02.10.2011, 20:32
C:\Users\Rikardo\Pictures\Downloads\Downloads\Nova pasta\sscanf-0.3R5\sscanf-0.3R5\pawno\include\a_samp.inc(17) : fatal error 100: cannot read from file: "core"
Compilation aborted.Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase
1 Error.
Sera que alguem me pode dizer aondo to errando?
Compilation aborted.Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase
1 Error.
PHP код:
// Make sure you don't get warnings about tabsize
#pragma tabsize 0
// Include default files
#include <a_samp>
#include <zcmd>
#include <sscanf2>
#include <streamer>
// ******************************************************************************************************************************
// Settings that can be changed
// ******************************************************************************************************************************
// 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_BUSINESS 500 // Defines the maximum number of businesses that can be created
#define MAX_BUSINESSPERPLAYER 20 // Defines the maximum number of businesses that any player can own (useable values: 1 to 20)
// Define path to business-files
#define BusinessFile "PPC_Business/Business%i.ini"
#define BusinessTimeFile "PPC_Business/BusinessTime.ini"
// Set the exit-time for exiting a business (required if you use custom-made islands, otherwise you'll fall into the water)
// Default: 1 second (1000 milliseconds)
new ExitBusinessTimer = 1000;
// Define Dialogs
#define DialogCreateBusSelType 2001
#define DialogBusinessNameChange 2002
#define DialogSellBusiness 2003
#define DialogBusinessMenu 2004
#define DialogGoBusiness 2005
// ******************************************************************************************************************************
// Enums and the array-setups that use them
// ******************************************************************************************************************************
// Setup a custom type that holds all data for businesses
enum TBusinessData
{
PickupID, // Holds the pickup-id that is linked to this business
Text3D:DoorText, // Holds the reference to the 3DText above the business's pickup
MapIconID, // Holds the ID of the mapicon for the business
BusinessName[100], // Holds the name of the business (this will be displayed above the pickup near the business when it's owned)
Float:BusinessX, // Holds the X-coordinate of the pickup for the Business
Float:BusinessY, // Holds the Y-coordinate of the pickup for the Business
Float:BusinessZ, // Holds the Z-coordinate of the pickup for the Business
BusinessType, // Holds the type of business (well stacked pizza, burger shot, ...), this defines which icon and interior to use
BusinessLevel, // Holds the level of upgrades the business has
LastTransaction, // Holds the amount of minutes when the last transaction took place (buying the business or retrieving the money by the owner)
bool:Owned, // Holds true if the Business is owned by somebody
Owner[24] // Holds the name of the owner of the Business
}
// Holds the data for all houses
new ABusinessData[MAX_BUSINESS][TBusinessData];
// This variable holds the business-time (this value is increased every hour and is used to calculate the amount of money a business
// has generated after the last transaction of the business)
new BusinessTransactionTime;
// Setup a custom type that holds all data about a business
enum TBusinessType
{
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 business
Float:IntY, // Holds the Y-coordinate of the spawn-location where you enter the business
Float:IntZ, // Holds the Z-coordinate of the spawn-location where you enter the business
BusPrice, // Holds the price for the business
BusEarnings, // Holds the earnings for this type of business (a business earns this money every minute even when the player is offline)
// The earnings may not seem that high, but earning $5 every minute will earn you $7200 every day, even when you're offline
// These are multiplied by the level of your business, so a level 5 business earns you $36000 every day
// Using the default buying prices, you'll need about 70 days to refund your business and start making money with it
IconID // Holds the icon-id which represents the business
}
// Holds the data for all interiors for businesses
new ABusinessInteriors[][TBusinessType] =
{
{"Dummy", 0, 0.0, 0.0, 0.0, 0, 0, 0}, // Dummy business (Type 0), never used
{"24/7 (Small)", 6, -26.75, -55.75, 1003.6, 500000, 5, 52}, // Type 1 (earnings per day: $7200)
{"24/7 (Medium)", 18, -31.0, -89.5, 1003.6, 700000, 7, 52}, // Type 2 (earnings per day: $10080)
{"Bar", 11, 502.25, -69.75, 998.8, 400000, 4, 49}, // Type 3 (earnings per day: $5760)
{"Barber (Small)", 2, 411.5, -21.25, 1001.8, 300000, 3, 7}, // Type 4 (earnings per day: $4320)
{"Barber (Medium)", 3, 418.75, -82.5, 1001.8, 400000, 4, 7}, // Type 5 (earnings per day: $5760)
{"Betting shop", 3, 833.25, 7.0, 1004.2, 1500000, 15, 52}, // Type 6 (earnings per day: $21600)
{"Burger Shot", 10, 363.5, -74.5, 1001.5, 700000, 7, 10}, // Type 7 (earnings per day: $10080)
{"Casino (4 Dragons)", 10, 2017.25, 1017.75, 996.9, 2500000, 25, 44}, // Type 8 (earnings per day: $36000)
{"Casino (Caligula's)", 1, 2234.0, 1710.75, 1011.3, 2500000, 25, 25}, // Type 9 (earnings per day: $36000)
{"Casino (Small)", 12, 1133.0, -9.5, 1000.7, 2000000, 20, 43}, // Type 10 (earnings per day: $28800)
