COMMAND:delhouse(playerid, params[])
- {
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
- // returning "SERVER: Unknown command" to the player
- if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
- // Setup local variables
- new file[100], Msg[128], Name[24];
- // Check if the player isn't inside a vehicle (the admin-player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- // Loop through all houses
- for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- {
- // Check if the house exists
- if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Check if the player is in range of the house-pickup
- if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
- {
- // Get the name of the owner (if the house is owned)
- if (AHouseData[HouseID][Owned] == true)
- {
- // Loop through all players to find the owner (if he's online)
- for (new pid; pid < MAX_PLAYERS; pid++)
- {
- // Check if this player is online
- if (INT_IsPlayerLoggedIn(playerid) == 1)
- {
- // Get that player's name
- GetPlayerName(pid, Name, sizeof(Name));
- // Compare if this player has the same name as the owner of the house
- if (strcmp(AHouseData[HouseID][Owner], Name, false) == 0)
- {
- // Inform the player that his house is being deleted
- format(Msg, 128, "{FF0000}Your house {FFFF00}\"%s\"{FF0000} is being deleted", AHouseData[HouseID][HouseName]);
- SendClientMessage(pid, 0xFFFFFFFF, Msg);
- // Also remove the HouseID from his list of houses
- for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- // Check if the house is stored in this houseslot
- if (APlayerData[pid][Houses][HouseSlot] == HouseID)
- // If the house is stored in this slot, clear the slot
- APlayerData[pid][Houses][HouseSlot] = 0;
- // Stop this For-loop, as the owner was already found and informed
- break;
- }
- }
- }
- }
- // First remove all vehicles from the house
- House_RemoveVehicles(HouseID);
- // Clear all data of the house
- AHouseData[HouseID][Owned] = false;
- AHouseData[HouseID][Owner] = 0;
- AHouseData[HouseID][HouseName] = 0;
- AHouseData[HouseID][Insurance] = false;
- AHouseData[HouseID][HouseX] = 0.0;
- AHouseData[HouseID][HouseY] = 0.0;
- AHouseData[HouseID][HouseZ] = 0.0;
- AHouseData[HouseID][HouseLevel] = 0;
- AHouseData[HouseID][HouseMaxLevel] = 0;
- AHouseData[HouseID][HousePrice] = 0;
- AHouseData[HouseID][HouseOpened] = false;
- AHouseData[HouseID][StaticHouse] = false;
- AHouseData[HouseID][CarSlots] = 0;
- // Destroy the mapicon, 3DText and pickup for the house
- DestroyDynamicPickup(AHouseData[HouseID][PickupID]);
- DestroyDynamicMapIcon(AHouseData[HouseID][MapIconID]);
- DestroyDynamic3DTextLabel(AHouseData[HouseID][DoorText]);
- AHouseData[HouseID][PickupID] = 0;
- AHouseData[HouseID][MapIconID] = 0;
- // Delete the house-file
- format(file, sizeof(file), HouseFile, HouseID); // Construct the complete filename for this house-file
- if (fexist(file)) // Make sure the file exists
- fremove(file); // Delete the file
- // Also let the player know he deleted the house
- format(Msg, 128, "{00FF00}You have deleted the house with ID: {FFFF00}%i", HouseID);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- // Exit the function
- return 1;
- }
- }
- }
- // There was no house in range, so let the player know about it
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}No house in range to delete");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to delete a house");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command lets the player buy a house when he's standing in range of a house that isn't owned yet
- COMMAND:buyhouse(playerid, params[])
- {
- // Setup local variables
- new Msg[128];
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // Check if the player isn't inside a vehicle (the player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- // Check if the player is near a house-pickup
- for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- {
- // Check if the house exists
- if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Check if the player is in range of the house-pickup
- if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
- {
- // Check if the house isn't owned yet
- if (AHouseData[HouseID][Owned] == false)
- {
- // Check if the player can afford this house
- if (INT_GetPlayerMoney(playerid) >= AHouseData[HouseID][HousePrice])
- House_SetOwner(playerid, HouseID); // Give ownership of the house to the player (if he has a spare houseslot)
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford this house"); // The player cannot afford this house
- }
- else
- {
- // Let the player know that this house is already owned by a player
- format(Msg, 128, "{FF0000}This house is already owned by {FFFF00}%s", AHouseData[HouseID][Owner]);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- // The player was in range of a house-pickup, so stop searching for the other house pickups
- return 1;
- }
- }
- }
- // All houses have been processed, but the player wasn't in range of any house-pickup, let him know about it
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}To buy a house, you have to be near a house-pickup");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You can't buy a house when you're inside a vehicle");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command lets the player enter the house/business if he's the owner
- COMMAND:enter(playerid, params[])
- {
- // Setup local variables
- new HouseID, IntID;
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // Check if the player isn't inside a vehicle (the player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- // Loop through all houses
- for (HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- {
- // Check if the house exists
- if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Check if the player is in range of the house-pickup
- if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
- {
- // Check if the house is closed to the public
- if (AHouseData[HouseID][HouseOpened] == false)
- {
- // The house isn't open to the public, so keep anyone out who isn't the owner of the house
- if (House_PlayerIsOwner(playerid, HouseID) == 0)
- {
- // Let the player know that this house isn't open to the public and he can't enter it
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}This house isn't open to the public, you can't enter it");
- return 1;
- }
- }
- // The house is open to the public, or the player trying to enter is the owner, so let the player inside the house
- // Get the interior to put the player in
- IntID = AHouseData[HouseID][HouseLevel]; // Get the level of the house
- // Set the worldid so other players cannot see him anymore (but allow all players in the same house to see eachother)
- SetPlayerVirtualWorld(playerid, 5000 + HouseID);
- // Set the player inside the interior of the house
- SetPlayerInterior(playerid, AHouseInteriors[IntID][InteriorID]);
- // Set the position of the player at the spawn-location of the house's interior
- SetPlayerPos(playerid, AHouseInteriors[IntID][IntX], AHouseInteriors[IntID][IntY], AHouseInteriors[IntID][IntZ]);
- // Also set a tracking-variable to enable /housemenu to track in which house the player is
- APlayerData[playerid][CurrentHouse] = HouseID;
- // Also let the player know he can use /housemenu to upgrade/exit his house
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}Use {FFFF00}/housemenu{00FF00} to change options for your house");
- // Exit the function
- return 1;
- }
- }
- }
- }
- // If no house was in range, allow other script to use this command too (business-script for example)
- return 0;
- }
- // This command opens a menu when you're inside your house to allow to access the options of your house
- COMMAND:housemenu(playerid, params[])
- {
- // Setup local variables
- new OptionsList[200], DialogTitle[200], HouseID;
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // Get the HouseID where the player has entered
- HouseID = APlayerData[playerid][CurrentHouse];
- // Check if the player is inside a house
- if (HouseID != 0)
- {
- format(DialogTitle, sizeof(DialogTitle), "Select option for %s", AHouseData[HouseID][HouseName]);
- // Create 2 different option-lists, based on StaticHouse
- if (AHouseData[HouseID][StaticHouse] == true)
- {
- // Create the dialog for a static house (has the same options as a normal house, except for upgrading the house)
- format(OptionsList, sizeof(OptionsList), "%sChange house-name\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sBuy house-car\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sBuy house-car insurance\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sSell house-car\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sSell house\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sOpen house to the public\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sClose house to the public\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sExit house\n", OptionsList);
- }
- else
- {
- // Create the dialog for a normal house
