CMD:buyhouse(playerid, params[]) { if(IsPlayerInRangeOfPoint(playerid, 100.0, 1109.0, 1537.0, 5.0) && PlayerInfo[playerid][pAdmin] < 2) return SendClientMessage(playerid, COLOR_WHITE, "You cannot use this command in this area!"); new string[128]; new playername[MAX_PLAYER_NAME]; new sendername[MAX_PLAYER_NAME]; new Float:oldposx, Float:oldposy, Float:oldposz; GetPlayerName(playerid, playername, sizeof(playername)); GetPlayerPos(playerid, oldposx, oldposy, oldposz); for(new h = 0; h < sizeof(HouseInfo); h++) { if(IsPlayerInRangeOfPoint(playerid,2.0,HouseInfo[h][hExteriorX], HouseInfo[h][hExteriorY], HouseInfo[h][hExteriorZ]) ) { if(PlayerInfo[playerid][pFreezeHouse] == 1) { return SendClientMessageEx(playerid, COLOR_WHITE, "ERROR: Your house assets are frozen, you cannot buy a house!"); } if( HouseInfo[h][hOwned] == 0 ) { if(PlayerInfo[playerid][pLevel] < HouseInfo[h][hLevel]) { format(string, sizeof(string), " You must be Level %d to purchase this!", HouseInfo[h][hLevel]); SendClientMessageEx(playerid, COLOR_GRAD5, string); return 1; } if(PlayerInfo[playerid][pPhousekey] == INVALID_HOUSE_ID) { if(GetPlayerCash(playerid) > HouseInfo[h][hValue]) { PlayerInfo[playerid][pPhousekey] = h; HouseInfo[h][hOwned] = 1; GetPlayerName(playerid, sendername, sizeof(sendername)); strmid(HouseInfo[h][hOwner], sendername, 0, strlen(sendername), 255); GivePlayerCash(playerid,-HouseInfo[h][hValue]); SetPlayerInterior(playerid,HouseInfo[h][hHInteriorWorld]); SetPlayerPos(playerid,HouseInfo[h][hInteriorX],HouseInfo[h][hInteriorY],HouseInfo[h][hInteriorZ]); GameTextForPlayer(playerid, "~w~Welcome Home~n~You can exit at any time by moving to this door and typing /exit.", 5000, 3); PlayerInfo[playerid][pInt] = HouseInfo[h][hHInteriorWorld]; SendClientMessageEx(playerid, COLOR_WHITE, "Congratulations on your new purchase!"); SendClientMessageEx(playerid, COLOR_WHITE, "Type /help to review the property help section!"); SaveHouse(h); OnPlayerStatsUpdate(playerid); PlayerInfo[playerid][pVW] = h+6000; SetPlayerVirtualWorld(playerid, h+6000); DestroyDynamicPickup(HouseInfo[h][hPickupID]); HouseInfo[h][hPickupID] = CreateDynamicPickup(1273, 23, HouseInfo[h][hExteriorX], HouseInfo[h][hExteriorY], HouseInfo[h][hExteriorZ]); format(string, sizeof(string), "This house is owned by\n %s\nLevel: %d\nID: %d",HouseInfo[h][hOwner],HouseInfo[h][hLevel],h); UpdateDynamic3DTextLabelText(HouseInfo[h][hTextID], COLOR_GREEN, string); format(string,sizeof(string),"%s (IP: %s) has bought house ID %d for $%d.",GetPlayerNameEx(playerid),GetPlayerIpEx(playerid),h,HouseInfo[h][hValue]); Log("logs/house.log", string); if(HouseInfo[h][hCustomInterior] == 1) Player_StreamPrep(playerid, HouseInfo[h][hInteriorX],HouseInfo[h][hInteriorY],HouseInfo[h][hInteriorZ], FREEZE_TIME); return 1; } else { SendClientMessageEx(playerid, COLOR_WHITE, " You don't have the cash for that!"); return 1; } } else if(PlayerInfo[playerid][pPhousekey2] == INVALID_HOUSE_ID) { if(GetPlayerCash(playerid) > HouseInfo[h][hValue]) { PlayerInfo[playerid][pPhousekey2] = h; HouseInfo[h][hOwned] = 1; GetPlayerName(playerid, sendername, sizeof(sendername)); strmid(HouseInfo[h][hOwner], sendername, 