{"Clothing (Binco)", 15, 207.75, -109.0, 1005.2, 800000, 8, 45}, // Type 11 (earnings per day: $11520)
{"Clothing (Pro)", 3, 207.0, -138.75, 1003.5, 800000, 8, 45}, // Type 12 (earnings per day: $11520)
{"Clothing (Urban)", 1, 203.75, -48.5, 1001.8, 800000, 8, 45}, // Type 13 (earnings per day: $11520)
{"Clothing (Victim)", 5, 226.25, -7.5, 1002.3, 800000, 8, 45}, // Type 14 (earnings per day: $11520)
{"Clothing (ZIP)", 18, 161.5, -92.25, 1001.8, 800000, 8, 45}, // Type 15 (earnings per day: $11520)
{"Cluckin' Bell", 9, 365.75, -10.75, 1001.9, 700000, 7, 14}, // Type 16 (earnings per day: $10080)
{"Disco (Small)", 17, 492.75, -22.0, 1000.7, 1000000, 10, 48}, // Type 17 (earnings per day: $14400)
{"Disco (Large)", 3, -2642.0, 1406.5, 906.5, 1200000, 12, 48}, // Type 18 (earnings per day: $17280)
{"Gym (LS)", 5, 772.0, -3.0, 1000.8, 500000, 5, 54}, // Type 19 (earnings per day: $7200)
{"Gym (SF)", 6, 774.25, -49.0, 1000.6, 500000, 5, 54}, // Type 20 (earnings per day: $7200)
{"Gym (LV)", 7, 774.25, -74.0, 1000.7, 500000, 5, 54}, // Type 21 (earnings per day: $7200)
{"Motel", 15, 2216.25, -1150.5, 1025.8, 1000000, 10, 37}, // Type 22 (earnings per day: $14400)
{"RC shop", 6, -2238.75, 131.0, 1035.5, 600000, 6, 46}, // Type 23 (earnings per day: $8640)
{"Sex-shop", 3, -100.25, -22.75, 1000.8, 800000, 8, 38}, // Type 24 (earnings per day: $11520)
{"Slaughterhouse", 1, 933.75, 2151.0, 1011.1, 500000, 5, 50}, // Type 25 (earnings per day: $7200)
{"Stadium (Bloodbowl)", 15, -1394.25, 987.5, 1024.0, 1700000, 17, 33}, // Type 26 (earnings per day: $24480)
{"Stadium (Kickstart)", 14, -1410.75, 1591.25, 1052.6, 1700000, 17, 33}, // Type 27 (earnings per day: $24480)
{"Stadium (8-Track)", 7, -1396.0, -208.25, 1051.2, 1700000, 17, 33}, // Type 28 (earnings per day: $24480)
{"Stadium (Dirt Bike)", 4, -1425.0, -664.5, 1059.9, 1700000, 17, 33}, // Type 29 (earnings per day: $24480)
{"Stripclub (Small)", 3, 1212.75, -30.0, 1001.0, 700000, 7, 48}, // Type 30 (earnings per day: $10080)
{"Stripclub (Large)", 2, 1204.75, -12.5, 1001.0, 900000, 9, 48}, // Type 31 (earnings per day: $12960)
{"Tattoo LS", 16, -203.0, -24.25, 1002.3, 500000, 5, 39}, // Type 32 (earnings per day: $7200)
{"Well Stacked Pizza", 5, 372.25, -131.50, 1001.5, 600000, 6, 29} // Type 33 (earnings per day: $8640)
};
// Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
enum TPlayerData
{
Business[20], // Holds the BusinessID's of the businesses that the player owns (index of the ABusinessData array), maximum 20 businesses per player
CurrentBusiness // Holds the BusinessID to track in which business the player currently is (used when accessing the businessmenu)
}
// Create an array to hold the playerdata for every player
new APlayerData[MAX_PLAYERS][TPlayerData];
// These variables are used when starting the script and debugging purposes
new TotalBusiness;
// ******************************************************************************************************************************
// Callbacks
// ******************************************************************************************************************************
// The main function (used only once when the server loads)
main()
{
}
// This callback gets called when the server initializes the filterscript
public OnFilterScriptInit()
{
// Load the businesstime-file (which holds the current time for the businesses, used for calculating the earnings every minute)
BusinessTime_Load();
// Loop through all businesses and try to load them (BusID 0 isn't used)
for (new BusID = 1; BusID < MAX_BUSINESS; BusID++)
BusinessFile_Load(BusID); // Try to load the business-file
// Start the businesstimer and run it every minute
SetTimer("Business_TransactionTimer", 1000 * 60, true);
// Print information about the filterscript on the server-console
printf("-------------------------------------");
printf("PPC Business filterscript initialized");
printf("Businesses loaded: %i", TotalBusiness);
printf("-------------------------------------");
return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Setup local variables
new BusID, BusSlot, Name[24];
// Get the player's name
GetPlayerName(playerid, Name, sizeof(Name));
// Loop through all businesses to find the ones which belong to this player
for (BusID = 1; BusID < MAX_BUSINESS; BusID++)
{
// Check if the business exists
if (IsValidDynamicPickup(ABusinessData[BusID][PickupID]))
{
// Check if the business is owned
if (ABusinessData[BusID][Owned] == true)
{
// Check if the player is the owner of the business
if (strcmp(ABusinessData[BusID][Owner], Name, false) == 0)
{
// Add the BusID to the player's account for faster reference later on
APlayerData[playerid][Business][BusSlot] = BusID;
// Select the next BusSlot
BusSlot++;
}
}
}
}
return 1;
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Setup local variables
new BusSlot;
// Loop through all businesses the player owns
for (BusSlot = 0; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
{
// Check if the player has a business in this busslot
if (APlayerData[playerid][Business][BusSlot] != 0)
{
// Save the Busfile
BusinessFile_Save(APlayerData[playerid][Business][BusSlot]);
// Clear the BusID stored in this busslot
APlayerData[playerid][Business][BusSlot] = 0;
}
}
// Clear all data for this player
APlayerData[playerid][CurrentBusiness] = 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 DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);
