18.12.2013, 18:42
i don't know whats wrong...
the top:
// Default max number of players is set to 500, re-define it to 50
#include <a_samp>
#undef MAX_PLAYERS
#define MAX_PLAYERS 50
// 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;
new ExitBusinessTimer = 1000;
errors:
the house.inc:
the top:
// Default max number of players is set to 500, re-define it to 50
#include <a_samp>
#undef MAX_PLAYERS
#define MAX_PLAYERS 50
// 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;
new ExitBusinessTimer = 1000;
errors:
Код:
E:\Servert\18WoS\pawno\include\PPC_ServerSettings.inc(12) : error 010: invalid function or declaration E:\Servert\18WoS\pawno\include\PPC_Housing.inc(100) : error 017: undefined symbol "ExitHouseTimer" E:\Servert\18WoS\pawno\include\PPC_Housing.inc(105) : error 017: undefined symbol "ExitHouseTimer" E:\Servert\18WoS\pawno\include\PPC_Housing.inc(107) : error 017: undefined symbol "ExitHouseTimer" Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 4 Errors.
Код:
// This function returns the first free house-slot for the given player Player_GetFreeHouseSlot(playerid) { // Check if the player has room for another house (he hasn't bought the maximum amount of houses per player yet) // and get the slot-id for (new HouseIndex; HouseIndex < MAX_HOUSESPERPLAYER; HouseIndex++) // Loop through all house-slots of the player if (APlayerData[playerid][Houses][HouseIndex] == 0) // Check if this house slot is free return HouseIndex; // Return the free HouseIndex for this player // If there were no free house-slots, return "-1" return -1; } // This function returns the maximum number of car-slots, based on the house-level House_GetMaxCarSlots(HouseID) { // Return the maximum number of carslots, based on the house-level (every level has one carslot, so return the houselevel) return AHouseData[HouseID][HouseLevel]; } // This function returns the first free carslot in the given house (or -1 if no free slot is found) House_GetFreeCarSlot(HouseID) { // Get the maximum number of carslots for this house (based on the house-level) new MaxCarSlots = House_GetMaxCarSlots(HouseID); // Get the maximum number of carslots for this house and make a loop through all carslots for this house for (new CarSlot; CarSlot < MaxCarSlots; CarSlot++) { // Check if the carslot is empty if (AHouseData[HouseID][VehicleIDs][CarSlot] == 0) return CarSlot; // Return the carslot-id } // If no carslots are free, return -1 return -1; } // This function sets ownership to the given player House_SetOwner(playerid, HouseID) { // Setup local variables new HouseSlotFree, Name[24], Msg[128]; // Get the first free house-slot from this player HouseSlotFree = Player_GetFreeHouseSlot(playerid); // Check if the player has a free house-slot if (HouseSlotFree != -1) { // Get the player's name GetPlayerName(playerid, Name, sizeof(Name)); // Store the house-id for the player APlayerData[playerid][Houses][HouseSlotFree] = HouseID; // Let the player pay for the house RewardPlayer(playerid, -AHouseData[HouseID][HousePrice], 0); // Set the house as owned AHouseData[HouseID][Owned] = true; // Store the owner-name for the house format(AHouseData[HouseID][Owner], 24, Name); // Set the level to 1 AHouseData[HouseID][HouseLevel] = 1; // Set the default house-name ("<playername>'s house") format(AHouseData[HouseID][HouseName], 100, TXT_DefaultHouseName, Name); // Also, update the pickup and map-icon for this house House_UpdateEntrance(HouseID); // Save the player-file (and also his houses/businesses) PlayerFile_Save(playerid); // Let the player know he bought the house format(Msg, 128, TXT_PlayerBoughtHouse, AHouseData[HouseID][HousePrice]); SendClientMessage(playerid, 0xFFFFFFFF, Msg); } else SendClientMessage(playerid, 0xFFFFFFFF, TXT_PlayerOwnsMaxHouses); return 1; } // This function is used to spawn back at the entrance of your house House_Exit(playerid, HouseID) { // Set the player in the normal world again SetPlayerVirtualWorld(playerid, 0); SetPlayerInterior(playerid, 0); // Set the position of the player at the entrance of his house SetPlayerPos(playerid, AHouseData[HouseID][HouseX], AHouseData[HouseID][HouseY], AHouseData[HouseID][HouseZ]); // Also clear the tracking-variable to track in which house the player is APlayerData[playerid][CurrentHouse] = 0; // Check if there is a timer-value set for exiting the house (this timer freezes the player while the environment is being loaded) if (ExitHouseTimer > 0) { // Don't allow the player to fall TogglePlayerControllable(playerid, 0); // Let the player know he's frozen for 5 seconds GameTextForPlayer(playerid, TXT_ExitHouseReloadEnv, ExitHouseTimer, 4); // Start a timer that will allow the player to fall again when the environment has loaded