- format(OptionsList, sizeof(OptionsList), "%sChange house-name\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sUpgrade house\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sBuy house-car\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sBuy house-car insurance\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sSell house-car\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sSell house\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sOpen house to the public\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sClose house to the public\n", OptionsList);
- format(OptionsList, sizeof(OptionsList), "%sExit house\n", OptionsList);
- }
- // Show the housemenu
- ShowPlayerDialog(playerid, DialogHouseMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You're not inside a house");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command teleports you to your selected house
- COMMAND:gohome(playerid, params[])
- {
- // Setup local variables
- new HouseList[1000], HouseID;
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // Check if the player isn't jailed
- if (INT_IsPlayerJailed(playerid) == 0)
- {
- // Check if the player isn't inside a vehicle (the player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- // Ask to which house the player wants to port
- for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- {
- // Get the HouseID in this slot
- HouseID = APlayerData[playerid][Houses][HouseSlot];
- // Check if this houseindex is occupied
- if (HouseID != 0)
- format(HouseList, 1000, "%s{00FF00}%s{FFFFFF}\n", HouseList, AHouseData[HouseID][HouseName]);
- else
- format(HouseList, 1000, "%s{FFFFFF}%s{FFFFFF}\n", HouseList, "Empty house-slot");
- }
- ShowPlayerDialog(playerid, DialogGoHome, DIALOG_STYLE_LIST, "Choose the house to go to:", HouseList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to port to your house");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use /gohome when you're in jail");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command allows you to port a vehicle from your house to your location
- COMMAND:getcar(playerid, params[])
- {
- // Setup local variables
- new HouseList[1000], HouseID;
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // Check if the player isn't inside a vehicle (the player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- // Ask to which house the player wants to port
- for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- {
- // Get the HouseID in this slot
- HouseID = APlayerData[playerid][Houses][HouseSlot];
- // Check if this houseindex is occupied
- if (HouseID != 0)
- format(HouseList, 1000, "%s{00FF00}%s{FFFFFF}\n", HouseList, AHouseData[HouseID][HouseName]);
- else
- format(HouseList, 1000, "%s{FFFFFF}%s{FFFFFF}\n", HouseList, "Empty house-slot");
- }
- ShowPlayerDialog(playerid, DialogGetCarSelectHouse, DIALOG_STYLE_LIST, "Choose the house to get a car from:", HouseList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You need to be on foot to port a vehicle to your location");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command checks if the player is inside a vehicle that he owns and if he's in range of the house where the vehicle is assigned to
- COMMAND:park(playerid, params[])
- {
- // Setup local variables
- new Float:x, Float:y, Float:z, Float:rot, vid, HouseID, Msg[128];
- new engine,lights,alarm,doors,bonnet,boot,objective;
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // Check if the player is inside a vehicle (he must be the driver)
- if (GetPlayerVehicleSeat(playerid) == 0)
- {
- // Get the vehicle-id
- vid = GetPlayerVehicleID(playerid);
- // Get the HouseID to which this vehicle belongs
- HouseID = AVehicleData[vid][BelongsToHouse];
- // Check if this vehicle belongs to a house (if not, the vehicle cannot be parked, as it's not a house-vehicle)
- if (HouseID != 0)
- {
- // Check if the vehicle is in range of the house-entrance (you cannot park a vehicle further away from your house than 150m)
- if (IsPlayerInRangeOfPoint(playerid, ParkRange, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
- {
- // Get the player's position and angle
- GetVehiclePos(vid, x, y, z);
- GetVehicleZAngle(vid, rot);
- // Save those values for the vehicle
- AVehicleData[vid][SpawnX] = x;
- AVehicleData[vid][SpawnY] = y;
- AVehicleData[vid][SpawnZ] = z;
- AVehicleData[vid][SpawnRot] = rot;
- // Loop through all carslots of this house to find the vehicle-id
- for (new CarSlot; CarSlot < 10; CarSlot++)
- {
- // Check if this carslot holds the same vehicle-id
- if (AHouseData[HouseID][VehicleIDs][CarSlot] == vid)
- {
- House_ReplaceVehicle(HouseID, CarSlot); // Re-create the vehicle at the same spot the player wants to park his vehicle
- PutPlayerInVehicle(playerid, AHouseData[HouseID][VehicleIDs][CarSlot], 0);
- // Turn on the engine and lights
- GetVehicleParamsEx(AHouseData[HouseID][VehicleIDs][CarSlot], engine, lights, alarm, doors, bonnet, boot, objective);
- SetVehicleParamsEx(AHouseData[HouseID][VehicleIDs][CarSlot], 1, 1, alarm, doors, bonnet, boot, objective);
- break; // Stop the for-loop
- }
- }
- // Let the player know he parked his vehicle
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've parked your vehicle");
- // Save the housefile
- HouseFile_Save(HouseID);
- }
- else
- {
- format(Msg, 128, "{FF0000}You need to be within {FFFF00}%im{FF0000} of your house to park this vehicle", ParkRange);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot park a vehicle that's not owned by you");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be driving a vehicle you own to park it");
- // Let the server know that this was a valid command
- return 1;
- }
- // This command lets the player evict a house (this clears the ownership of the house so it can be bought again by other players)
- COMMAND:evict(playerid, params[])
- {
- // If a player hasn't logged in properly, he cannot use this command
- if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
- // If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
- // returning "SERVER: Unknown command" to the player
- if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
- // Setup local variables
- new Msg[128], Name[24];
- // Check if the player isn't inside a vehicle (the admin-player must be on foot to use this command)
- if (GetPlayerVehicleSeat(playerid) == -1)
- {
- // Loop through all houses
- for (new HouseID = 1; HouseID < MAX_HOUSES; HouseID++)
- {
- // Check if the house exists
- if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- {
- // Check if the player is in range of the house-pickup
- if (IsPlayerInRangeOfPoint(playerid, 2.5, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]))
- {
- // Get the name of the owner (if the house is owned)
- if (AHouseData[HouseID][Owned] == true)
- {
- // Loop through all players to find the owner (if he's online)
- for (new pid; pid < MAX_PLAYERS; pid++)
- {
- // Check if this player is online
- if (INT_IsPlayerLoggedIn(playerid) == 1)
- {
- // Get that player's name
- GetPlayerName(pid, Name, sizeof(Name));
- // Compare if this player has the same name as the owner of the house
- if (strcmp(AHouseData[HouseID][Owner], Name, false) == 0)
- {
- // Inform the player that his house is being deleted
- format(Msg, 128, "{FF0000}You lost your house {FFFF00}\"%s\"{FF0000}, as it was evicted", AHouseData[HouseID][HouseName]);
- SendClientMessage(pid, 0xFFFFFFFF, Msg);
- // Also remove the HouseID from his list of houses
- for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- // Check if the house is stored in this houseslot
- if (APlayerData[pid][Houses][HouseSlot] == HouseID)
- // If the house is stored in this slot, clear the slot
- APlayerData[pid][Houses][HouseSlot] = 0;
- // Stop this For-loop, as the owner was already found and informed
- break;
- }
- }
- }
- }
- // First remove all vehicles from the house
- House_RemoveVehicles(HouseID);
- // Clear the ownership of the house
- AHouseData[HouseID][Owned] = false;
- AHouseData[HouseID][Owner] = 0;
- // Update the entrance of the house so other players know it's available for purchase again
- House_UpdateEntrance(HouseID);
- // Save the house
- HouseFile_Save(HouseID);
- // Also let the player know he evicted the house
- format(Msg, 128, "{00FF00}You have evicted the house with ID: {FFFF00}%i", HouseID);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- // Exit the function
- return 1;
- }
- }
- }
- // There was no house in range, so let the player know about it
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}No house in range to delete");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to delete a house");
- // Let the server know that this was a valid command
- return 1;
- }
- // ******************************************************************************************************************************
- // Dialog-responses
- // ******************************************************************************************************************************
- // This function processes the housemenu dialog
- Dialog_HouseMenu(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Setup local variables
- new UpgradeList[2000], HouseID, DialogTitle[200], Counter, UpgradePrice, Msg[128], CarSlot, VehicleClassList[1000], VehicleList[500];
- new MsgInsurance[128], BuyableCarIndex, bool:HouseHasCars = false;
- // Get the HouseID of the house where the player is
- HouseID = APlayerData[playerid][CurrentHouse];
- // Skip listitem 1 if this house is a static house (listitem 1 = buy house-car => item 2, ...)