case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);
case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);
case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business
case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business
}
return 0;
}
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
// Reset the BusID where the player is located
APlayerData[playerid][CurrentBusiness] = 0;
return 1;
}
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Reset the BusID where the player is located
APlayerData[playerid][CurrentBusiness] = 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 BusID where the player is located
APlayerData[playerid][CurrentBusiness] = 0;
return 1;
}
// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
// Reset the BusID where the player is located
APlayerData[playerid][CurrentBusiness] = 0;
return 1;
}
// ******************************************************************************************************************************
// Commands
// ******************************************************************************************************************************
// Lets the player add new businesses
COMMAND:createbusiness(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 BusinessList[2000];
// Check if the player isn't inside a vehicle
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Construct the list of businesses
for (new BusType = 1; BusType < sizeof(ABusinessInteriors); BusType++)
{
format(BusinessList, sizeof(BusinessList), "%s%s\n", BusinessList, ABusinessInteriors[BusType][InteriorName]);
}
// Let the player choose a business-type via a dialog
ShowPlayerDialog(playerid, DialogCreateBusSelType, DIALOG_STYLE_LIST, "Choose business-type:", BusinessList, "Select", "Cancel");
}
else
SendClientMessage(playerid, 0xFF0000FF, "You must be on foot to create a business");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player delete a business
COMMAND:delbusiness(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];
// Make sure the player isn't inside a vehicle
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all player-owned businesses
for (new BusID = 1; BusID < MAX_BUSINESS; BusID++)
{
// Check if the business exists
if (IsValidDynamicPickup(ABusinessData[BusID][PickupID]))
{
// Check if the business has no owner
if (ABusinessData[BusID][Owned] == false)
{
// Check if the player is in range of the business-pickup
if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]))
{
// Clear all data of the business
ABusinessData[BusID][BusinessName] = 0;
ABusinessData[BusID][BusinessX] = 0.0;
ABusinessData[BusID][BusinessY] = 0.0;
ABusinessData[BusID][BusinessZ] = 0.0;
ABusinessData[BusID][BusinessType] = 0;
ABusinessData[BusID][BusinessLevel] = 0;
ABusinessData[BusID][LastTransaction] = 0;
ABusinessData[BusID][Owned] = false;
ABusinessData[BusID][Owner] = 0;
// Destroy the mapicon, 3DText and pickup for the house
DestroyDynamicPickup(ABusinessData[BusID][PickupID]);
DestroyDynamicMapIcon(ABusinessData[BusID][MapIconID]);
DestroyDynamic3DTextLabel(ABusinessData[BusID][DoorText]);
ABusinessData[BusID][PickupID] = 0;
ABusinessData[BusID][MapIconID] = 0;
// Delete the business-file
format(file, sizeof(file), BusinessFile, BusID); // Construct the complete filename for this business-file
if (fexist(file)) // Make sure the file exists
fremove(file); // Delete the file
// Also let the player know he deleted the business
format(Msg, 128, "{00FF00}You have deleted the business with ID: {FFFF00}%i", BusID);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
// Exit the function
return 1;
}
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot delete an owned business");
}
}
// There was no house in range, so let the player know about it
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}No business in range to delete");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to delete a business");
// Let the server know that this was a valid command
return 1;
}
// This command lets the player buy a business when he's standing in range of a business that isn't owned yet
COMMAND:buybus(playerid, params[])
{
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Setup local variables
new Msg[128], BusType;
// Make sure the player isn't inside a vehicle
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Check if the player is near a business-pickup
for (new BusID = 1; BusID < sizeof(ABusinessData); BusID++)
{
// Check if this business is created (it would have a valid pickup in front of the door)
if (IsValidDynamicPickup(ABusinessData[BusID][PickupID]))
{
// Check if the player is in range of the business-pickup
if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]))
{
// Check if the business isn't owned yet
if (ABusinessData[BusID][Owned] == false)
{
// Get the type of business
BusType = ABusinessData[BusID][BusinessType];
// Check if the player can afford this type of business business
if (INT_GetPlayerMoney(playerid) >= ABusinessInteriors[BusType][BusPrice])
Business_SetOwner(playerid, BusID); // Give ownership of the business to the player
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford this business"); // The player cannot afford this business
}
else
{
// Let the player know that this business is already owned by a player
format(Msg, 128, "{FF0000}This business is already owned by {FFFF00}%s", ABusinessData[BusID][Owner]);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