SetTimerEx("House_ExitTimer", ExitHouseTimer, false, "ii", playerid, HouseID); } return 1; } forward House_ExitTimer(playerid, HouseID); public House_ExitTimer(playerid, HouseID) { // Allow the player to move again (environment should have been loaded now) TogglePlayerControllable(playerid, 1); // Respawn the player's vehicles near the house (only the vehicles that belong to this house) for (new CarSlot; CarSlot < 10; CarSlot++) if (AHouseData[HouseID][VehicleIDs][CarSlot] != 0) SetVehicleToRespawn(AHouseData[HouseID][VehicleIDs][CarSlot]); return 1; } // This function adds a pickup for the given house House_CreateEntrance(HouseID) { // Setup local variables new Msg[128], Float:x, Float:y, Float:z; // Get the coordinates of the house's pickup (usually near the door) x = AHouseData[HouseID][HouseX]; y = AHouseData[HouseID][HouseY]; z = AHouseData[HouseID][HouseZ]; // Add a new pickup at the house's location (usually near the door), green = free, blue = owned if (AHouseData[HouseID][Owned] == true) { // Create a blue house-pickup (house is owned) AHouseData[HouseID][PickupID] = CreateDynamicPickup(1272, 1, x, y, z, 0); // Create the 3DText that appears above the house-pickup (displays the housename and the name of the owner) format(Msg, 128, TXT_PickupHouseOwned, AHouseData[HouseID][HouseName], AHouseData[HouseID][Owner], AHouseData[HouseID][HouseLevel]); AHouseData[HouseID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0); // Add a streamed icon to the map (red house), type = 32, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0 if (ShowBoughtHouses == true) AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 32, 0, 0, 0, -1, 150.0); } else { // Create a green house-pickup (house is free) AHouseData[HouseID][PickupID] = CreateDynamicPickup(1273, 1, x, y, z, 0); // Create the 3DText that appears above the house-pickup (displays the price of the house) format(Msg, 128, TXT_PickupHouseForSale, AHouseData[HouseID][HousePrice], AHouseData[HouseID][HouseMaxLevel]); AHouseData[HouseID][DoorText] = CreateDynamic3DTextLabel(Msg, 0x008080FF, x, y, z + 1.0, 50.0); // Add a streamed icon to the map (green house), type = 31, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0 AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 31, 0, 0, 0, -1, 150.0); } } // This function changes the pickup (and map-icon) for the given house (used when buying or selling a house) House_UpdateEntrance(HouseID) { // Setup local variables new Msg[128], Float:x, Float:y, Float:z; // Get the coordinates of the house's pickup (usually near the door) x = AHouseData[HouseID][HouseX]; y = AHouseData[HouseID][HouseY]; z = AHouseData[HouseID][HouseZ]; // Destroy the pickup and map-icon near the house's entrance DestroyDynamicPickup(AHouseData[HouseID][PickupID]); DestroyDynamicMapIcon(AHouseData[HouseID][MapIconID]); // Add a new pickup at the house's location (usually near the door), green = free, blue = owned if (AHouseData[HouseID][Owned] == true) { // Create a blue house-pickup (house is owned) AHouseData[HouseID][PickupID] = CreateDynamicPickup(1272, 1, x, y, z, 0); // Update the 3DText that appears above the house-pickup (displays the housename and the name of the owner) format(Msg, 128, TXT_PickupHouseOwned, AHouseData[HouseID][HouseName], AHouseData[HouseID][Owner], AHouseData[HouseID][HouseLevel]); UpdateDynamic3DTextLabelText(AHouseData[HouseID][DoorText], 0x008080FF, Msg); // Add a streamed icon to the map (red house), type = 32, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0 if (ShowBoughtHouses == true) AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 32, 0, 0, 0, -1, 150.0); } else { // Create a green house-pickup (house is free) AHouseData[HouseID][PickupID] = CreateDynamicPickup(1273, 1, x, y, z, 0); // Update the 3DText that appears above the house-pickup (displays the price of the house) format(Msg, 128, TXT_PickupHouseForSale, AHouseData[HouseID][HousePrice], AHouseData[HouseID][HouseMaxLevel]); UpdateDynamic3DTextLabelText(AHouseData[HouseID][DoorText], 0x008080FF, Msg); // Add a streamed icon to the map (green house), type = 31, color = 0, world = 0, interior = 0, playerid = -1, drawdist = 150.0 AHouseData[HouseID][MapIconID] = CreateDynamicMapIcon(x, y, z, 31, 0, 0, 0, -1, 150.0); } } // This function adds a vehicle to the house (if possible) House_AddVehicle(HouseID, cModel, cPaint, cComponents[], Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2) { // Setup local variables new vid, CarSlot; // Get a free carslot from the house CarSlot = House_GetFreeCarSlot(HouseID); // Check if there is a free carslot if (CarSlot != -1) { // Create a new vehicle and get the vehicle-id vid = CreateVehicle(cModel, cx, cy, cz, crot, Col1, Col2, 