- if (AHouseData[HouseID][StaticHouse] == true)
- {
- // If listitem is 1 or higher, increase the listitem by 1, skipping the "upgrade house" option
- // but still keep the "change housename" option (listitem 0)
- if (listitem >= 1)
- listitem++;
- }
- // Select an option based on the selection in the list
- switch(listitem)
- {
- case 0: // Change house name
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- format(DialogTitle, 200, "Old house-name: %s", AHouseData[HouseID][HouseName]);
- ShowPlayerDialog(playerid, DialogHouseNameChange, DIALOG_STYLE_INPUT, DialogTitle, "Give a new name to your house", "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 1: // Upgrade the house
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Check if it's possible to upgrade further
- if (AHouseData[HouseID][HouseLevel] < AHouseData[HouseID][HouseMaxLevel])
- {
- // Add only the upgrades above the current house-level to the upgradelist
- for (new i = AHouseData[HouseID][HouseLevel] + 1; i <= AHouseData[HouseID][HouseMaxLevel]; i++)
- {
- Counter++; // Add 1 to the counter each time an upgrade is added to the upgradelist
- UpgradePrice = ((AHouseData[HouseID][HousePrice] * Counter) / 100) * HouseUpgradePercent;
- // Add the upgrade-info in green if the player can afford it, and in red if he cannot afford it
- if (INT_GetPlayerMoney(playerid) >= UpgradePrice)
- format(UpgradeList, 2000, "%s{00FF00}%s (level %i)\t\t$%i\n", UpgradeList, AHouseInteriors[i][InteriorName], i, UpgradePrice);
- else
- format(UpgradeList, 2000, "%s{FF0000}%s (level %i)\t\t$%i\n", UpgradeList, AHouseInteriors[i][InteriorName], i, UpgradePrice);
- }
- // Show another dialog to let the player select which upgrade he wants for his house
- ShowPlayerDialog(playerid, DialogUpgradeHouse, DIALOG_STYLE_LIST, "Select upgrade:", UpgradeList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Your house has reached the maximum level, you cannot upgrade it further");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 2: // Buy house-car
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Find a free carslot
- CarSlot = House_GetFreeCarSlot(HouseID);
- // Check if the carslot is valid
- if (CarSlot != -1)
- {
- // Let the player choose a vehicle-class
- format(VehicleClassList, 1000, "%s{00FF00}%s{FFFFFF}\n", VehicleClassList, "Bikes");
- format(VehicleClassList, 1000, "%s{40FF00}%s{FFFFFF}\n", VehicleClassList, "Boats");
- format(VehicleClassList, 1000, "%s{80FF00}%s{FFFFFF}\n", VehicleClassList, "Convertibles");
- format(VehicleClassList, 1000, "%s{B0FF00}%s{FFFFFF}\n", VehicleClassList, "Helicopters");
- format(VehicleClassList, 1000, "%s{FFFF00}%s{FFFFFF}\n", VehicleClassList, "Industrial vehicles");
- format(VehicleClassList, 1000, "%s{B0FF40}%s{FFFFFF}\n", VehicleClassList, "Low-riders");
- format(VehicleClassList, 1000, "%s{80FF80}%s{FFFFFF}\n", VehicleClassList, "Off-Road vehicles");
- format(VehicleClassList, 1000, "%s{40FFB0}%s{FFFFFF}\n", VehicleClassList, "Planes");
- format(VehicleClassList, 1000, "%s{00FFFF}%s{FFFFFF}\n", VehicleClassList, "Public Service vehicles");
- format(VehicleClassList, 1000, "%s{00B0FF}%s{FFFFFF}\n", VehicleClassList, "RC vehicles");
- format(VehicleClassList, 1000, "%s{0080FF}%s{FFFFFF}\n", VehicleClassList, "Saloon vehicles");
- format(VehicleClassList, 1000, "%s{0040FF}%s{FFFFFF}\n", VehicleClassList, "Sport vehicles");
- format(VehicleClassList, 1000, "%s{0000FF}%s{FFFFFF}\n", VehicleClassList, "Station wagons");
- format(VehicleClassList, 1000, "%s{4000FF}%s{FFFFFF}\n", VehicleClassList, "Trailers");
- format(VehicleClassList, 1000, "%s{8000FF}%s{FFFFFF}\n", VehicleClassList, "Unique vehicles");
- // Ask which vehicle class the player wants to see to buy a vehicle
- ShowPlayerDialog(playerid, DialogBuyCarClass, DIALOG_STYLE_LIST, "Select vehicle class:", VehicleClassList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}This house has the maximum amount of house-cars already");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 3: // Buy house-car insurance
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Check if this house doesn't have insurance yet
- if (AHouseData[HouseID][Insurance] == false)
- {
- // Check if the player can afford the insurance
- if (INT_GetPlayerMoney(playerid) >= (AHouseData[HouseID][HousePrice] / 10))
- {
- // Construct the message for the dialog, this includes the price for the insurance
- format(MsgInsurance, 128, "Are you sure you want to buy an insurance for your house's vehicles for $%i?", AHouseData[HouseID][HousePrice] / 10);
- // Ask the player if the wants to buy an insurance for this house's vehicles
- if (AutomaticInsurance == true)
- ShowPlayerDialog(playerid, DialogBuyInsurance, DIALOG_STYLE_MSGBOX, "The admin enabled insurance for everyone. Buy insurance anyway?", MsgInsurance, "Yes", "No");
- else
- ShowPlayerDialog(playerid, DialogBuyInsurance, DIALOG_STYLE_MSGBOX, "Buy insurance?", MsgInsurance, "Yes", "No");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford the vehicle-insurance");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}This house already has an insurance for it's vehicles");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 4: // Sell house-car
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Check if the house has any cars assigned to it
- for (CarSlot = 0; CarSlot < AHouseData[HouseID][CarSlots]; CarSlot++)
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- HouseHasCars = true;
- // Check if the house has any cars assigned to it
- if (HouseHasCars == true)
- {
- // Add all vehicles to the list
- for (CarSlot = 0; CarSlot < AHouseData[HouseID][CarSlots]; CarSlot++)
- {
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- {
- // Get the index where the first vehicle is found in the ABuyableVehicles array
- BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(AHouseData[HouseID][VehicleIDs][CarSlot]));
- // Add the name of the vehicle to the list
- format(VehicleList, 500, "%s{00FF00}%s: $%i{FFFFFF}\n", VehicleList, ABuyableVehicles[BuyableCarIndex][CarName], ABuyableVehicles[BuyableCarIndex][Price] / 2);
- }
- else
- format(VehicleList, 500, "%s{FFFFFF}Empty car-slot{FFFFFF}\n", VehicleList);
- }
- // Ask which vehicle class the player wants to see to buy a vehicle
- ShowPlayerDialog(playerid, DialogSellCar, DIALOG_STYLE_LIST, "Select vehicle to sell:", VehicleList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}This house has no vehicles assigned to it");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 5: // Sell house
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Check if the house has any cars assigned to it
- for (CarSlot = 0; CarSlot < AHouseData[HouseID][CarSlots]; CarSlot++)
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- HouseHasCars = true;
- // Check if all house-cars have been sold (all slots are empty)
- if (HouseHasCars == false)
- {
- format(Msg, 128, "Are you sure you want to sell your house for $%i?", House_CalcSellPrice(HouseID));
- ShowPlayerDialog(playerid, DialogSellHouse, DIALOG_STYLE_MSGBOX, "Are you sure?", Msg, "Yes", "No");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You can't sell a house which still has house-cars assigned to it");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 6: // Open the house to the public (everyone can enter it)
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Open the house to the public
- AHouseData[HouseID][HouseOpened] = true;
- // Let the player know he opened the house to the public
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've opened the house to the public, anyone can enter it");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 7: // Close the house to the public (only the owner can enter it)
- {
- // Only the house-owner can use this option
- if (House_PlayerIsOwner(playerid, HouseID) == 1)
- {
- // Close the house to the public
- AHouseData[HouseID][HouseOpened] = false;
- // Let the player know he closed the house to the public
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've closed the house to the public, only you can enter it");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Only the house-owner can use this option");
- }
- case 8: // Exit the house
- {
- House_Exit(playerid, HouseID);
- }
- }
- return 1;
- }
- // This function processes the house-upgrade menu
- Dialog_UpgradeHouse(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Setup local variables
- new Msg[128], HouseID, hLevel, Payment;
- // Get the HouseID of the house where the player is
- HouseID = APlayerData[playerid][CurrentHouse];
- // Calculate the new house-level based on the selection in the list (the first entry is 1 level higher than the current house-level)
- hLevel = listitem + 1 + AHouseData[HouseID][HouseLevel];
- // Calculate the price for upgrading
- Payment = ((AHouseData[HouseID][HousePrice] * (listitem + 1)) / 100) * HouseUpgradePercent;
- // Check if the player can afford it
- if (INT_GetPlayerMoney(playerid) >= Payment)
- {
- // Upgrade the house
- AHouseData[HouseID][HouseLevel] = hLevel;
- // Also set the amount of carslots equal to the house-level
- AHouseData[HouseID][CarSlots] = hLevel;
- // Also re-position all players who are in your house (including yourself), otherwise they stay in the same interior
- for (new OtherPlayer; OtherPlayer < MAX_PLAYERS; OtherPlayer++)
- {
- // Check if the other player is in the house too
- if (APlayerData[OtherPlayer][CurrentHouse] == HouseID)
- {
- // Set the worldid so other players cannot see him anymore (but allow all players in the same house to see eachother)
- SetPlayerVirtualWorld(OtherPlayer, 5000 + HouseID);
- // Set the player inside the new interior of the house
- SetPlayerInterior(OtherPlayer, AHouseInteriors[hLevel][InteriorID]);
- // Set the position of the player at the spawn-location of the house's interior
