Need help with house system [SQLite]
#1

The problem with following is that house ID keeps being same even if I create multiple houses...
it'll stay as ID 1, even tho in database it increases like 1 2 3 4 5...

pawn Код:
CMD:createhouse(playerid,params[])
{
    new Float:EX, Float:EY, Float:EZ, Float:IX, Float:IY, Float:IZ, Cast, Int, Word, name[21], owna[12];
    if(sscanf(params, "fffddds[21]s[21]", IX, IY, IZ, Cast, Int, Word, name, owna)) return SendClientMessage(playerid, RED, "/createhouse IX, IY, IZ, Cost, InteriorID, WorldID, name, owner");
    new Query[280], DBResult:result;
    GetPlayerPos(playerid, EX, EY, EZ);
    format(Query, sizeof(Query), "INSERT INTO houses (name, owner, enterx, entery, enterz, interx, intery, interz, cost, interior, world) VALUES ('%s', '%s', '%f', '%f', '%f', '%f', '%f', '%f', %d, %d, %d)", name, owna, EX, EY, EZ, IX, IY, IZ, Cast, Int, Word);
    result = db_query(BFU, Query);
    if(result) SendClientMessage(playerid, 0x00FF00AA, "House created.");
    else if(!result) SendClientMessage(playerid, 0xFF0000AA, "House failed.");
   
    new DBResult:Result, hid;
    Result = db_query(BFU, "SELECT * FROM houses");
    if(db_num_rows(Result))
    {
        new Field[190];
        db_get_field_assoc(Result, "id", Field, 9); hid = strval(Field);
        db_get_field_assoc(Result, "name", Field, 21); format(HouseInfo[hid][Name], 21, "%s", Field);
        db_get_field_assoc(Result, "owner", Field, 21); format(HouseInfo[hid][Owner], 21, "%s", Field);
        db_get_field_assoc(Result, "enterx", Field, 20); HouseInfo[hid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "entery", Field, 20); HouseInfo[hid][Enter][1] = floatstr(Field);
        db_get_field_assoc(Result, "enterz", Field, 20); HouseInfo[hid][Enter][2] = floatstr(Field);
        db_get_field_assoc(Result, "interx", Field, 20); HouseInfo[hid][Inter][0] = floatstr(Field);
        db_get_field_assoc(Result, "intery", Field, 20); HouseInfo[hid][Inter][1] = floatstr(Field);
        db_get_field_assoc(Result, "interz", Field, 20); HouseInfo[hid][Inter][2] = floatstr(Field);
        db_get_field_assoc(Result, "cost", Field, 8); HouseInfo[hid][Cost] = strval(Field);
        db_get_field_assoc(Result, "interior", Field, 5); HouseInfo[hid][Interior] = strval(Field);
        db_get_field_assoc(Result, "world", Field, 5); HouseInfo[hid][World] = strval(Field);
        if(Result) SendClientMessage(playerid, 0x00FF00AA, "House loaded.");
        else if(!Result) SendClientMessage(playerid, 0xFF0000AA, "House not loaded.");
    }
    db_free_result(Result);
    HouseInfo[hid][EnPickup] = CreatePickup(1273, 1, EX, EY, EZ, 0);
    HouseInfo[hid][ExPickup] = CreatePickup(1273, 1, IX, IY, IZ, 0);
    new str[128];
    format(str,sizeof(str), "created house id %d", hid);
    SendClientMessage(playerid, 0xFF0000AA, str);
    return 1;
}
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#2

The fields "ID", is "Auto Increment" ?
Reply
#3

Quote:
Originally Posted by Noliax8
Посмотреть сообщение
The fields "ID", is "Auto Increment" ?
Yes.
Reply
#4

Your code assigns the data to the variables for the first row only. Use db_next_row
Reply
#5