// The player was in range of a business-pickup, so stop searching for the other business pickups
return 1;
}
}
}
// All businesses have been processed, but the player wasn't in range of any business-pickup, let him know about it
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}To buy a business, you have to be near a business-pickup");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You can't buy a business 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[])
{
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Setup local variables
new BusID, BusType;
// Make sure the player isn't inside a vehicle
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all player-owned businesses
for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
{
// Get the business-id at the selected slot from the player
BusID = APlayerData[playerid][Business][BusSlot];
// Check if the player has a business in this slot
if (BusID != 0)
{
// Check if the player is in range of the business-pickup
if (IsPlayerInRangeOfPoint(playerid, 2.5, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]))
{
// Get the business-type
BusType = ABusinessData[BusID][BusinessType];
// Set the worldid so other players cannot see him anymore
SetPlayerVirtualWorld(playerid, 2000 + BusID);
// Set the player inside the interior of the business
SetPlayerInterior(playerid, ABusinessInteriors[BusType][InteriorID]);
// Set the position of the player at the spawn-location of the business's interior
SetPlayerPos(playerid, ABusinessInteriors[BusType][IntX], ABusinessInteriors[BusType][IntY], ABusinessInteriors[BusType][IntZ]);
// Also set a tracking-variable to enable /busmenu to track in which business the player is
APlayerData[playerid][CurrentBusiness] = BusID;
// Also let the player know he can use /busmenu to control his business
SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}Use {FFFF00}/busmenu{00FF00} to change options for your business");
// Exit the function
return 1;
}
}
}
}
// If no business was in range, allow other scripts to use the same command (like the housing-script)
return 0;
}
// This command opens a menu when you're inside your business to allow to access the options of your business
COMMAND:busmenu(playerid, params[])
{
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Setup local variables
new OptionsList[200], DialogTitle[200];
// Check if the player is inside a business
if (APlayerData[playerid][CurrentBusiness] != 0)
{
// Create the dialog title
format(DialogTitle, sizeof(DialogTitle), "Select option for %s", ABusinessData[APlayerData[playerid][CurrentBusiness]][BusinessName]);
// Create the options in the dialog
format(OptionsList, sizeof(OptionsList), "%sChange business-name\n", OptionsList);
format(OptionsList, sizeof(OptionsList), "%sUpgrade business\n", OptionsList);
format(OptionsList, sizeof(OptionsList), "%sRetrieve business earnings\n", OptionsList);
format(OptionsList, sizeof(OptionsList), "%sSell business\n", OptionsList);
format(OptionsList, sizeof(OptionsList), "%sExit business\n", OptionsList);
// Show the businessmenu
ShowPlayerDialog(playerid, DialogBusinessMenu, DIALOG_STYLE_LIST, DialogTitle, OptionsList, "Select", "Cancel");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You're not inside a business");
// Let the server know that this was a valid command
return 1;
}
// This command teleports you to your selected business
COMMAND:gobus(playerid, params[])
{
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// Setup local variables
new BusinessList[1000], BusID, BusType, Earnings;
// Check if the player is not jailed
if (INT_IsPlayerJailed(playerid) == 0)
{
// Check if the player has a wanted level of less than 3
if (GetPlayerWantedLevel(playerid) < 3)
{
// Check if the player is not inside a vehicle
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Ask to which business the player wants to port
for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
{
// Get the business-id
BusID = APlayerData[playerid][Business][BusSlot];
// Check if this businessindex is occupied
if (BusID != 0)
{
// Get the business-type
BusType = ABusinessData[BusID][BusinessType];
Earnings = (BusinessTransactionTime - ABusinessData[BusID][LastTransaction]) * ABusinessInteriors[BusType][BusEarnings] * ABusinessData[BusID][BusinessLevel];
format(BusinessList, 1000, "%s{00FF00}%s{FFFFFF} (earnings: $%i)\n", BusinessList, ABusinessData[BusID][BusinessName], Earnings);
}
else
format(BusinessList, 1000, "%s{FFFFFF}%s{FFFFFF}\n", BusinessList, "Empty business-slot");
}
ShowPlayerDialog(playerid, DialogGoBusiness, DIALOG_STYLE_LIST, "Choose the business to go to:", BusinessList, "Select", "Cancel");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You need to be on-foot to port to your business");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use /gobus when you're wanted");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot use /gobus when you're in jail");
// Let the server know that this was a valid command
return 1;
}
// ******************************************************************************************************************************
// Dialog-responses
// ******************************************************************************************************************************
// This dialog processes the chosen business-type and creates the business