- SetPlayerPos(OtherPlayer, AHouseInteriors[hLevel][IntX], AHouseInteriors[hLevel][IntY], AHouseInteriors[hLevel][IntZ]);
- }
- }
- // Let the player pay for the upgrade
- INT_GivePlayerMoney(playerid, -Payment);
- format(Msg, 128, "{00FF00}You've upgraded your house to level {FFFF00}%i{00FF00} for {FFFF00}$%i", AHouseData[HouseID][HouseLevel], Payment);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- // Also update the 3DText at the entrance of the house
- House_UpdateEntrance(HouseID);
- // Save the house-file
- HouseFile_Save(HouseID);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford this upgrade");
- return 1;
- }
- // Check which house the player chose, and port him to it
- Dialog_GoHome(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Setup local variables
- new HouseIndex, HouseID;
- // The listitem directly indicates the house-index
- HouseIndex = listitem;
- // Get the HouseID
- HouseID = APlayerData[playerid][Houses][HouseIndex];
- // Check if this is a valid house (HouseID != 0)
- if (HouseID != 0)
- {
- // Get the coordinates of the house's entrance
- SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You don't have a house in this house-slot");
- return 1;
- }
- // Let the player change the name of his house
- Dialog_ChangeHouseName(playerid, response, inputtext[])
- {
- // Just close the dialog if the player clicked "Cancel" or if the player didn't input any text
- if ((!response) || (strlen(inputtext) == 0)) return 1;
- // Change the name of the house
- format(AHouseData[APlayerData[playerid][CurrentHouse]][HouseName], 100, inputtext);
- // Also update the 3DText at the entrance of the house
- House_UpdateEntrance(APlayerData[playerid][CurrentHouse]);
- // Let the player know that the name of his house has been changed
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've changed the name of your house");
- // Save the house-file
- HouseFile_Save(APlayerData[playerid][CurrentHouse]);
- return 1;
- }
- // Choose a vehicle class from which to buy a vehicle
- Dialog_BuyCarClass(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Setup local variables
- new CarList[1000], DialogTitle[128];
- // Set the player's chosen vehicle-class based on the listitem he chose (add 1 as the vehicleclass starts at 1)
- APlayerData[playerid][DialogBuyVClass] = listitem + 1;
- // Add all vehicles of the same class to the list
- for (new i; i < sizeof(ABuyableVehicles); i++)
- {
- // Check if the vehicle in the list has the same class as requested
- if (ABuyableVehicles[i][VehicleClass] == APlayerData[playerid][DialogBuyVClass])
- {
- // Add the carname to the list and it's price
- format(CarList, 1000, "%s%s%s ($%i)", CarList, "\n", ABuyableVehicles[i][CarName], ABuyableVehicles[i][Price]); // Add the name of the next car to the list on the next line
- }
- }
- // Check if the list is empty
- if (strlen(CarList) == 0)
- {
- // Send the player a message that all vehicles have been disabled of the chosen class (no vehicles in the array of this class)
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}This is an empty list, the administrator may have disabled all vehicles of this class");
- // Exit the function (don't ask to choose a vehicle)
- return 1;
- }
- // Set a title for the dialog based on the requested vehicleclass
- switch (APlayerData[playerid][DialogBuyVClass])
- {
- case VClassBike: format(DialogTitle, 128, "Buy a bike:");
- case VClassBoat: format(DialogTitle, 128, "Buy a boat:");
- case VClassConvertible: format(DialogTitle, 128, "Buy a convertible:");
- case VClassHelicopter: format(DialogTitle, 128, "Buy a helicopter:");
- case VClassIndustrial: format(DialogTitle, 128, "Buy a industrial vehicle:");
- case VClassLowRider: format(DialogTitle, 128, "Buy a low-rider:");
- case VClassOffRoad: format(DialogTitle, 128, "Buy an off-road vehicle:");
- case VClassPlane: format(DialogTitle, 128, "Buy a plane:");
- case VClassPublic: format(DialogTitle, 128, "Buy a public service vehicle:");
- case VClassRCVehicle: format(DialogTitle, 128, "Buy a RC vehicle:");
- case VClassSaloons: format(DialogTitle, 128, "Buy a saloon vehicle:");
- case VClassSportCar: format(DialogTitle, 128, "Buy a sport vehicle:");
- case VClassStationCar: format(DialogTitle, 128, "Buy a stationwagon:");
- case VClassTrailer: format(DialogTitle, 128, "Buy a trailer:");
- case VClassUnique: format(DialogTitle, 128, "Buy a unique vehicle:");
- }
- // Ask which car the player wants to have by showing the dialog
- ShowPlayerDialog(playerid, DialogBuyCar, DIALOG_STYLE_LIST, DialogTitle, CarList, "Select", "Cancel");
- return 1;
- }
- // Buy a vehicle and assign it to the house
- Dialog_BuyCar(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Setup local variables
- new Counter, Msg[128], cComponents[14], vid;
- // Get the HouseID
- new HouseID = APlayerData[playerid][CurrentHouse];
- // Loop through the entire list of buyable vehicles
- for (new i; i < sizeof(ABuyableVehicles); i++)
- {
- // Check if the vehicle in the list has the same class as requested
- if (ABuyableVehicles[i][VehicleClass] == APlayerData[playerid][DialogBuyVClass])
- {
- // Check if this is the vehicle that the player chose
- if (Counter == listitem)
- {
- // Check if the player has enough money to afford buying this vehicle
- if (INT_GetPlayerMoney(playerid) >= (ABuyableVehicles[i][Price]))
- {
- // Add the vehicle to the house (this sets ownership and other data that's needed)
- // The vehicles are by default created inside the hangar of KACC Military Fuels instead of near the EasterBoard Farm
- vid = House_AddVehicle(HouseID, ABuyableVehicles[i][CarModel], 0, cComponents, 2585.0, 2829.0, 10.9, 0.0, random(126), random(126));
- // Also set the vehicle's fuel to maximum (when the PPC_Speedometer script is used)
- INT_SetVehicleFuel(vid, -1);
- // Let the player pay for buying the vehicle
- INT_GivePlayerMoney(playerid, -ABuyableVehicles[i][Price]);
- // Let the player know he bought a vehicle
- format(Msg, 128, "{00FF00}You have bought a {FFFF00}%s{00FF00} for {FFFF00}$%i", ABuyableVehicles[i][CarName], ABuyableVehicles[i][Price]);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- // Let the player know he can go outside and use /getcar and /park to park his vehicle
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}Now get outside and use \"{FFFF00}/getcar{00FF00}\" to spawn it, then use \"{FFFF00}/park{00FF00}\" to park it near your house");
- // Save the house-file
- HouseFile_Save(HouseID);
- }
- else // The player has not enough money to buy this vehicle
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You can't afford to buy this vehicle");
- // Stop looking for the vehicle, as it's found and given to the player already
- return 1;
- }
- else // The player chose another vehicle from the same class, keep looking for another one
- Counter++;
- }
- }
- return 1;
- }
- // Buy insurance for the house's vehicles
- Dialog_BuyInsurance(playerid, response)
- {
- // Just close the dialog if the player clicked "No"
- if(!response) return 1;
- // Setup local variables
- new Msg[128];
- // Get the HouseID where the player is right now
- new HouseID = APlayerData[playerid][CurrentHouse];
- // Buy an insurance for this house's vehicles (insurance costs 10% of the house's baseprice)
- AHouseData[HouseID][Insurance] = true;
- INT_GivePlayerMoney(playerid, -(AHouseData[HouseID][HousePrice] / 10));
- // Let the player know he has bought a vehicle-insurance for this house
- format(Msg, 128, "{00FF00}You've bought a vehicle-insurance for all vehicles in this house for {FFFF00}$%i", AHouseData[HouseID][HousePrice] / 10);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- // Save the house-file
- HouseFile_Save(HouseID);
- return 1;
- }
- // Sell the house
- Dialog_SellHouse(playerid, response)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Get the HouseID where the player is right now
- new HouseID = APlayerData[playerid][CurrentHouse];
- // All players must exit the house
- for (new OtherPlayer; OtherPlayer < MAX_PLAYERS; OtherPlayer++)
- {
- // If this player is inside the house
- if (APlayerData[OtherPlayer][CurrentHouse] == HouseID)
- {
- // Let the player exit the house
- House_Exit(OtherPlayer, HouseID);
- }
- }
- // Refund the player 50% of the worth of the house
- INT_GivePlayerMoney(playerid, House_CalcSellPrice(HouseID));
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've sold your house");
- // Clear the owner of the house
- AHouseData[HouseID][Owned] = false;
- AHouseData[HouseID][Owner] = 0;
- // Clear the house-name and house-level
- AHouseData[HouseID][HouseName] = 0;
- if (AHouseData[HouseID][StaticHouse] == false)
- {
- AHouseData[HouseID][HouseLevel] = 1;
- AHouseData[HouseID][CarSlots] = 1;
- }
- AHouseData[HouseID][Insurance] = false;
- AHouseData[HouseID][HouseOpened] = false;
- // Clear the house-id from the player
- for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- {
- // If the house-slot if found where the house was added to the player
- if (APlayerData[playerid][Houses][HouseSlot] == HouseID)
- {
- // Clear the house-id
- APlayerData[playerid][Houses][HouseSlot] = 0;
- // Stop searching
- break;
- }
- }
- // Update the 3DText near the house's entrance to show other players that it's for sale again
- House_UpdateEntrance(HouseID);
- // Save the sold house, otherwise the old ownership-data is still there
- HouseFile_Save(HouseID);
- return 1;
- }
- // Sell the selected car
- Dialog_SellCar(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Setup local variables
- new HouseID = APlayerData[playerid][CurrentHouse];
- new vid = AHouseData[HouseID][VehicleIDs][listitem];
- new CarSlot = listitem;
- // Check if there is a vehicle stored in this carslot
- if (vid != 0)
- {
- new BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(vid));
- new Msg[128];
