21.10.2018, 02:24
na pasta do samp quando a gente baixa, dentro da filterscripts tem um arquivo chamado gl_propety
seria isso um sistema de casas nativo do samp ?
Код:
//------------------------------------------------------- // // GRAND LARCENY Property creation and management script // // by damospiderman 2008 // //------------------------------------------------------- #include <a_samp> #include "../include/gl_common.inc" #define FILTERSCRIPT //#define USE_SQLITE #define PROP_VW (10000) #define MAX_INTERIORS (146) #define MAX_PROPERTIES (1000) #define PROPERTY_FOLDER "properties" // Location of properties file #define PROPERTY_UNIQID_FILE "properties/uniqId.txt" // Location of Uniq Interior Info #define DB_PROPERTIES "properties/dbProperties.db" // Location of the properties Database #define MAX_TYPES (5) #define TYPE_EMPTY (0) #define TYPE_HOUSE (1) #define TYPE_BUSINESS (2) #define TYPE_BANK (3) #define TYPE_COP (4) enum // Property Type Enum E_P_TYPES { tIcon, tName[32] } enum // Uniq Interiors Enum E_INTERIORS { inIntID, Float:inExitX, Float:inExitY, Float:inExitZ, Float:inExitA, inName[64] }; enum // Properties Enum E_PROPERTIES { eInterior, eType, Float:eEntX, Float:eEntY, Float:eEntZ, Float:eEntA, eUniqIntId, eOwner, ePrice, ePname[64] }; // [ uniq property id ] new unid; // [ Array of all the property interior info ] new interiorInfo[MAX_INTERIORS][E_INTERIORS]; // [ Pickup array with property id assigned via array slot ( pickupid ) ] new propPickups[MAX_PROPERTIES] = {-1}; // [ Handles for 3D text displayed at property entrances ] new Text3D:propTextInfo[MAX_PROPERTIES]; // [ Mass array of all the properties and info about them ] new properties[MAX_PROPERTIES][E_PROPERTIES]; // [ The last pickup the player went through so they can do /enter command ] new lastPickup[MAX_PLAYERS] = {-1}; // [ Current property Unique Interior the player is in.. defaults to -1 when not in any property ] new currentInt[MAX_PLAYERS] = {-1}; // [ Player Position array to store the last place the player was before /view command so they can be teleported back ] new Float:plPos[MAX_PLAYERS][3]; // [ Players actual interior id used for /view /return command ] new plInt[MAX_PLAYERS]; // [ Array of property type iconid's and strings for property type ] new propIcons[MAX_TYPES][E_P_TYPES] = { { 0, "" }, // TYPE_EMPTY ( not used ) { 1273, "House" }, // TYPE_HOUSE green house icon { 1272, "Business" }, // TYPE_BUSINESS blue house icon { 1274, "Bank" }, // TYPE_BANK dollar sign icon { 1247, "Police Station" } // TYPE_COP Bribe Star 1247 }; new propFile[MAX_TYPES][64] = { { "blank" }, { "properties/houses.txt" }, { "properties/businesses.txt" }, { "properties/banks.txt" }, { "properties/police.txt" } }; // Keep track of what properties we've sent an /enter notification for new gLastPropertyEnterNotification[MAX_PLAYERS]; /******************************** * Interior Info Functions * ********************************/ stock Float:GetInteriorExit( id, &Float:x, &Float:y, &Float:z ){ if( id > MAX_INTERIORS ) return 0.0; else { x = interiorInfo[id][inExitX]; y = interiorInfo[id][inExitY]; z = interiorInfo[id][inExitZ]; return interiorInfo[id][inExitA]; } } // Gets interior exit info from uniq Interior Id. Returns InteriorId or -1 if interior doesn't exist stock GetInteriorExitInfo( uniqIntId, &Float:exitX, &Float:exitY, &Float:exitZ, &Float:exitA ){ if( uniqIntId < MAX_INTERIORS ){ exitX = interiorInfo[uniqIntId][inExitX]; exitY = interiorInfo[uniqIntId][inExitY]; exitZ = interiorInfo[uniqIntId][inExitZ]; exitA = interiorInfo[uniqIntId][inExitA]; return interiorInfo[uniqIntId][inIntID]; } return -1; } stock GetInteriorIntID( id ){ // Gets the interior id of a uniq Interior Id :S if( id > MAX_INTERIORS ) return -1; else return interiorInfo[id][inIntID]; } stock GetInteriorName( id ) { new tmp[64]; if( id > MAX_PROPERTIES ) return tmp; else { format( tmp, 64, "%s", interiorInfo[id][inName] ); return tmp; } } /******************************************************** ********************************************************/ /******************************** * Property Functions * ********************************/ stock Float:GetPropertyEntrance( id, &Float:x, &Float:y, &Float:z ){ if( id > MAX_PROPERTIES ) return 0.0; x = properties[id][eEntX]; y = properties[id][eEntY]; z = properties[id][eEntZ]; return properties[id][eEntA]; } stock Float:GetPropertyExit( id, &Float:x, &Float:y, &Float:z ){ if( id > MAX_PROPERTIES ) return 0.0; return GetInteriorExit( properties[id][eUniqIntId], x, y, z ); } stock GetPropertyInteriorFileId( id ){ if( id > MAX_PROPERTIES ) return 0; else return properties[id][eUniqIntId]; } stock GetPropertyInteriorId( id ){ if( id > MAX_PROPERTIES ) return 0; else return GetInteriorIntID( properties[id][eUniqIntId] ); } stock GetPropertyType( id ){ if( id > MAX_PROPERTIES ) return 0; else return properties[id][eType]; } stock GetPropertyOwner( id ){ if( id > MAX_PROPERTIES ) return -1; else return properties[id][eOwner]; } stock GetPropertyPrice( id ){ if( id > MAX_PROPERTIES ) return -1; else return properties[id][ePrice]; } stock GetPropertyName( id ){ new tmp[64]; if( id > MAX_PROPERTIES ) return tmp; else { format( tmp, 64, "%s", properties[id][ePname] ); return tmp; } } /******************************************************** ********************************************************/ /******************************** * Database Functions * ********************************/ stock Float:dbGetPropertyEntrance( database[], uniqId, &Float:x, &Float:y, &Float:z ){ new DB:prop, DBResult:query_result, query[128], num; prop = db_open( database ); format( query, 128,"SELECT entX, entY, enZ, entA FROM properties WHERE id = %d LIMIT 1", uniqId ); query_result = db_query( prop, query ); num = db_num_rows(query_result); if(!num) return -1.0; else { db_get_field_assoc( query_result, "entX", query, 128 ); x = floatstr( query ); db_get_field_assoc( query_result, "entY", query, 128 ); y = floatstr( query ); db_get_field_assoc( query_result, "entZ", query, 128 ); z = floatstr( query ); db_get_field_assoc( query_result, "entA", query, 128 ); return floatstr( query ); } } stock dbSetPropertyOwner( database[], uniqId, ownerId ){ } stock dbSetPropertyPrice( database[], uniqId, price ){ } stock dbDeleteProperty( database[], uniqId ){ } stock dbCreateProperty( database[], uniqId, Float:entX, Float:entY, Float:entZ, Float:entA ){ // remember to add rest of params } stock dbLoadProperties( database[] ) { new DB:prop, DBResult:query_result, query[128], num, i; prop = db_open( database ); format( query, 128,"SELECT * FROM properties", uniqId ); query_result = db_query( prop, query ); num = db_num_rows(query_result); if(!num) return 0; else { while( i < num ){ db_get_field_assoc( query_result, "entX", query, 128 ); x = floatstr( query ); db_get_field_assoc( query_result, "entX", query, 128 ); x = floatstr( query ); db_get_field_assoc( query_result, "entY", query, 128 ); y = floatstr( query ); db_get_field_assoc( query_result, "entZ", query, 128 ); z = floatstr( query ); db_get_field_assoc( query_result, "entA", query, 128 ); i++; } } } /******************************************************** ********************************************************/ /********************************* * Property System Functions * *********************************/ ReadInteriorInfo( fileName[] ) { new File:file_ptr, buf[256], tmp[64], idx, uniqId; file_ptr = fopen( fileName, io_read ); if( file_ptr ){ while( fread( file_ptr, buf, 256 ) > 0){ idx = 0; idx = token_by_delim( buf, tmp, ' ', idx ); if(idx == (-1)) continue; uniqId = strval( tmp ); if( uniqId >= MAX_INTERIORS ) return 0; idx = token_by_delim( buf, tmp, ' ', idx+1 ); if(idx == (-1)) continue; interiorInfo[uniqId][inIntID] = strval( tmp ); idx = token_by_delim( buf, tmp, ' ', idx+1 ); if(idx == (-1)) continue; interiorInfo[uniqId][inExitX] = floatstr( tmp ); idx = token_by_delim( buf, tmp, ' ', idx+1 ); if(idx == (-1)) continue; interiorInfo[uniqId][inExitY] = floatstr( tmp ); idx = token_by_delim( buf, tmp, ' ', idx+1); if(idx == (-1)) continue; interiorInfo[uniqId][inExitZ] = floatstr( tmp ); idx = token_by_delim( buf, tmp, ' ', idx+1 ); if(idx == (-1)) continue; interiorInfo[uniqId][inExitA] = floatstr( tmp ); idx = token_by_delim( buf, interiorInfo[uniqId][inName], ';', idx+1 ); if(idx == (-1)) continue; /* printf( "ReadInteriorInfo(%d, %d, %f, %f, %f, %f ( %s ))", uniqId, interiorInfo[uniqId][inIntID], interiorInfo[uniqId][inExitX], interiorInfo[uniqId][inExitY], interiorInfo[uniqId][inExitZ], interiorInfo[uniqId][inExitA], interiorInfo[uniqId][inName] );*/ } //printf( "Interiors File read successfully" ); fclose( file_ptr ); return 1; } printf( "Could Not Read Interiors file ( %s )", fileName ); return 0; } ReadPropertyFile( fileName[] ) { new File:file_ptr, tmp[128], buf[256], idx, Float:enX, Float:enY, Float:enZ, Float:enA, uniqIntId, p_type, pIcon; printf("Reading File: %s",fileName); file_ptr = fopen( fileName, io_read ); if(!file_ptr )return 0; while( fread( file_ptr, buf, 256 ) > 0){ idx = 0; idx = token_by_delim( buf, tmp, ',', idx ); if(idx == (-1)) continue; pIcon = strval( tmp ); idx = token_by_delim( buf, tmp, ',', idx+1 ); if(idx == (-1)) continue; enX = floatstr( tmp ); idx = token_by_delim( buf, tmp, ',', idx+1 ); if(idx == (-1)) continue; enY = floatstr( tmp ); idx = token_by_delim( buf, tmp, ',', idx+1 ); if(idx == (-1)) continue; enZ = floatstr( tmp ); idx = token_by_delim( buf, tmp, ',', idx+1 ); if(idx == (-1)) continue; enA = floatstr( tmp ); idx = token_by_delim( buf, tmp, ',', idx+1 ); if(idx == (-1)) continue; uniqIntId = strval( tmp ); idx = token_by_delim( buf, tmp, ';', idx+1 ); if(idx == (-1)) continue; p_type = strval( tmp ); CreateProperty( uniqIntId, pIcon, enX, enY, enZ, enA, p_type ); } fclose( file_ptr ); return 1; } PutPlayerInProperty( playerid, propId, propVW = 0 ) { new Float:x, Float:y, Float:z, Float:a; new intFileId; a = GetPropertyExit( propId, x, y, z ); SetPlayerPos( playerid, x, y, z ); SetPlayerFacingAngle( playerid, a ); SetPlayerInterior( playerid, GetPropertyInteriorId( propId )); SetPlayerVirtualWorld( playerid, (propVW==0)? propId+PROP_VW:propVW ); intFileId = GetPropertyInteriorFileId(propId); currentInt[playerid] = propId; //new dbgstring[128]; //format(dbgstring,sizeof(dbgstring),"PutPlayerInProperty(%d): FileInt=%d",propId,intFileId); //SendClientMessage(playerid,0xFFFFFFFF,dbgstring); // the following will make the client shop scripts run if we tell it // the name of the shop. if(intFileId == 22) { SetPlayerShopName(playerid,"FDPIZA"); } else if(intFileId == 47) { SetPlayerShopName(playerid,"FDBURG"); } else if(intFileId == 130) { SetPlayerShopName(playerid,"FDCHICK"); } else if(intFileId == 32) { SetPlayerShopName(playerid,"AMMUN1"); } else if(intFileId == 96) { SetPlayerShopName(playerid,"AMMUN2"); } else