I have this now, but it only floods the console, basically I don't know how to stop when it doesn't have any more rows..
pawn Код:
new DBResult:Result, hid;
    Result = db_query(BFU, "SELECT * FROM houses");
    do
    {
        new Field[190];
        db_get_field_assoc(Result, "id", Field, 9); hid = strval(Field);
        db_get_field_assoc(Result, "name", Field, 21); format(HouseInfo[hid][Name], 21, "%s", Field);
        db_get_field_assoc(Result, "owner", Field, 21); format(HouseInfo[hid][Owner], 21, "%s", Field);
        db_get_field_assoc(Result, "enterx", Field, 20); HouseInfo[hid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "entery", Field, 20); HouseInfo[hid][Enter][1] = floatstr(Field);
        db_get_field_assoc(Result, "enterz", Field, 20); HouseInfo[hid][Enter][2] = floatstr(Field);
        db_get_field_assoc(Result, "interx", Field, 20); HouseInfo[hid][Inter][0] = floatstr(Field);
        db_get_field_assoc(Result, "intery", Field, 20); HouseInfo[hid][Inter][1] = floatstr(Field);
        db_get_field_assoc(Result, "interz", Field, 20); HouseInfo[hid][Inter][2] = floatstr(Field);
        db_get_field_assoc(Result, "cost", Field, 8); HouseInfo[hid][Cost] = strval(Field);
        db_get_field_assoc(Result, "interior", Field, 5); HouseInfo[hid][Interior] = strval(Field);
        db_get_field_assoc(Result, "world", Field, 5); HouseInfo[hid][World] = strval(Field);
        HouseInfo[hid][EnPickup] = CreatePickup(1273, 1, HouseInfo[hid][Enter][0], HouseInfo[hid][Enter][1], HouseInfo[hid][Enter][2], 0);
        printf("House ID %d loaded.", hid);
    }
    while(db_next_row(Result));
   
    new DBResult:result, vid;
    result = db_query(BFU, "SELECT * FROM vehicles");
    do
    {
        new Field[115];
        db_get_field_assoc(Result, "id", Field, 9); vid = strval(Field);
        db_get_field_assoc(Result, "owner", Field, 21); format(HouseInfo[vid][Owner], 21, "%s", Field);
        db_get_field_assoc(Result, "posx", Field, 20); HouseInfo[vid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "posy", Field, 20); HouseInfo[vid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "posz", Field, 20); HouseInfo[vid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "angle", Field, 20); HouseInfo[vid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "model", Field, 20); HouseInfo[vid][Enter][0] = floatstr(Field);
        db_get_field_assoc(Result, "forsale", Field, 2); HouseInfo[vid][Enter][0] = floatstr(Field);
        AddStaticVehicleEx(VehicleInfo[vid][Model], VehicleInfo[vid][vPos][0], VehicleInfo[vid][vPos][1], VehicleInfo[vid][vPos][2], VehicleInfo[vid][Angle], VehicleInfo[vid][Color][0], VehicleInfo[vid][Color][1], 300);
        printf("Vehicle ID %d loaded.", vid);
    }
    while(db_next_row(result));
Код:
[14:54:14] Vehicle ID x8LЁ loaded.
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[14:54:14] Vehicle ID x8LЁ loaded.
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Reply
#6

The loop will stop if db_next_row returns 0. I haven't used do-while for that case, I'd do it as:
pawn Код:
new DBResult:Result, rows, hid, Field[21];
Result = db_query(BFU, "SELECT * FROM houses");
rows = db_num_rows(Result);
for (new i; i != rows; ++i)
{
    db_get_field_assoc(Result, "id", Field, 9); hid = strval(Field);
    if (hid >= sizeof (HouseInfo)) break; // if the "hid" is greater than the in-bounds index, stop the loop to prevent run time error 4
    // rest of code.. db_get_field_assoc, create pickup and print the houseid..
    db_next_row(Result);
}
db_free_result(Result);
Reply
#7

Alright it's working now, however I have question about /enter and /exit, this is my first time ever making house system so sorry for so many questions..