- // Destroy the vehicle and remove it from the house
- Vehicle_Delete(vid, HouseID, CarSlot);
- // Refund the player with 50% of the vehicle's buying price
- INT_GivePlayerMoney(playerid, (ABuyableVehicles[BuyableCarIndex][Price] / 2));
- // Let the player know about it
- format(Msg, 128, "{00FF00}You've sold your {FFFF00}%s{00FF00} for {FFFF00}$%i", ABuyableVehicles[BuyableCarIndex][CarName], ABuyableVehicles[BuyableCarIndex][Price] / 2);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- // Save the house-file
- HouseFile_Save(HouseID);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}No vehicle exists in this vehicle-slot");
- return 1;
- }
- // This dialog processes the selected house from which to get a vehicle using /getcar
- Dialog_GetCarSelectHouse(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Get the houseid based on the chosen listitem
- new HouseID = APlayerData[playerid][Houses][listitem];
- // Check if it was a valid house
- if (HouseID != 0)
- {
- // Setup local variables
- new BuyableCarIndex, VehicleList[500], bool:HouseHasCars = false, CarSlot;
- // Store the HouseID, otherwise the next dialog won't be able to get a car from the chosen house
- APlayerData[playerid][DialogGetCarHouseID] = HouseID;
- // Check if the house has any cars assigned to it
- for (CarSlot = 0; CarSlot < AHouseData[HouseID][CarSlots]; CarSlot++)
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- HouseHasCars = true;
- // Check if the house has any cars assigned to it
- if (HouseHasCars == true)
- {
- // Add all vehicles to the list
- for (CarSlot = 0; CarSlot < AHouseData[HouseID][CarSlots]; CarSlot++)
- {
- // Check if the carslot has a vehicle in it
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- {
- // Get the index where the first vehicle is found in the ABuyableVehicles array
- BuyableCarIndex = VehicleBuyable_GetIndex(GetVehicleModel(AHouseData[HouseID][VehicleIDs][CarSlot]));
- // Add the name of the vehicle to the list
- format(VehicleList, 500, "%s{00FF00}%s\n", VehicleList, ABuyableVehicles[BuyableCarIndex][CarName]);
- }
- else
- format(VehicleList, 500, "%s{FFFFFF}Empty car-slot{FFFFFF}\n", VehicleList);
- }
- // Ask which vehicle the player wants to teleport to his location
- ShowPlayerDialog(playerid, DialogGetCarSelectCar, DIALOG_STYLE_LIST, "Select vehicle to port to your location:", VehicleList, "Select", "Cancel");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}This house has no vehicles assigned to it");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You don't have a house in this house-slot");
- return 1;
- }
- // This dialog processes the chosen car and spawns it at the player's location
- Dialog_GetCarSelectCar(playerid, response, listitem)
- {
- // Just close the dialog if the player clicked "Cancel"
- if(!response) return 1;
- // Get the HouseID from which to get the car
- new HouseID = APlayerData[playerid][DialogGetCarHouseID];
- // Get the vehicleid from the chosen listitem
- new vid = AHouseData[HouseID][VehicleIDs][listitem];
- // Check if it was a valid vehicleid
- if (vid != 0)
- {
- // Setup local variables
- new Float:x, Float:y, Float:z, Float:Angle;
- // Get the player's position
- GetPlayerPos(playerid, x, y, z);
- GetPlayerFacingAngle(playerid, Angle);
- // Port the vehicle to the player
- SetVehiclePos(vid, x, y, z);
- // Put the player inside the vehicle and rotate the vehicle to face where the player was facing
- PutPlayerInVehicle(playerid, vid, 0);
- SetVehicleZAngle(vid, Angle);
- // Turn on the engine and lights
- new engine,lights,alarm,doors,bonnet,boot,objective;
- GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
- SetVehicleParamsEx(vid, 1, 1, alarm, doors, bonnet, boot, objective);
- // Let the player know he should park the vehicle
- SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've spawned your vehicle, now use \"{FFFF00}/park{00FF00}\" to park it near your house");
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}No vehicle exists in this vehicle-slot");
- return 1;
- }
- // ******************************************************************************************************************************
- // File functions
- // ******************************************************************************************************************************
- // This function will load the house's datafile (used when the server is started to load all houses)
- // It only reads the data about the house, vehicle-data is skipped
- HouseFile_Load(HouseID)
- {
- // Setup local variables
- new file[100], File:HFile, LineFromFile[100], ParameterName[50], ParameterValue[50];
- // Construct the complete filename for this house-file
- format(file, sizeof(file), HouseFile, HouseID);
- // Check if the HouseFile exists
- if (fexist(file))
- {
- // Open the housefile for reading
- HFile = fopen(file, io_read);
- // Read the first line of the file
- fread(HFile, LineFromFile);
- // Keep reading until the end of the file is found (no more data)
- // An empty line between data-segments still has the NewLine characters (\r\n) so it's not completely empty
- // Reading past the last line will read a completely empty line, therefore indicating the end of the file
- while (strlen(LineFromFile) > 0)
- {
- StripNewLine(LineFromFile); // Strip any newline characters from the LineFromFile
- sscanf(LineFromFile, "s[50]s[50]", ParameterName, ParameterValue); // Extract parametername and parametervalue
- // Check if there is anything in the LineFromFile (skipping empty lines)
- if (strlen(LineFromFile) > 0)
- {
- // Store the proper value in the proper place
- if (strcmp(ParameterName, "Owned", false) == 0) // If the parametername is correct ("Owned")
- {
- if (strcmp(ParameterValue, "Yes", false) == 0) // If the value "Yes" was read
- AHouseData[HouseID][Owned] = true; // House is owned
- else
- AHouseData[HouseID][Owned] = false; // House is not owned
- }
- if (strcmp(ParameterName, "Owner", false) == 0) // If the parametername is correct ("Owner")
- // Store the Owner (Owner will hold "1" if there is no owner (empty string), done by "sscanf" I guess)
- // But this doesn't matter, as the owner will never be displayed when the house is not owned by someone
- format(AHouseData[HouseID][Owner], 24, ParameterValue);
- if (strcmp(ParameterName, "HouseName", false) == 0) // If the parametername is correct ("HouseName")
- format(AHouseData[HouseID][HouseName], 24, ParameterValue); // Store the HouseName
- if (strcmp(ParameterName, "HouseX", false) == 0) // If the parametername is correct ("HouseX")
- AHouseData[HouseID][HouseX] = floatstr(ParameterValue); // Store the HouseX
- if (strcmp(ParameterName, "HouseY", false) == 0) // If the parametername is correct ("HouseY")
- AHouseData[HouseID][HouseY] = floatstr(ParameterValue); // Store the HouseY
- if (strcmp(ParameterName, "HouseZ", false) == 0) // If the parametername is correct ("HouseZ")
- AHouseData[HouseID][HouseZ] = floatstr(ParameterValue); // Store the HouseZ
- if (strcmp(ParameterName, "HouseLevel", false) == 0) // If the parametername is correct ("HouseLevel")
- AHouseData[HouseID][HouseLevel] = strval(ParameterValue); // Store the HouseLevel
- if (strcmp(ParameterName, "HouseMaxLevel", false) == 0) // If the parametername is correct ("HouseMaxLevel")
- AHouseData[HouseID][HouseMaxLevel] = strval(ParameterValue); // Store the HouseMaxLevel
- if (strcmp(ParameterName, "HousePrice", false) == 0) // If the parametername is correct ("HousePrice")
- AHouseData[HouseID][HousePrice] = strval(ParameterValue); // Store the HousePrice
- if (strcmp(ParameterName, "HouseOpened", false) == 0) // If the parametername is correct ("HouseOpened")
- {
- if (strcmp(ParameterValue, "Yes", false) == 0) // If the value "Yes" was read
- AHouseData[HouseID][HouseOpened] = true; // House is open to the public (anyone can enter)
- else
- AHouseData[HouseID][HouseOpened] = false; // House is closed to the public, only house-owner can enter
- }
- if (strcmp(ParameterName, "Insurance", false) == 0) // If the parametername is correct ("Insurance")
- {
- if (strcmp(ParameterValue, "Yes", false) == 0) // If the value "Yes" was read
- AHouseData[HouseID][Insurance] = true; // House has insurance for it's vehicles
- else
- AHouseData[HouseID][Insurance] = false; // House doesn't have insurance
- }
- if (strcmp(ParameterName, "StaticHouse", false) == 0) // If the parametername is correct ("StaticHouse")
- {
- if (strcmp(ParameterValue, "Yes", false) == 0) // If the value "Yes" was read
- AHouseData[HouseID][StaticHouse] = true; // House is static (not upgradable, fixed interior and carslots)
- else
- AHouseData[HouseID][StaticHouse] = false; // House isn't static (upgradable, interior and carslots based on HouseLevel)
- }
- if (strcmp(ParameterName, "CarSlots", false) == 0) // If the parametername is correct ("CarSlots")
- AHouseData[HouseID][CarSlots] = strval(ParameterValue); // Store the CarSlots
- }
- // Read the next line of the file
- fread(HFile, LineFromFile);
- }
- // Close the file
- fclose(HFile);
- // Add a pickup and 3DText for this house
- House_UpdateEntrance(HouseID);
- // Count the amount of houses that are loaded
- TotalHouses++;
- // Return if the file was read correctly
- return 1;
- }
- else
- return 0; // Return 0 if the file couldn't be read (doesn't exist)
- }
- // This function will load the house's datafile (used when the server is started to load all houses)
- // It only reads the data about the vehicles, house-data is skipped
- HouseFile_LoadCars(HouseID)
- {
- // Setup local variables
- new file[100], File:HFile, LineFromFile[100], ParameterName[50], ParameterValue[50];
- new vid, cModel, cPaint, cComponents[14], Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2, cFuel;
- // Construct the complete filename for this house-file