Dialog_CreateBusSelType(playerid, response, listitem)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Setup some local variables
new BusType, BusID, Float:x, Float:y, Float:z, Msg[128], bool:EmptySlotFound = false;
// Get the player's position
GetPlayerPos(playerid, x, y, z);
// Get the business-type from the option the player chose
BusType = listitem + 1;
// Find a free business-id
for (BusID = 1; BusID < MAX_BUSINESS; BusID++)
{
// Check if this business ID is free
if (ABusinessData[BusID][BusinessType] == 0)
{
EmptySlotFound = true;
break; // Stop processing
}
}
// Check if an empty slot has been found
if (EmptySlotFound == false)
{
// If no empty slot was found, let the player know about it and exit the function
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Maximum number of businesses reached");
return 1;
}
// Set some default data at the index of NextFreeBusinessID (NextFreeBusinessID will point to the next free business-index)
ABusinessData[BusID][BusinessX] = x;
ABusinessData[BusID][BusinessY] = y;
ABusinessData[BusID][BusinessZ] = z;
ABusinessData[BusID][BusinessType] = BusType;
ABusinessData[BusID][BusinessLevel] = 1;
ABusinessData[BusID][Owned] = false;
// Add the pickup and 3DText at the location of the business-entrance (where the player is standing when he creates the business)
Business_CreateEntrance(BusID);
// Save the business
BusinessFile_Save(BusID);
// Inform the player that he created a new house
format(Msg, 128, "{00FF00}You've succesfully created business {FFFF00}%i{00FF00}", BusID);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
return 1;
}
// This function processes the businessmenu dialog
Dialog_BusinessMenu(playerid, response, listitem)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Setup local variables
new BusID, BusType, Msg[128], DialogTitle[200], UpgradePrice;
// Get the HouseID of the house where the player is
BusID = APlayerData[playerid][CurrentBusiness];
BusType = ABusinessData[BusID][BusinessType];
// Select an option based on the selection in the list
switch(listitem)
{
case 0: // Change business name
{
format(DialogTitle, 200, "Old business-name: %s", ABusinessData[BusID][BusinessName]);
ShowPlayerDialog(playerid, DialogBusinessNameChange, DIALOG_STYLE_INPUT, DialogTitle, "Enter a new name for your business", "OK", "Cancel");
}
case 1: // Upgrade the business
{
// Check if it's possible to upgrade further
if (ABusinessData[BusID][BusinessLevel] < 5)
{
// Get the upgrade-price
UpgradePrice = ABusinessInteriors[BusType][BusPrice];
// Check if the player can afford the upgrade
if (INT_GetPlayerMoney(playerid) >= UpgradePrice)
{
// Give the current earnings of the business to the player and update the LastTransaction time
Business_PayEarnings(playerid, BusID);
// Upgrade the business 1 level
ABusinessData[BusID][BusinessLevel]++;
// Let the player pay for the upgrade
INT_GivePlayerMoney(playerid, -UpgradePrice);
// Update the 3DText near the business's entrance to show what level the business is
Business_UpdateEntrance(BusID);
// Let the player know about it
format(Msg, 128, "{00FF00}You have upgraded your business to level {FFFF00}%i", ABusinessData[BusID][BusinessLevel]);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You cannot afford the upgrade");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Your business has reached the maximum level, you cannot upgrade it further");
}
case 2: // Retrieve business earnings
{
// Give the current earnings of the business to the player and update the LastTransaction time
Business_PayEarnings(playerid, BusID);
}
case 3: // Sell business
{
format(Msg, 128, "Are you sure you want to sell your business for $%i?", (ABusinessInteriors[BusType][BusPrice] * ABusinessData[BusID][BusinessLevel]) / 2);
ShowPlayerDialog(playerid, DialogSellBusiness, DIALOG_STYLE_MSGBOX, "Are you sure?", Msg, "Yes", "No");
}
case 4: // Exit the business
{
Business_Exit(playerid, BusID);
}
}
return 1;
}
// Let the player change the name of his business
Dialog_ChangeBusinessName(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 business
format(ABusinessData[APlayerData[playerid][CurrentBusiness]][BusinessName], 100, inputtext);
// Also update the 3DText at the entrance of the business
Business_UpdateEntrance(APlayerData[playerid][CurrentBusiness]);
// Let the player know that the name of his business has been changed
SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've changed the name of your business");
// Save the business-file
BusinessFile_Save(APlayerData[playerid][CurrentBusiness]);
return 1;
}
// Sell the business
Dialog_SellBusiness(playerid, response)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Get the BusinessID where the player is right now and the business-type
new BusID = APlayerData[playerid][CurrentBusiness];
new BusType = ABusinessData[BusID][BusinessType];
// 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 business
SetPlayerPos(playerid, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]);
// Also clear the tracking-variable to track in which business the player is
APlayerData[playerid][CurrentBusiness] = 0;
// Clear the owner of the business
ABusinessData[BusID][Owned] = false;
ABusinessData[BusID][Owner] = 0;
// Clear the business-name and business-level
ABusinessData[BusID][BusinessName] = 0;
ABusinessData[BusID][BusinessLevel] = 1;
// Refund the player 50% of the worth of the business