When I do /exit in house it'll flood the chat with all house IDs.

pawn Код:
CMD:enter(playerid,params[])
{
    for(new i = 0; i < MAX_HOUSES; i++)
    {
        if(IsPlayerInRangeOfPoint(playerid, 2.0, HouseInfo[i][Enter][0], HouseInfo[i][Enter][1], HouseInfo[i][Enter][2]))
        {
            SetPlayerInterior(playerid, HouseInfo[i][Interior]);
            SetPlayerVirtualWorld(playerid, HouseInfo[i][World]);
            SetPlayerPos(playerid, HouseInfo[i][Inter][0], HouseInfo[i][Inter][1], HouseInfo[i][Inter][1]);
            SendClientMessage(playerid, BLUE, "You have entered the house.");
            new str[128];
            format(str,sizeof(str), "entered house id %d", i);
            SendClientMessage(playerid, 0xFF0000AA, str);
        }
    }
    return 1;
}
CMD:exit(playerid,params[])
{
    for(new i = 0; i < MAX_HOUSES; i++)
    {
        if(IsPlayerInRangeOfPoint(playerid, 2.0, HouseInfo[i][Inter][0], HouseInfo[i][Inter][1], HouseInfo[i][Inter][2]))
        {
            SetPlayerInterior(playerid, 0);
            SetPlayerVirtualWorld(playerid, 0);
            SetPlayerPos(playerid, HouseInfo[i][Enter][0], HouseInfo[i][Enter][1], HouseInfo[i][Enter][1]);
            SendClientMessage(playerid, BLUE, "You have left the house.");
            new str[128];
            format(str,sizeof(str), "left house id %d", i);
            SendClientMessage(playerid, 0xFF0000AA, str);
        }
    }
    return 1;
}
Reply
#8

houseenter[playerid] = maisonID;

And /exit:

SetPlayerPos(playerid, HouseInfo[ houseenter[playerid] ][Enter][1], ...);
Reply
#9

Lets face it Konstantinos the way he is trying to do it is not a very good way this is not how to design a dynamic system in your server with sqlite.

He doesn't need to have a primary integer key for this kind of system here is what I would do.

pawn Код:
#include <YSI\y_hooks>

#define         MAX_HOUSES          1000
#define         HOUSEBOUNDSCHECK(%0) if(%0 < 0 || %0 >= MAX_HOUSES) return -1

enum HOUSEENUM
{
    Name[21],
    Owner[21],
    Float:EnterX,
    Float:EnterY,
    Float:EnterZ,
    Float:InterX,
    Float:InterY,
    Float:InterZ,
    Cost,
    Interior,
    World,
    EnPickup,
    ExPickup,
}

static HouseInfo[MAX_HOUSES][HOUSEENUM]

// Keep track of houses
static Iterator:HouseIter<MAX_HOUSES>;


hook OnGameModeInit()
{
    // Create table
    db_query(BFU, "CREATE TABLE IF NOT EXISTS `HouseData` (HouseID INTEGER, name TEXT, owner, TEXT, enterx REAL, entery REAL, enterz REAL, interx REAL, intery REAL, interz REAL, cost INTEGER, interior INTEGER, world INTEGER)");

    // Load all data
    new DBResult:r = db_query(BFU, "SELECT * FROM `HouseData`);
    if(db_num_rows®)
    {
        // Load data into HouseInfo
        for(new i = 0; i < db_num_rows®; i++)
        {
            new Field[32];
            db_get_field_assoc(Result, "
HouseID", Field, 9); hid = strval(Field);
            db_get_field_assoc(Result, "
name", Field, 21); format(HouseInfo[hid][Name], 21, "%s", Field);
            db_get_field_assoc(Result, "
owner", Field, 21); format(HouseInfo[hid][Owner], 21, "%s", Field);
            db_get_field_assoc(Result, "
enterx", Field, 20); HouseInfo[hid][EnterX] = floatstr(Field);
            db_get_field_assoc(Result, "
entery", Field, 20); HouseInfo[hid][EnterY] = floatstr(Field);
            db_get_field_assoc(Result, "
enterz", Field, 20); HouseInfo[hid][EnterZ] = floatstr(Field);
            db_get_field_assoc(Result, "
interx", Field, 20); HouseInfo[hid][InterX] = floatstr(Field);
            db_get_field_assoc(Result, "
intery", Field, 20); HouseInfo[hid][InterY] = floatstr(Field);
            db_get_field_assoc(Result, "
interz", Field, 20); HouseInfo[hid][InterZ] = floatstr(Field);
            db_get_field_assoc(Result, "
cost", Field, 8); HouseInfo[hid][Cost] = strval(Field);
            db_get_field_assoc(Result, "
interior", Field, 5); HouseInfo[hid][Interior] = strval(Field);
            db_get_field_assoc(Result, "
world", Field, 5); HouseInfo[hid][World] = strval(Field);
            db_next_row®;