0, strlen(sendername), 255); GivePlayerCash(playerid,-HouseInfo[h][hValue]); SetPlayerInterior(playerid,HouseInfo[h][hHInteriorWorld]); SetPlayerPos(playerid,HouseInfo[h][hInteriorX],HouseInfo[h][hInteriorY],HouseInfo[h][hInteriorZ]); GameTextForPlayer(playerid, "~w~Welcome Home~n~You can exit at any time by moving to this door and typing /exit.", 5000, 3); PlayerInfo[playerid][pInt] = HouseInfo[h][hHInteriorWorld]; SendClientMessageEx(playerid, COLOR_WHITE, "Congratulations on your new purchase!"); SendClientMessageEx(playerid, COLOR_WHITE, "Type /help to review the property help section!"); SaveHouse(h); OnPlayerStatsUpdate(playerid); PlayerInfo[playerid][pVW] = h+6000; SetPlayerVirtualWorld(playerid, h+6000); DestroyDynamicPickup(HouseInfo[h][hPickupID]); HouseInfo[h][hPickupID] = CreateDynamicPickup(1273, 23, HouseInfo[h][hExteriorX], HouseInfo[h][hExteriorY], HouseInfo[h][hExteriorZ]); format(string, sizeof(string), "This house is owned by\n %s\nLevel: %d\nID: %d",HouseInfo[h][hOwner],HouseInfo[h][hLevel],h); UpdateDynamic3DTextLabelText(HouseInfo[h][hTextID], COLOR_GREEN, string); format(string,sizeof(string),"%s (IP: %s) has bought house ID %d for $%d.",GetPlayerNameEx(playerid),GetPlayerIpEx(playerid),h,HouseInfo[h][hValue]); Log("logs/house.log", string); if(HouseInfo[h][hCustomInterior] == 1) Player_StreamPrep(playerid, HouseInfo[h][hInteriorX],HouseInfo[h][hInteriorY],HouseInfo[h][hInteriorZ], FREEZE_TIME); return 1; } else { SendClientMessageEx(playerid, COLOR_WHITE, " You don't have the cash for that!"); return 1; } } } else { SendClientMessageEx( playerid, COLOR_WHITE, "This house is owned." ); } } } return 1; }
stock LoadHouse(houseid) { new string[128]; printf("[LoadHouse] Loading HouseID %d's data from database...", houseid); format(string, sizeof(string), "SELECT * FROM `houses` WHERE `id`=%d",houseid+1); // Array starts at zero, MySQL starts at one. mysql_function_query(MainPipeline, string, true, "OnLoadHouse", "i", houseid); }
forward OnLoadHouse(index); public OnLoadHouse(index) { new string[64]; new rows, fields; cache_get_data(rows, fields, MainPipeline); for(new field;field<fields;field++) { cache_get_row(index, field, string, MainPipeline); switch(field) { case 0: HouseInfo[index][hSQLId] = strval(string); case 1: HouseInfo[index][hOwned] = strval(string); case 2: HouseInfo[index][hLevel] = strval(string); case 3: HouseInfo[index][hHInteriorWorld] = strval(string); case 4: format(HouseInfo[index][hDescription], 16, "%s", string); case 5: format(HouseInfo[index][hOwner], 24, "%s", string); case 6: HouseInfo[index][hExteriorX] = floatstr(string); case 7: HouseInfo[index][hExteriorY] = floatstr(string); case 8: HouseInfo[index][hExteriorZ] = floatstr(string); case 9: HouseInfo[index][hExteriorR] = floatstr(string); case 10: HouseInfo[index][hInteriorX] = floatstr(string); case 11: HouseInfo[index][hInteriorY] = floatstr(string); case 12: HouseInfo[index][hInteriorZ] = floatstr(string); case 13: HouseInfo[index][hInteriorR] = floatstr(string); case 14: HouseInfo[index][hLock] = strval(string); case 