- format(file, sizeof(file), HouseFile, HouseID);
- // Check if the HouseFile exists
- if (fexist(file))
- {
- // Open the housefile for reading
- HFile = fopen(file, io_read);
- // Read the first line of the file
- fread(HFile, LineFromFile);
- // Keep reading until the end of the file is found (no more data)
- // An empty line between data-segments still has the NewLine characters (\r\n) so it's not completely empty
- // Reading past the last line will read a completely empty line, therefore indicating the end of the file
- while (strlen(LineFromFile) > 0)
- {
- StripNewLine(LineFromFile); // Strip any newline characters from the LineFromFile
- sscanf(LineFromFile, "s[50]s[50]", ParameterName, ParameterValue); // Extract parametername and parametervalue
- // Check if there is anything in the LineFromFile (skipping empty lines)
- if (strlen(LineFromFile) > 0)
- {
- if (strcmp(ParameterName, "[Vehicle]", false) == 0) // If the parametername is correct ("[Vehicle]")
- {
- // Clear all data to start a new vehicle
- for (new i; i < 14; i++)
- cComponents[i] = 0;
- }
- if (strcmp(ParameterName, "VehicleModel", false) == 0) // If the parametername is correct ("VehicleModel")
- cModel = strval(ParameterValue); // Store the VehicleModel
- if (strcmp(ParameterName, "VehiclePaintJob", false) == 0) // If the parametername is correct ("VehiclePaintJob")
- cPaint = strval(ParameterValue); // Store the VehiclePaintJob
- if (strcmp(ParameterName, "VehicleSpoiler", false) == 0) // If the parametername is correct ("VehicleSpoiler")
- cComponents[0] = strval(ParameterValue); // Store the VehicleSpoiler
- if (strcmp(ParameterName, "VehicleHood", false) == 0) // If the parametername is correct ("VehicleHood")
- cComponents[1] = strval(ParameterValue); // Store the VehicleHood
- if (strcmp(ParameterName, "VehicleRoof", false) == 0) // If the parametername is correct ("VehicleRoof")
- cComponents[2] = strval(ParameterValue); // Store the VehicleRoof
- if (strcmp(ParameterName, "VehicleSideSkirt", false) == 0) // If the parametername is correct ("VehicleSideSkirt")
- cComponents[3] = strval(ParameterValue); // Store the VehicleSideSkirt
- if (strcmp(ParameterName, "VehicleLamps", false) == 0) // If the parametername is correct ("VehicleLamps")
- cComponents[4] = strval(ParameterValue); // Store the VehicleLamps
- if (strcmp(ParameterName, "VehicleNitro", false) == 0) // If the parametername is correct ("VehicleNitro")
- cComponents[5] = strval(ParameterValue); // Store the VehicleNitro
- if (strcmp(ParameterName, "VehicleExhaust", false) == 0) // If the parametername is correct ("VehicleExhaust")
- cComponents[6] = strval(ParameterValue); // Store the VehicleExhaust
- if (strcmp(ParameterName, "VehicleWheels", false) == 0) // If the parametername is correct ("VehicleWheels")
- cComponents[7] = strval(ParameterValue); // Store the VehicleWheels
- if (strcmp(ParameterName, "VehicleStereo", false) == 0) // If the parametername is correct ("VehicleStereo")
- cComponents[8] = strval(ParameterValue); // Store the VehicleStereo
- if (strcmp(ParameterName, "VehicleHydraulics", false) == 0) // If the parametername is correct ("VehicleHydraulics")
- cComponents[9] = strval(ParameterValue); // Store the VehicleHydraulics
- if (strcmp(ParameterName, "VehicleFrontBumper", false) == 0) // If the parametername is correct ("VehicleFrontBumper")
- cComponents[10] = strval(ParameterValue); // Store the VehicleFrontBumper
- if (strcmp(ParameterName, "VehicleRearBumper", false) == 0) // If the parametername is correct ("VehicleRearBumper")
- cComponents[11] = strval(ParameterValue); // Store the VehicleRearBumper
- if (strcmp(ParameterName, "VehicleVentRight", false) == 0) // If the parametername is correct ("VehicleVentRight")
- cComponents[12] = strval(ParameterValue); // Store the VehicleVentRight
- if (strcmp(ParameterName, "VehicleVentLeft", false) == 0) // If the parametername is correct ("VehicleVentLeft")
- cComponents[13] = strval(ParameterValue); // Store the VehicleVentLeft
- if (strcmp(ParameterName, "Color1", false) == 0) // If the parametername is correct ("Color1")
- Col1 = strval(ParameterValue); // Store the Color1
- if (strcmp(ParameterName, "Color2", false) == 0) // If the parametername is correct ("Color2")
- Col2 = strval(ParameterValue); // Store the Color2
- if (strcmp(ParameterName, "VehicleX", false) == 0) // If the parametername is correct ("VehicleX")
- cx = floatstr(ParameterValue); // Store the VehicleX
- if (strcmp(ParameterName, "VehicleY", false) == 0) // If the parametername is correct ("VehicleY")
- cy = floatstr(ParameterValue); // Store the VehicleY
- if (strcmp(ParameterName, "VehicleZ", false) == 0) // If the parametername is correct ("VehicleZ")
- cz = floatstr(ParameterValue); // Store the VehicleZ
- if (strcmp(ParameterName, "VehicleAngle", false) == 0) // If the parametername is correct ("VehicleAngle")
- crot = floatstr(ParameterValue); // Store the VehicleAngle
- if (strcmp(ParameterName, "Fuel", false) == 0) // If the parametername is correct ("Fuel")
- cFuel = strval(ParameterValue); // Store the Fuel
- if (strcmp(ParameterName, "[/Vehicle]", false) == 0) // If the parametername is correct ("[/Vehicle]")
- {
- // Set both colors to 1 if they are 0 AND if there is a paintjob applied
- if ((Col1 == 0) && (cPaint != 0))
- Col1 = 1;
- if ((Col2 == 0) && (cPaint != 0))
- Col2 = 1;
- // The "[/Vehicle]" is found, this means that all data about this vehicle is now stored in the variables
- // Now add the vehicle to the house and set it's data
- vid = House_AddVehicle(HouseID, cModel, cPaint, cComponents, cx, cy, cz, crot, Col1, Col2);
- // Also set the vehicle's fuel
- INT_SetVehicleFuel(vid, cFuel);
- }
- }
- // Read the next line of the file
- fread(HFile, LineFromFile);
- }
- // Close the file
- fclose(HFile);
- // Return if the file was read correctly
- return 1;
- }
- else
- return 0; // Return 0 if the file couldn't be read (doesn't exist)
- }
- // This function will save the given house
- HouseFile_Save(HouseID)
- {
- new file[100], File:HFile, LineForFile[100], vid;
- // Construct the complete filename for this house
- format(file, sizeof(file), HouseFile, HouseID);
- // Open the housefile for writing
- HFile = fopen(file, io_write);
- if (AHouseData[HouseID][Owned] == true) // Check if the house is owned
- format(LineForFile, 100, "Owned Yes\r\n"); // Construct the line: "Owned Yes"
- else
- format(LineForFile, 100, "Owned No\r\n"); // Construct the line: "Owned No"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "Owner %s\r\n", AHouseData[HouseID][Owner]); // Construct the line: "Owner <Owner>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HouseName %s\r\n", AHouseData[HouseID][HouseName]); // Construct the line: "HouseName <HouseName>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HouseX %f\r\n", AHouseData[HouseID][HouseX]); // Construct the line: "HouseX <HouseX>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HouseY %f\r\n", AHouseData[HouseID][HouseY]); // Construct the line: "HouseY <HouseY>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HouseZ %f\r\n", AHouseData[HouseID][HouseZ]); // Construct the line: "HouseZ <HouseZ>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HouseLevel %i\r\n", AHouseData[HouseID][HouseLevel]); // Construct the line: "HouseLevel <HouseLevel>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HouseMaxLevel %i\r\n", AHouseData[HouseID][HouseMaxLevel]); // Construct the line: "HouseMaxLevel <HouseMaxLevel>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "HousePrice %i\r\n", AHouseData[HouseID][HousePrice]); // Construct the line: "HousePrice <HousePrice>"
- fwrite(HFile, LineForFile); // And save it to the file
- if (AHouseData[HouseID][HouseOpened] == true) // Check if the house is open to the public
- format(LineForFile, 100, "HouseOpened Yes\r\n"); // Construct the line: "HouseOpened Yes"
- else
- format(LineForFile, 100, "HouseOpened No\r\n"); // Construct the line: "HouseOpened No"
- fwrite(HFile, LineForFile); // And save it to the file
- if (AHouseData[HouseID][Insurance] == true) // Check if the house has insurance for it's vehicles
- format(LineForFile, 100, "Insurance Yes\r\n"); // Construct the line: "Insurance Yes"
- else
- format(LineForFile, 100, "Insurance No\r\n"); // Construct the line: "Insurance No"
- fwrite(HFile, LineForFile); // And save it to the file
- if (AHouseData[HouseID][StaticHouse] == true) // Check if the house is a static house
- format(LineForFile, 100, "StaticHouse Yes\r\n"); // Construct the line: "StaticHouse Yes"
- else
- format(LineForFile, 100, "StaticHouse No\r\n"); // Construct the line: "StaticHouse No"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "CarSlots %i\r\n", AHouseData[HouseID][CarSlots]); // Construct the line: "CarSlots <CarSlots>"
- fwrite(HFile, LineForFile); // And save it to the file
- fwrite(HFile, "\r\n"); // Add an empty line, just for readability
- // Save the vehicle-data for every vehicle added to the house
- for (new CarSlot; CarSlot < AHouseData[HouseID][CarSlots]; CarSlot++)
- {
- // If a valid vehicle-id has been found
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- {
- // Get the vehicle id
- vid = AHouseData[HouseID][VehicleIDs][CarSlot];