            // Create the house providing the index will ignore inserting into database
            CreateHouse(HouseInfo[hid][Name], HouseInfo[hid][Owner],
                HouseInfo[hid][EnterX], HouseInfo[hid][EnterY], HouseInfo[hid][EnterZ],
                HouseInfo[hid][InterX], HouseInfo[hid][InterY], HouseInfo[hid][InterZ],
                HouseInfo[hid][Cost], HouseInfo[hid][Interior], HouseInfo[hid][World], hid)

            db_next_row®;
        }
    }
    db_free_result®;

    return 1;
}

// Create a house
CreateHouse(hname[], howner[], Float:henterx, Float:hentery, Float:henterz, Float:hinterx, Float:hintery, Float:hinterz, hcost, hinterior, hworld, hloadindex=-1)
{
    // Load
    new index;
   
    // No load index provided find a new load index
    if(hloadindex == -1)
    {
        // Get free index
        index = Iter_Free(HouseIter);

        // Too many houses
        if(index == -1)
        {
            print("
Error::CreateHouse::Too many houses");
            return -1;
        }
       
        // Initialize house variables for this index
        format(HouseInfo[index][Name], 21, "
%s", hname);
        format(HouseInfo[index][Owner], 21, "
%s", howner);
        HouseInfo[index][EnterX] = henterx;
        HouseInfo[index][EnterY] = hentery;
        HouseInfo[index][EnterZ] = henterz;
        HouseInfo[index][InterX] = henterx;
        HouseInfo[index][InterY] = hentery;
        HouseInfo[index][InterZ] = henterz;
        HouseInfo[index][Cost] = hcost;
        HouseInfo[index][Interior] = hinterior;
        HouseInfo[index][World] = hworld;

        // Insert into database
        new q[128];
        format(q, sizeof(q), "
INSERT INTO houses (HouseID, name, owner, enterx, entery, enterz, interx, intery, interz, cost, interior, world) VALUES ('%s', '%s', '%f', '%f', '%f', '%f', '%f', '%f', %d, %d, %d)",
            index, hname, howner, henterx, hentery, henterz, hinterx, hintery, hinterz, hcost, hinterior, hworld);
        db_query(BFU, q);

    }
    else
    {
        // Make sure an OOB index was not given
        HOUSEBOUNDSCHECK(hloadindex);
        index = hloadindex;
    }

    // Create the house pickups
    HouseInfo[index][EnPickup] = CreatePickup(1273, 1, HouseInfo[index][EnterX], HouseInfo[index][EnterY], HouseInfo[index][EnterZ], 0);
    HouseInfo[index][ExPickup] = CreatePickup(1273, 1, HouseInfo[index][InterX], HouseInfo[index][InterY], HouseInfo[index][InterZ], 0);

    return index;
}

CMD:createhouse(playerid, params[])
{
    new Float:EX, Float:EY, Float:EZ, Float:IX, Float:IY, Float:IZ, Cast, Int, Word, name[21], owna[12], line[128];
    if(sscanf(params, "
fffddds[21]s[21]", IX, IY, IZ, Cast, Int, Word, name, owna)) return SendClientMessage(playerid, RED, "/createhouse IX, IY, IZ, Cost, InteriorID, WorldID, name, owner");
    new hid = CreateHouse(name, owna, EX, EY, EZ, IX, IY, IZ, Cast, Int, World);

    new str[128];
    format(str,sizeof(str), "
created house id %d", hid);
    SendClientMessage(playerid, 0xFF0000AA, str);

    return 1;
}
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#10

It won't teleport me in interior, it just throws me randomly in air and when I type /exit it'll also throw me in air and won't return at the enterance.
EDIT: didn't see Pottus' post, gonna observe it now
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