15: HouseInfo[index][hRentable] = strval(string); case 16: HouseInfo[index][hRentFee] = strval(string); case 17: HouseInfo[index][hValue] = strval(string); case 18: HouseInfo[index][hSafeMoney] = strval(string); case 19: HouseInfo[index][hPot] = strval(string); case 20: HouseInfo[index][hCrack] = strval(string); case 21: HouseInfo[index][hMaterials] = strval(string); case 22: HouseInfo[index][hWeapons][0] = strval(string); case 23: HouseInfo[index][hWeapons][1] = strval(string); case 24: HouseInfo[index][hWeapons][2] = strval(string); case 25: HouseInfo[index][hWeapons][3] = strval(string); case 26: HouseInfo[index][hWeapons][4] = strval(string); case 27: HouseInfo[index][hGLUpgrade] = strval(string); case 28: HouseInfo[index][hPickupID] = strval(string); case 29: HouseInfo[index][hCustomInterior] = strval(string); case 30: HouseInfo[index][hCustomExterior] = strval(string); case 31: HouseInfo[index][hExteriorA] = floatstr(string); case 32: HouseInfo[index][hInteriorA] = floatstr(string); case 33: HouseInfo[index][hMailX] = floatstr(string); case 34: HouseInfo[index][hMailY] = floatstr(string); case 35: HouseInfo[index][hMailZ] = floatstr(string); case 36: HouseInfo[index][hMailA] = floatstr(string); } } if(HouseInfo[index][hOwned]) { if(!HouseInfo[index][hRentable]) format(string, sizeof(string), "This house is owned by\n%s\nLevel: %d\nID: %d",HouseInfo[index][hOwner], HouseInfo[index][hLevel], index); else format(string, sizeof(string), "This house is owned by\n%s\nRent: $%d\nLevel: %d\nID: %d\nType /rentroom to rent a room", HouseInfo[index][hOwner], HouseInfo[index][hRentFee], HouseInfo[index][hLevel], index); } else format(string, sizeof(string), "This house is\n for sale!\n Description: %s\nCost: $%d\n Level: %d\nID: %d\nTo buy this house type /buyhouse",HouseInfo[index][hDescription],HouseInfo[index][hValue],HouseInfo[index][hLevel],index); HouseInfo[index][hPickupID] = CreateDynamicPickup(1273, 23, HouseInfo[index][hExteriorX], HouseInfo[index][hExteriorY], HouseInfo[index][hExteriorZ]); HouseInfo[index][hTextID] = CreateDynamic3DTextLabel(string, COLOR_GREEN, HouseInfo[index][hExteriorX], HouseInfo[index][hExteriorY], HouseInfo[index][hExteriorZ]+0.5,10.0, .testlos = 1, .streamdistance = 10.0); if(HouseInfo[index][hMailX] != 0.0) RenderHouseMailbox(index); return 1; } stock LoadHouses() { printf("[LoadHouses] Loading data from database..."); mysql_function_query(MainPipeline, "SELECT * FROM `houses`", true, "OnLoadHouses", ""); } forward OnLoadHouses(); public OnLoadHouses() { new string[512], iIndex; new rows, fields; cache_get_data(rows, fields, MainPipeline); while(iIndex<rows) { for(new field;field<fields;field++) { cache_get_row(iIndex, field, string, MainPipeline); switch(field) { case 0: HouseInfo[iIndex][hSQLId] = strval(string); case 1: HouseInfo[iIndex][hOwned] = strval(string); case 2: HouseInfo[iIndex][hLevel] = strval(string); case 3: HouseInfo[iIndex][hHInteriorWorld] = strval(string); case 4: format(HouseInfo[iIndex][hDescription], 16, "%s", string); case 5: format(HouseInfo[iIndex][hOwner], 24, "%s", string); case 6: HouseInfo[iIndex][hExteriorX] = floatstr(string); case 7: HouseInfo[iIndex][hExteriorY] = floatstr(string); case 8: HouseInfo[iIndex][hExteriorZ] = floatstr(string); case 9: HouseInfo[iIndex][hExteriorR] = floatstr(string); case 10: HouseInfo[iIndex][hInteriorX] = floatstr(string); case 11: HouseInfo[iIndex][hInteriorY] = floatstr(string); case 12: HouseInfo[iIndex][hInteriorZ] = floatstr(string); case 13: HouseInfo[iIndex][hInteriorR] = floatstr(string); case 14: HouseInfo[iIndex][hLock] = strval(string); case 15: HouseInfo[iIndex][hRentable] = strval(string); case 16: HouseInfo[iIndex][hRentFee] = strval(string); case 17: HouseInfo[iIndex][hValue] = strval(string); case 18: HouseInfo[iIndex][hSafeMoney] = strval(string); case 19: HouseInfo[iIndex][hPot] = strval(string); case 20: HouseInfo[iIndex][hCrack] = strval(string); case 21: HouseInfo[iIndex][hMaterials] = strval(string); case 22: HouseInfo[iIndex][hWeapons][0] = strval(string); case 23: HouseInfo[iIndex][hWeapons][1] = strval(string); case 24: HouseInfo[iIndex][hWeapons][2] = strval(string); case 25: HouseInfo[iIndex][hWeapons][3] = strval(string); case 26: HouseInfo[iIndex][hWeapons][4] = strval(string); case 27: HouseInfo[iIndex][hGLUpgrade] = strval(string); case 28: HouseInfo[iIndex][hPickupID] = strval(string); case 29: HouseInfo[iIndex][hCustomInterior] = strval(string); case 30: HouseInfo[iIndex][hCustomExterior] = strval(string); case 31: HouseInfo[iIndex][hExteriorA] = floatstr(string); case 32: HouseInfo[iIndex][hInteriorA] = floatstr(string); case 33: HouseInfo[iIndex][hMailX] = floatstr(string); case 34: HouseInfo[iIndex][hMailY] = floatstr(string); case 35: HouseInfo[iIndex][hMailZ] = floatstr(string); case 36: HouseInfo[iIndex][hMailA] = floatstr(string); case 37: HouseInfo[iIndex][hMailType] = strval(string); } } if(HouseInfo[iIndex][hOwned]) { if(!HouseInfo[iIndex][hRentable]) format(string, sizeof(string), "This house is owned by\n%s\nLevel: %d\nID: %d",HouseInfo[iIndex][hOwner], HouseInfo[iIndex][hLevel], iIndex); else format(string, sizeof(string), "This house is owned by\n%s\nRent: $%d\nLevel: %d\nID: %d\nType /rentroom to rent a room", HouseInfo[iIndex][hOwner], HouseInfo[iIndex][hRentFee], HouseInfo[iIndex][hLevel], iIndex); } else format(string, sizeof(string), "This house is\n for sale!\n Description: %s\nCost: $%d\n Level: %d\nID: %d\nTo buy this house type /buyhouse",HouseInfo[iIndex][hDescription],HouseInfo[iIndex][hValue],HouseInfo[iIndex][hLevel],iIndex); HouseInfo[iIndex][hPickupID] = CreateDynamicPickup(1273, 23, HouseInfo[iIndex][hExteriorX], HouseInfo[iIndex][hExteriorY], HouseInfo[iIndex][hExteriorZ]); HouseInfo[iIndex][hTextID] = CreateDynamic3DTextLabel(string, COLOR_GREEN, HouseInfo[iIndex][hExteriorX], HouseInfo[iIndex][hExteriorY], HouseInfo[iIndex][hExteriorZ]+0.5,10.0, .testlos = 1, .streamdistance = 10.0); RenderHouseMailbox(iIndex); iIndex++; } if(iIndex > 0) printf("[LoadHouses] %d houses rehashed/loaded.", iIndex); else printf("[LoadHouses] Failed to load any houses."); return 1; }
Tell what doesnt work??You buy but it doesnt load it after restart??Or its not saved??
|