- format(LineForFile, 100, "[Vehicle]\r\n"); // Construct the line: "[Vehicle]"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleModel %i\r\n", AVehicleData[vid][Model]); // Construct the line: "VehicleModel <VehicleModel>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehiclePaintJob %i\r\n", AVehicleData[vid][PaintJob]); // Construct the line: "VehiclePaintJob <VehiclePaintJob>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleSpoiler %i\r\n", AVehicleData[vid][Components][0]); // Construct the line: "VehicleSpoiler <VehicleSpoiler>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleHood %i\r\n", AVehicleData[vid][Components][1]); // Construct the line: "VehicleHood <VehicleHood>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleRoof %i\r\n", AVehicleData[vid][Components][2]); // Construct the line: "VehicleRoof <VehicleRoof>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleSideSkirt %i\r\n", AVehicleData[vid][Components][3]); // Construct the line: "VehicleSideSkirt <VehicleSideSkirt>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleLamps %i\r\n", AVehicleData[vid][Components][4]); // Construct the line: "VehicleLamps <VehicleLamps>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleNitro %i\r\n", AVehicleData[vid][Components][5]); // Construct the line: "VehicleNitro <VehicleNitro>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleExhaust %i\r\n", AVehicleData[vid][Components][6]); // Construct the line: "VehicleSpoiler <VehicleSpoiler>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleWheels %i\r\n", AVehicleData[vid][Components][7]); // Construct the line: "VehicleWheels <VehicleWheels>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleStereo %i\r\n", AVehicleData[vid][Components][8]); // Construct the line: "VehicleStereo <VehicleStereo>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleHydraulics %i\r\n", AVehicleData[vid][Components][9]); // Construct the line: "VehicleHydraulics <VehicleHydraulics>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleFrontBumper %i\r\n", AVehicleData[vid][Components][10]); // Construct the line: "VehicleFrontBumper <VehicleFrontBumper>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleRearBumper %i\r\n", AVehicleData[vid][Components][11]); // Construct the line: "VehicleRearBumper <VehicleRearBumper>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleVentRight %i\r\n", AVehicleData[vid][Components][12]); // Construct the line: "VehicleVentRight <VehicleVentRight>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleVentLeft %i\r\n", AVehicleData[vid][Components][13]); // Construct the line: "VehicleVentLeft <VehicleVentLeft>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "Color1 %i\r\n", AVehicleData[vid][Color1]); // Construct the line: "Color1 <Color1>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "Color2 %i\r\n", AVehicleData[vid][Color2]); // Construct the line: "Color2 <Color2>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleX %f\r\n", AVehicleData[vid][SpawnX]); // Construct the line: "VehicleVentLeft <VehicleVentLeft>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleY %f\r\n", AVehicleData[vid][SpawnY]); // Construct the line: "VehicleVentLeft <VehicleVentLeft>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleZ %f\r\n", AVehicleData[vid][SpawnZ]); // Construct the line: "VehicleVentLeft <VehicleVentLeft>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "VehicleAngle %f\r\n", AVehicleData[vid][SpawnRot]); // Construct the line: "VehicleVentLeft <VehicleVentLeft>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "Fuel %i\r\n", INT_GetVehicleFuel(vid)); // Construct the line: "Fuel <Fuel>"
- fwrite(HFile, LineForFile); // And save it to the file
- format(LineForFile, 100, "[/Vehicle]\r\n"); // Construct the line: "[/Vehicle]"
- fwrite(HFile, LineForFile); // And save it to the file
- fwrite(HFile, "\r\n"); // Add an empty line, just for readability
- }
- }
- fclose(HFile); // Close the file
- return 1;
- }
- // ******************************************************************************************************************************
- // Housing functions
- // ******************************************************************************************************************************
- // This function updates (destroys and re-creates) the pickup, map-icon and 3DText label near the house's entrance
- 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, map-icon and 3DText near the house's entrance (if they exist)
- if (IsValidDynamicPickup(AHouseData[HouseID][PickupID]))
- DestroyDynamicPickup(AHouseData[HouseID][PickupID]);
- if (IsValidDynamicMapIcon(AHouseData[HouseID][MapIconID]))
- DestroyDynamicMapIcon(AHouseData[HouseID][MapIconID]);
- if (IsValidDynamic3DTextLabel(AHouseData[HouseID][DoorText]))
- DestroyDynamic3DTextLabel(AHouseData[HouseID][DoorText]);
- // 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)
- if (AHouseData[HouseID][StaticHouse] == true)
- format(Msg, 128, "%s\nOwned by: %s\nCarslots: %i\nSize: %i\n/enter", AHouseData[HouseID][HouseName], AHouseData[HouseID][Owner], AHouseData[HouseID][CarSlots], AHouseData[HouseID][HouseLevel]);
- else
- format(Msg, 128, "%s\nOwned by: %s\nHouse-level: %i\n/enter", 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)
- if (AHouseData[HouseID][StaticHouse] == true)
- format(Msg, 128, "House available for\n$%i\nCarslots: %i\nSize: %i\n/buyhouse", AHouseData[HouseID][HousePrice], AHouseData[HouseID][CarSlots], AHouseData[HouseID][HouseLevel]);
- else
- format(Msg, 128, "House available for\n$%i\nMax-level: %i\n/buyhouse", 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 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, "Waiting for the environment to load", 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 < AHouseData[HouseID][CarSlots]; CarSlot++)
- if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0)
- SetVehicleToRespawn(AHouseData[HouseID][VehicleIDs][CarSlot]);
- return 1;
- }
- // This function sets ownership to the given player (if he has a free houseslot)
- House_SetOwner(playerid, HouseID)
- {
- // Setup local variables
- new FreeHouseSlot, Name[24], Msg[128];
- // Get the first free house-slot from this player
- FreeHouseSlot = Player_GetFreeHouseSlot(playerid);
- // Check if the player has a free house-slot
- if (FreeHouseSlot != -1)
- {
- // Get the player's name
- GetPlayerName(playerid, Name, sizeof(Name));
- // Store the house-id for the player
- APlayerData[playerid][Houses][FreeHouseSlot] = HouseID;
- // Let the player pay for the house
- INT_GivePlayerMoney(playerid, -AHouseData[HouseID][HousePrice]);
- // 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 and amount of carslots to 1 for a normal house (keep existing data for a static house)
- if (AHouseData[HouseID][StaticHouse] == false)
- {
- AHouseData[HouseID][HouseLevel] = 1;
- AHouseData[HouseID][CarSlots] = 1;
- }
- // Set the default house-name ("<playername>'s house")
- format(AHouseData[HouseID][HouseName], 100, "%s's house", Name);
- // Also, update the pickup and map-icon for this house
- House_UpdateEntrance(HouseID);
- // Save the house-file
- HouseFile_Save(HouseID);
- // Let the player know he bought the house
- format(Msg, 128, "{00FF00}You've bought the house for {FFFF00}$%i", AHouseData[HouseID][HousePrice]);
- SendClientMessage(playerid, 0xFFFFFFFF, Msg);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You already own the maximum amount of allowed houses per player");
- return 1;
- }
- // 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 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 park a car
- House_ReplaceVehicle(HouseID, CarSlot)
- {
- // Setup local variables
- new vid, cModel, cPaint, cComponents[14], Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2, cFuel;
- // 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];
- 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];
- cFuel = INT_GetVehicleFuel(vid);
- // Delete the vehicle and clear the data
- Vehicle_Delete(vid, HouseID, CarSlot);
- // 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);
- // Restore the previous fuel-setting for the new vehicle
- INT_SetVehicleFuel(vid, cFuel);
- // Return the new vehicle-id of the replaced vehicle
- return vid;
- }
- // This function deletes the vehicle and clears all the data
- Vehicle_Delete(vid, HouseID, CarSlot)
- {
- // Remove the vehicle from the house
- AHouseData[HouseID][VehicleIDs][CarSlot] = 0;
- // Delete the vehicle
- DestroyVehicle(vid);
- // Clear the data
- 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][Color1] = 0;
- AVehicleData[vid][Color2] = 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;
- // After deleting the vehicle, the vehicle's id has become available, so restore the fuel to maximum for this id
- // Otherwise newly created vehicles that use this id would have an unpredictable fuel-setting
- INT_SetVehicleFuel(vid, -1);
- }
- // 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 < AHouseData[HouseID][CarSlots]; 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
- Vehicle_Delete(vid, HouseID, CarSlot);
- }
- }
- }
- // 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 HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++) // Loop through all house-slots of the player
- if (APlayerData[playerid][Houses][HouseSlot] == 0) // Check if this house slot is free
- return HouseSlot; // Return the free HouseSlot for this player
- // If there were no free house-slots, return "-1"
- return -1;
- }
- // This 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 HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
- {
- // Check if the player owns the house in any of his house-slots
- if (APlayerData[playerid][Houses][HouseSlot] == HouseID)
- return 1;
- }
- // If the player doesn't own the house, return 0
- return 0;
- }
- // 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 and make a loop through all carslots for this house
- for (new CarSlot; CarSlot < AHouseData[HouseID][CarSlots]; 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 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;
- }
- // This function searches the ABuyableVehicles array to search for the model and returns the index in the array
- VehicleBuyable_GetIndex(vModel)
- {
- // Loop through all vehicles in the ABuyableVehicles array
- for (new i; i < sizeof(ABuyableVehicles); i++)
- {