INT_GivePlayerMoney(playerid, (ABusinessInteriors[BusType][BusPrice] * ABusinessData[BusID][BusinessLevel]) / 2);
SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}You've sold your business");
// Clear the business-id from the player
for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
{
// If the business-slot if found where the business was added to the player
if (APlayerData[playerid][Business][BusSlot] == BusID)
{
// Clear the business-id
APlayerData[playerid][Business][BusSlot] = 0;
// Stop searching
break;
}
}
// Update the 3DText near the business's entrance to show other players that it's for sale again
Business_UpdateEntrance(BusID);
// Also save the sold business, otherwise the old ownership-data is still there
BusinessFile_Save(BusID);
return 1;
}
// This function processes the /gobus dialog
Dialog_GoBusiness(playerid, response, listitem)
{
// Just close the dialog if the player clicked "Cancel"
if(!response) return 1;
// Setup local variables
new BusIndex, BusID;
// The listitem directly indicates the business-index
BusIndex = listitem;
BusID = APlayerData[playerid][Business][BusIndex];
// Check if this is a valid business (BusID != 0)
if (BusID != 0)
{
// Get the coordinates of the business's entrance
SetPlayerPos(playerid, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You don't have a business in this business-slot");
return 1;
}
// ******************************************************************************************************************************
// File functions
// ******************************************************************************************************************************
// This function loads the file that holds the current business-time
BusinessTime_Load()
{
// Setup local variables
new File:BFile, LineFromFile[100], ParameterName[50], ParameterValue[50];
// Try to load the businesstime file
if (fexist(BusinessTimeFile))
{
BFile = fopen(BusinessTimeFile, io_read); // Open the businesstime-file for reading
fread(BFile, LineFromFile); // Read the first line of the file
// Keep reading until the end of the file is found (no more data)
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
// Store the proper value in the proper place
if (strcmp(ParameterName, "BusinessTime", false) == 0) // If the parametername is correct ("BusinessTime")
BusinessTransactionTime = strval(ParameterValue); // Store the BusinessTime
// Read the next line of the file
fread(BFile, LineFromFile);
}
// Close the file
fclose(BFile);
// 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 saves the file that holds the current business-time
BusinessTime_Save()
{
// Setup local variables
new File:BFile, LineForFile[100];
BFile = fopen(BusinessTimeFile, io_write); // Open the businesstime-file for writing
format(LineForFile, 100, "BusinessTime %i\r\n", BusinessTransactionTime); // Construct the line: "BusinessTime <BusinessTransactionTime>"
fwrite(BFile, LineForFile); // And save it to the file
fclose(BFile); // Close the file
return 1;
}
// This function will load the business's datafile (used when the server is started to load all businesses)
BusinessFile_Load(BusID)
{
// Setup local variables
new file[100], File:BFile, LineFromFile[100], ParameterName[50], ParameterValue[50];
// Construct the complete filename for this business-file
format(file, sizeof(file), BusinessFile, BusID);
// Check if the business-file exists
if (fexist(file))
{
// Open the businessfile for reading
BFile = fopen(file, io_read);
// Read the first line of the file
fread(BFile, LineFromFile);
// Keep reading until the end of the file is found (no more data)
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, "BusinessName", false) == 0) // If the parametername is correct ("BusinessName")
format(ABusinessData[BusID][BusinessName], 24, ParameterValue); // Store the BusinessName
if (strcmp(ParameterName, "BusinessX", false) == 0) // If the parametername is correct ("BusinessX")
ABusinessData[BusID][BusinessX] = floatstr(ParameterValue); // Store the BusinessX
if (strcmp(ParameterName, "BusinessY", false) == 0) // If the parametername is correct ("BusinessY")
ABusinessData[BusID][BusinessY] = floatstr(ParameterValue); // Store the BusinessY
if (strcmp(ParameterName, "BusinessZ", false) == 0) // If the parametername is correct ("BusinessZ")
ABusinessData[BusID][BusinessZ] = floatstr(ParameterValue); // Store the BusinessZ
if (strcmp(ParameterName, "BusinessType", false) == 0) // If the parametername is correct ("BusinessType")
ABusinessData[BusID][BusinessType] = strval(ParameterValue); // Store the BusinessType
if (strcmp(ParameterName, "BusinessLevel", false) == 0) // If the parametername is correct ("BusinessLevel")
ABusinessData[BusID][BusinessLevel] = strval(ParameterValue); // Store the BusinessLevel
if (strcmp(ParameterName, "LastTransaction", false) == 0) // If the parametername is correct ("LastTransaction")
ABusinessData[BusID][LastTransaction] = strval(ParameterValue); // Store the LastTransaction
if (strcmp(ParameterName, "Owned", false) == 0) // If the parametername is correct ("Owned")
{
if (strcmp(ParameterValue, "Yes", false) == 0) // If the value "Yes" was read
ABusinessData[BusID][Owned] = true; // House is owned
else
ABusinessData[BusID][Owned] = false; // House is not owned
}
if (strcmp(ParameterName, "Owner", false) == 0) // If the parametername is correct ("Owner")
format(ABusinessData[BusID][Owner], 24, ParameterValue);