600); // Store the vehicle-id in the house's free carslot AHouseData[HouseID][VehicleIDs][CarSlot] = vid; // Save the model of the vehicle AVehicleData[vid][Model] = cModel; // Save the paintjob of the vehicle and apply it AVehicleData[vid][PaintJob] = cPaint; if (cPaint != 0) ChangeVehiclePaintjob(vid, cPaint - 1); // Also update the car-color ChangeVehicleColor(vid, Col1, Col2); // Save the colors of the vehicle AVehicleData[vid][Color1] = Col1; AVehicleData[vid][Color2] = Col2; // Save the components of the vehicle and apply them for (new i; i < 14; i++) { AVehicleData[vid][Components][i] = cComponents[i]; // Check if the componentslot has a valid component-id if (AVehicleData[vid][Components][i] != 0) AddVehicleComponent(vid, AVehicleData[vid][Components][i]); // Add the component to the vehicle } // Save the spawn-data of the vehicle AVehicleData[vid][SpawnX] = cx; AVehicleData[vid][SpawnY] = cy; AVehicleData[vid][SpawnZ] = cz; AVehicleData[vid][SpawnRot] = crot; // Also set the fuel to maximum AVehicleData[vid][Fuel] = MaxFuel; // Also set the owner AVehicleData[vid][Owned] = true; format(AVehicleData[vid][Owner], 24, AHouseData[HouseID][Owner]); // Save the HouseID for the vehicle AVehicleData[vid][BelongsToHouse] = HouseID; } else // No free carslot was found, return 0 return 0; // Exit the function and return the vehicle-id return vid; } // This function is used only when you respawn your vehicles by exiting your house House_ReplaceVehicle(HouseID, CarSlot) { // Setup local variables new vid, cModel, cPaint, cComponents[14], Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2, Float:Health, cFuel; new panels, doors, lights, tires; // Get the data from the already existing vehicle that was parked before vid = AHouseData[HouseID][VehicleIDs][CarSlot]; cModel = AVehicleData[vid][Model]; cPaint = AVehicleData[vid][PaintJob]; cFuel = AVehicleData[vid][Fuel]; for (new i; i < 14; i++) cComponents[i] = AVehicleData[vid][Components][i]; Col1 = AVehicleData[vid][Color1]; Col2 = AVehicleData[vid][Color2]; cx = AVehicleData[vid][SpawnX]; cy = AVehicleData[vid][SpawnY]; cz = AVehicleData[vid][SpawnZ]; crot = AVehicleData[vid][SpawnRot]; GetVehicleHealth(vid, Health); GetVehicleDamageStatus(vid, panels, doors, lights, tires); // Delete the vehicle and clear the data Vehicle_Delete(vid); // Create a new vehicle in the same carslot vid = House_AddVehicle(HouseID, cModel, cPaint, cComponents, Float:cx, Float:cy, Float:cz, Float:crot, Col1, Col2); // Update the fuel of the vehicle to the previous setting AVehicleData[vid][Fuel] = cFuel; // Update the health to what it was before and update the bodywork SetVehicleHealth(vid, Health); UpdateVehicleDamageStatus(vid, panels, doors, lights, tires); return vid; } // This function is used only when a player logs out (the vehicles are unloaded) House_RemoveVehicles(HouseID) { // Setup local variables new vid; // Loop through all carslots of this house for (new CarSlot; CarSlot < 10; CarSlot++) { // Get the vehicle-id vid = AHouseData[HouseID][VehicleIDs][CarSlot]; // Check if there was a vehicle in this carslot if (vid != 0) { // Delete the vehicle and clear the data DestroyVehicle(vid); AHouseData[HouseID][VehicleIDs][CarSlot] = 0; AVehicleData[vid][Owned] = false; AVehicleData[vid][Owner] = 0; AVehicleData[vid][Model] = 0; AVehicleData[vid][PaintJob] = 0; for (new i; i < 14; i++) AVehicleData[vid][Components][i] = 0; AVehicleData[vid][SpawnX] = 0.0; AVehicleData[vid][SpawnY] = 0.0; AVehicleData[vid][SpawnZ] = 0.0; AVehicleData[vid][SpawnRot] = 0.0; AVehicleData[vid][BelongsToHouse] = 0; } } } // This function calculates the sell-price for the given house House_CalcSellPrice(HouseID) { // Setup local variables new SellPrice, NumUpgrades, UpgradePrice; // Calculate 50% of the original buying price (base-price for selling) SellPrice = AHouseData[HouseID][HousePrice] / 2; // Calculate the number of upgrades applied to the house NumUpgrades = AHouseData[HouseID][HouseLevel] - 1; // Also calculate 50% for each upgrade, based on the percentage for upgrading the house UpgradePrice = ((AHouseData[HouseID][HousePrice] / 100) * HouseUpgradePercent) * NumUpgrades; // Add 50% of the upgrade-price to the sell-price SellPrice = SellPrice + UpgradePrice; // Return the total sell-price to the calling function return SellPrice; } // his function returns "1" if the given player is the owner of the given house House_PlayerIsOwner(playerid, HouseID) { // Loop through all houses owner by this player for (new i; i < MAX_HOUSESPERPLAYER; i++) { // Check if the player owns the house in any of his house-slots if (APlayerData[playerid][Houses][i] == HouseID) return 1; } // If the player doesn't own the house, return 0 return 0; }