- // Check if the model of the current vehicle is the same as the given model
- if (ABuyableVehicles[i][CarModel] == vModel)
- return i; // Return the index of the array where the carmodel was found
- }
- return -1;
- }
- // ******************************************************************************************************************************
- // Support functions
- // ******************************************************************************************************************************
- // This function is copied from the include-file "dutils.inc"
- stock StripNewLine(string[])
- {
- new len = strlen(string); // Get the length of the given string
- if (string[0] == 0) return ; // If the given string is empty, exit the function
- if ((string[len - 1] == '\n') || (string[len - 1] == '\r')) // If the string ends with \n or \r
- {
- string[len - 1] = 0; // Replace the \n or \r with a 0 character
- if (string[0]==0) return ; // If the string became empty, exit the function
- if ((string[len - 2] == '\n') || (string[len - 2] == '\r')) // Check again if the string ends with \n or \r
- string[len - 2] = 0; // Replace the \n or \r again with a 0 character
- }
- }
- // ******************************************************************************************************************************
- // Special functions that try to access external public functions to retreive or set data from another script
- // ******************************************************************************************************************************
- // This function is used to get the player's money
- INT_GetPlayerMoney(playerid)
- {
- // Setup local variables
- new Money;
- // Try to call the external function to get the player's money (used to get the serversided money for this player)
- Money = CallRemoteFunction("Admin_GetPlayerMoney", "i", playerid);
- // The external function returned "0" (as the player doesn't have any money yet), or the function is not used in another script
- if (Money == 0)
- return GetPlayerMoney(playerid); // Return the normal money of the player
- else
- return Money; // Return the money that was returned by the external function
- }
- // This function is used to set the player's money
- INT_GivePlayerMoney(playerid, Money)
- {
- // Setup local variables
- new Success;
- // Try to call the external function to get the player's money (used to get the serversided money for this player)
- Success = CallRemoteFunction("Admin_GivePlayerMoney", "ii", playerid, Money);
- // The external function returned "0" as the function is not used in another script
- if (Success == 0)
- GivePlayerMoney(playerid, Money); // Use the normal money (client-sided money)
- }
- // This function checks if the admin-level of a player is sufficient
- INT_CheckPlayerAdminLevel(playerid, AdminLevel)
- {
- // Setup local variables
- new Level;
- // Check if the player is an RCON admin
- if (IsPlayerAdmin(playerid))
- return 1; // Return 1 to indicate this player has a sufficient admin-level to use a command
- // If the player is not an RCON admin, try to get his admin-level from an external script using a remote function
- Level = CallRemoteFunction("Admin_GetPlayerAdminLevel", "i", playerid);
- // Check if the player has a sufficient admin-level
- if (Level >= AdminLevel)
- return 1; // Return 1 to indicate this player has a sufficient admin-level
- else
- return 0; // Return 0 to indicate this player has an insufficient admin-level
- }
- // This function checks if the player has logged in properly by entering his password
- INT_IsPlayerLoggedIn(playerid)
- {
- // Setup local variables
- new LoggedIn;
- // Try to determine if the player logged in properly by entering his password in another script
- LoggedIn = CallRemoteFunction("Admin_IsPlayerLoggedIn", "i", playerid);
- // Check if the player has logged in properly
- switch (LoggedIn)
- {
- case 0: return 1; // No admin script present that holds the LoggedIn status of a player, so allow a command to be used
- case 1: return 1; // The player logged in properly by entering his password, allow commands to be used
- case -1: return 0; // There is an admin script present, but the player hasn't entered his password yet, so block all commands
- // This prevents executing the commands using F6 during login with an admin-account before entering a password
- }
- // In any other case, block all commands
- return 0;
- }
- // This function sets the fuel of the given vehicle to the given value (calls the PPC_Speedometer script)
- INT_SetVehicleFuel(vehicleid, Fuel)
- {
- // Call the remote function in the PPC_Speedometer script to set the given vehicle's fuel
- CallRemoteFunction("Speedo_SetVehicleFuel", "ii", vehicleid, Fuel);
- }
- // This function tries to get the vehicle's fuel from the PPC_Speedometer script
- INT_GetVehicleFuel(vehicleid)
- {
- // Call the remote function in the PPC_Speedometer script to get the vehicle's fuel
- return CallRemoteFunction("Speedo_GetVehicleFuel", "i", vehicleid);
- }
- // This function tries to cetermine if the player is in jail
- INT_IsPlayerJailed(playerid)
- {
- // Setup local variables
- new Jailed;
- // Try to determine if the player is jailed
- Jailed = CallRemoteFunction("Admin_IsPlayerJailed", "i", playerid);
- // Check if the player is jailed
- switch (Jailed)
- {
- case 0: return 0; // No admin script present, so there is no jail either
- case 1: return 1; // The player is jailed, so return "1"
- case -1: return 0; // There is an admin script present, but the player isn't jailed
- }
- // In any other case, return "0" (player not jailed)
- return 0;
- }
- // ******************************************************************************************************************************
- // External functions to be used from within other filterscripts or gamemode (these aren't called anywhere inside this script)
- // These functions can be called from other filterscripts or the gamemode to get data from the housing filterscript
- // ******************************************************************************************************************************
- // This function returns "1" if the given vehicle is owned by a player (a vehicle belonging to this script, as this script
- // only holds owned vehicles
- forward Housing_IsVehicleOwned(vehicleid);
- public Housing_IsVehicleOwned(vehicleid)
- {
- // Check if the vehicle is owned by a player
- if (AVehicleData[vehicleid][Owned] == true)
- return 1; // The vehicle is owned, return 1
- else
- return -1; // The vehicle is not owned, return -1
- }
- // ******************************************************************************************************************************
- // Functions that need to be placed in the gamemode or filterscript which holds the playerdata
- // Only needed when the server uses server-sided money, otherwise the normal money is used
- // ******************************************************************************************************************************
- /*
- // This function is used to get the player's money
- forward Admin_GetPlayerMoney(playerid);
- public Admin_GetPlayerMoney(playerid)
- {
- return APlayerData[playerid][PlayerMoney];
- }
- // This function is used to get the player's money
- forward Admin_GivePlayerMoney(playerid, Money);
- public Admin_GivePlayerMoney(playerid, Money)
- {
- // Add the given money to the player's account
- APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] + Money;
- // Return that the function had success
- return 1;
- }
- // This function is used to get the player's admin-level
- forward Admin_GetPlayerAdminLevel(playerid);
- public Admin_GetPlayerAdminLevel(playerid)
- {
- return APlayerData[playerid][AdminLevel];
- }
- // This function is used to determine if the player has logged in (he succesfully entered his password)
- forward Admin_IsPlayerLoggedIn(playerid);
- public Admin_IsPlayerLoggedIn(playerid)
- {
- if (APlayerData[playerid][LoggedIn] == true)
- return 1; // The player has logged in succesfully
- else
- return -1; // The player hasn't logged in (yet)
- }
- // This function is used to determine if a player is jailed
- forward Admin_IsPlayerJailed(playerid);
- public Admin_IsPlayerJailed(playerid)
- {
- // Check if a player has jaimtime left
- if (APlayerData[playerid][PlayerJailed] == true)
- return 1; // The player is still jailed
- else
- return -1; // The player is not jailed
- }
- // This function can be used to get the fuel-status from the given vehicle
- forward Speedo_GetVehicleFuel(vehicleid);
- public Speedo_GetVehicleFuel(vehicleid)
- {
- return AVehicleData[vehicleid][Fuel];
- }
- // This function can be used to set the fuel-status for the given vehicle
- forward Speedo_SetVehicleFuel(vehicleid, fuel);
- public Speedo_SetVehicleFuel(vehicleid, fuel)
- {
- // If a fuel-value of -1 is used, this will refuel the vehicle to maximum fuel
- if (fuel == -1)
- {
- AVehicleData[vehicleid][Fuel] = MaxFuel; // Set fuel to maximum
- return 1; // Return 1 (this can be used in the other script to check if the function was called successfully)
- }
- // Fuel cannot be negative (other negative values are ignored)
- if (fuel >= 0)
- {
- // Check if the fuel is within normal limits
- if (fuel > MaxFuel)
- AVehicleData[vehicleid][Fuel] = MaxFuel; // If a higher value was given than allowed (higher than MaxFuel), set fuel to maximum
- else
- AVehicleData[vehicleid][Fuel] = fuel; // Set the fuel to the given value
- }
- else
- return -1; // Return -1 (this can be used in the other script to check if the function was called successfully,
- // but the fuel-value was not acceptable)
- // Return 1 (this can be used in the other script to check if the function was called successfully)
- return 1;
- }
- */
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