}
// Read the next line of the file
fread(BFile, LineFromFile);
}
// Close the file
fclose(BFile);
// Create the business-entrance and set data
Business_CreateEntrance(BusID);
// Increase the amount of businesses loaded
TotalBusiness++;
// 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 business
BusinessFile_Save(BusID)
{
// Setup local variables
new file[100], File:BFile, LineForFile[100];
// Construct the complete filename for this business
format(file, sizeof(file), BusinessFile, BusID);
// Open the business-file for writing
BFile = fopen(file, io_write);
format(LineForFile, 100, "BusinessName %s\r\n", ABusinessData[BusID][BusinessName]); // Construct the line: "BusinessName <BusinessName>"
fwrite(BFile, LineForFile); // And save it to the file
format(LineForFile, 100, "BusinessX %f\r\n", ABusinessData[BusID][BusinessX]); // Construct the line: "BusinessX <BusinessX>"
fwrite(BFile, LineForFile); // And save it to the file
format(LineForFile, 100, "BusinessY %f\r\n", ABusinessData[BusID][BusinessY]); // Construct the line: "BusinessY <BusinessY>"
fwrite(BFile, LineForFile); // And save it to the file
format(LineForFile, 100, "BusinessZ %f\r\n", ABusinessData[BusID][BusinessZ]); // Construct the line: "BusinessZ <BusinessZ>"
fwrite(BFile, LineForFile); // And save it to the file
format(LineForFile, 100, "BusinessType %i\r\n", ABusinessData[BusID][BusinessType]); // Construct the line: "BusinessType <BusinessType>"
fwrite(BFile, LineForFile); // And save it to the file
format(LineForFile, 100, "BusinessLevel %i\r\n", ABusinessData[BusID][BusinessLevel]); // Construct the line: "BusinessLevel <BusinessLevel>"
fwrite(BFile, LineForFile); // And save it to the file
format(LineForFile, 100, "LastTransaction %i\r\n", ABusinessData[BusID][LastTransaction]); // Construct the line: "LastTransaction <LastTransaction>"
fwrite(BFile, LineForFile); // And save it to the file
if (ABusinessData[BusID][Owned] == true) // Check if the business is owned
{
format(LineForFile, 100, "Owned Yes\r\n"); // Construct the line: "Owned Yes"
fwrite(BFile, LineForFile); // And save it to the file
}
else
{
format(LineForFile, 100, "Owned No\r\n"); // Construct the line: "Owned No"
fwrite(BFile, LineForFile); // And save it to the file
}
format(LineForFile, 100, "Owner %s\r\n", ABusinessData[BusID][Owner]); // Construct the line: "Owner <Owner>"
fwrite(BFile, LineForFile); // And save it to the file
fclose(BFile); // Close the file
return 1;
}
// ******************************************************************************************************************************
// Business functions
// ******************************************************************************************************************************
// This timer increases the variable "BusinessTransactionTime" every minute and saves the businesstime file
forward Business_TransactionTimer();
public Business_TransactionTimer()
{
// Increase the variable by one
BusinessTransactionTime++;
// And save it to the file
BusinessTime_Save();
}
// This function returns the first free business-slot for the given player
Player_GetFreeBusinessSlot(playerid)
{
// Check if the player has room for another business (he hasn't bought the maximum amount of businesses per player yet)
// and get the slot-id
for (new BusIndex; BusIndex < MAX_BUSINESSPERPLAYER; BusIndex++) // Loop through all business-slots of the player
if (APlayerData[playerid][Business][BusIndex] == 0) // Check if this business slot is free
return BusIndex; // Return the free BusIndex for this player
// If there were no free business-slots, return "-1"
return -1;
}
// This function sets ownership of the business to the given player
Business_SetOwner(playerid, BusID)
{
// Setup local variables
new BusSlotFree, Name[24], Msg[128], BusType;
// Get the first free business-slot from this player
BusSlotFree = Player_GetFreeBusinessSlot(playerid);
// Check if the player has a free business-slot
if (BusSlotFree != -1)
{
// Get the player's name
GetPlayerName(playerid, Name, sizeof(Name));
// Store the business-id for the player
APlayerData[playerid][Business][BusSlotFree] = BusID;
// Get the business-type
BusType = ABusinessData[BusID][BusinessType];
// Let the player pay for the business
INT_GivePlayerMoney(playerid, -ABusinessInteriors[BusType][BusPrice]);
// Set the business as owned
ABusinessData[BusID][Owned] = true;
// Store the owner-name for the business
format(ABusinessData[BusID][Owner], 24, Name);
// Set the level to 1
ABusinessData[BusID][BusinessLevel] = 1;
// Set the default business-name
format(ABusinessData[BusID][BusinessName], 100, ABusinessInteriors[BusType][InteriorName]);
// Store the current transaction-time (this is used so the player can only retrieve cash from the business from the moment he bought it)
ABusinessData[BusID][LastTransaction] = BusinessTransactionTime;
// Also, update 3DText of this business
Business_UpdateEntrance(BusID);
// Save the business-file
BusinessFile_Save(BusID);
// Let the player know he bought the business
format(Msg, 128, "{00FF00}You've bought the business for {FFFF00}$%i", ABusinessInteriors[BusType][BusPrice]);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You already own the maximum amount of allowed businesses per player");
return 1;
}
// This function adds a pickup for the given business
Business_CreateEntrance(BusID)
{
// Setup local variables
new Msg[128], Float:x, Float:y, Float:z, BusType, Icon;
// Get the coordinates of the house's pickup (usually near the door)
x = ABusinessData[BusID][BusinessX];
y = ABusinessData[BusID][BusinessY];
z = ABusinessData[BusID][BusinessZ];
// Get the business-type and icon
BusType = ABusinessData[BusID][BusinessType];
Icon = ABusinessInteriors[BusType][IconID];
// Add a dollar-sign to indicate this business
ABusinessData[BusID][PickupID] = CreateDynamicPickup(1274, 1, x, y, z, 0);
// Add a map-icon depending on which type the business is
ABusinessData[BusID][MapIconID] = CreateDynamicMapIcon(x, y, z, Icon, 0, 0, 0, -1, 150.0);
// Add a new 3DText at the business's location (usually near the door)
if (ABusinessData[BusID][Owned] == true)
{
// Create the 3DText that appears above the business-pickup (displays the businessname, the name of the owner and the current level)
format(Msg, 128, "%s\nOwned by: %s\nBusiness-level: %i\n/enter", ABusinessData[BusID][BusinessName], ABusinessData[BusID][Owner], ABusinessData[BusID][BusinessLevel]);
ABusinessData[BusID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0);
}
else
{
// Create the 3DText that appears above the business-pickup (displays the price of the business and the earnings)
format(Msg, 128, "%s\nAvailable for\n$%i\nEarnings: $%i\n/buybus", ABusinessInteriors[BusType][InteriorName], ABusinessInteriors[BusType][BusPrice], ABusinessInteriors[BusType][BusEarnings]);
ABusinessData[BusID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0);
}
}
// This function changes the 3DText for the given business (used when buying or selling a business)
Business_UpdateEntrance(BusID)
{
// Setup local variables
new Msg[128], BusType;
// Get the business-type
BusType = ABusinessData[BusID][BusinessType];
// Update the 3DText at the business's location (usually near the door)
if (ABusinessData[BusID][Owned] == true)
{
// Create the 3DText that appears above the business-pickup (displays the businessname, the name of the owner and the current level)
format(Msg, 128, "%s\nOwned by: %s\nBusiness-level: %i\n/enter", ABusinessData[BusID][BusinessName], ABusinessData[BusID][Owner], ABusinessData[BusID][BusinessLevel]);
UpdateDynamic3DTextLabelText(ABusinessData[BusID][DoorText], 0x008080FF, Msg);
}
else
{
// Create the 3DText that appears above the business-pickup (displays the price of the business and the earnings)
format(Msg, 128, "%s\nAvailable for\n$%i\nEarnings: $%i\n/buybus", ABusinessInteriors[BusType][InteriorName], ABusinessInteriors[BusType][BusPrice], ABusinessInteriors[BusType][BusEarnings]);
UpdateDynamic3DTextLabelText(ABusinessData[BusID][DoorText], 0x008080FF, Msg);
}
}
// This function pays the current earnings of the given business to the player
Business_PayEarnings(playerid, BusID)
{
// Setup local variables
new Msg[128];
// Get the business-type
new BusType = ABusinessData[BusID][BusinessType];
// Calculate the earnings of the business since the last transaction
// This is calculated by the number of minutes between the current business-time and last business-time, multiplied by the earnings-per-minute and business-level
new Earnings = (BusinessTransactionTime - ABusinessData[BusID][LastTransaction]) * ABusinessInteriors[BusType][BusEarnings] * ABusinessData[BusID][BusinessLevel];
// Reset the last transaction time to the current time
ABusinessData[BusID][LastTransaction] = BusinessTransactionTime;
// Reward the player with his earnings
INT_GivePlayerMoney(playerid, Earnings);
// Inform the player that he has earned money from his business
format(Msg, 128, "{00FF00}Your business has earned {FFFF00}$%i{00FF00} since your last withdrawl", Earnings);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
// This function is used to spawn back at the entrance of your business
Business_Exit(playerid, BusID)
{
// 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 business
SetPlayerPos(playerid, ABusinessData[BusID][BusinessX], ABusinessData[BusID][BusinessY], ABusinessData[BusID][BusinessZ]);
// Also clear the tracking-variable to track in which business the player is
APlayerData[playerid][CurrentBusiness] = 0;
// Check if there is a timer-value set for exiting the business (this timer freezes the player while the environment is being loaded)
if (ExitBusinessTimer > 0)
{
// Don't allow the player to fall
TogglePlayerControllable(playerid, 0);
// Let the player know he's frozen while the environment loads
GameTextForPlayer(playerid, "Waiting for the environment to load", ExitBusinessTimer, 4);
// Start a timer that will allow the player to fall again when the environment has loaded
SetTimerEx("Business_ExitTimer", ExitBusinessTimer, false, "ii", playerid, BusID);
}
return 1;
}
forward Business_ExitTimer(playerid, BusID);
public Business_ExitTimer(playerid, BusID)
{
// Allow the player to move again (environment should have been loaded now)
TogglePlayerControllable(playerid, 1);
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 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, player cannot be jailed in this case
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
// ******************************************************************************************************************************
// ******************************************************************************************************************************
// 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
}
*/