if(intFileId == 122) { SetPlayerShopName(playerid,"AMMUN3"); } else if(intFileId == 123) { SetPlayerShopName(playerid,"AMMUN5"); } } // Adds new property to property file AddProperty( uniqIntId, Float:entX, Float:entY, Float:entZ, Float:entA, p_type, comment[]="" ) { new Float:exitX, Float:exitY, Float:exitZ, Float:exitA, interiorId, File:file_ptr, tmp[128]; interiorId = GetInteriorExitInfo( uniqIntId, exitX, exitY, exitZ, exitA ); if( interiorId != -1 ){ file_ptr = fopen( propFile[p_type], io_append ); if(file_ptr){ format( tmp, 128, "%d, %f, %f, %f, %f, %d, %d ; //%s\r\n", propIcons[p_type][tIcon],entX, entY, entZ, entA, uniqIntId, p_type, comment ); fwrite( file_ptr, tmp ); fclose( file_ptr ); printf( "PropDB - %s", tmp ); return CreateProperty( uniqIntId, propIcons[p_type][tIcon], entX, entY, entZ, entA, p_type ); } } return -1; } CreateProperty( uniqIntId, iconId, Float:entX, Float:entY, Float:entZ, Float:entA, p_type, name[64]="", owner=-1, price=0 ) { if( (unid+1) < MAX_PROPERTIES ){ new Id = CreatePickup( iconId ,23, entX, entY, entZ, 0 ); //printf( "CreateProperty(%d, %d, %f, %f, %f, %f, %d)", uniqIntId, iconId, entX, entY, entZ, entA, p_type ); propPickups[Id] = unid; properties[unid][eEntX] = entX; properties[unid][eEntY] = entY; properties[unid][eEntZ] = entZ; properties[unid][eEntA] = entA; properties[unid][eUniqIntId] = uniqIntId; properties[unid][eOwner] = owner; properties[unid][ePrice] = price; properties[unid][eType] = p_type; format( properties[unid][ePname], 64, "%s", name ); new text_info[256]; propTextInfo[unid] = Text3D:INVALID_3DTEXT_ID; if(p_type == TYPE_HOUSE) { format(text_info,256,"{FFFFFF}[{88EE88}House{FFFFFF}]"); propTextInfo[unid] = Create3DTextLabel(text_info,0x88EE88FF,entX,entY,entZ+0.75,20.0,0,1); } else if(p_type == TYPE_BUSINESS) { format(text_info,256,"{FFFFFF}[{AAAAFF}Business{FFFFFF}]"); propTextInfo[unid] = Create3DTextLabel(text_info,0xAAAAFFFF,entX,entY,entZ+0.75,20.0,0,1); } else if(p_type == TYPE_BANK) { format(text_info,256,"{FFFFFF}[{EEEE88}Bank{FFFFFF}]"); propTextInfo[unid] = Create3DTextLabel(text_info,0xEEEE88FF,entX,entY,entZ+0.75,20.0,0,1); } else if(p_type == TYPE_COP) { format(text_info,256,"{FFFFFF}[{EEEE88}Police Station{FFFFFF}]"); propTextInfo[unid] = Create3DTextLabel(text_info,0xEEEE88FF,entX,entY,entZ+0.75,20.0,0,1); } return unid++; } else print( "Property Limit Reached" ); return -1; } PropertyCommand( playerid, cmd[],cmdtext[],idx, p_type ) { new Float:x, Float:y, Float:z, Float:a, tmp[256], string[128], uniqId, id; if( GetPlayerInterior(playerid) != 0 || GetPlayerVirtualWorld(playerid)!= 0 ){ SendClientMessage(playerid, 0x550000FF, "You can only create properties in Interior 0 and VW 0" ); return 1; } GetPlayerPos( playerid, x, y, z ); GetPlayerFacingAngle( playerid, a ); tmp = strtok( cmdtext, idx ); if(!strlen(tmp)){ format( string, 128, "Usage: %s [uniqInteriorId] [optional-comment]", cmd ); SendClientMessage( playerid, 0xFF00CC, string ); return 1; } if(!isNumeric(tmp)){ SendClientMessage(playerid, 0x550000, "Uniq Interior Id must be a number" ); return 1; } uniqId = strval( tmp ); if( uniqId > MAX_INTERIORS || uniqId < 0 ){ SendClientMessage( playerid, 0xFFFFCC, "Invalid Uniq Interior Id" ); return 1; } idx = token_by_delim( cmdtext, tmp, '\0', idx ); if(idx){ id = AddProperty( uniqId, x, y, z, a, p_type, tmp ); } else { id = AddProperty( uniqId, x, y, z, a, p_type ); } if( id != -1 ){ format( tmp, 256, "Property Type ( %d ) Added Successfully: UniqId: %d Interior: %d IntName: %s",p_type, id, interiorInfo[uniqId][inIntID], interiorInfo[uniqId][inName] ); SendClientMessage( playerid, 0xCC7700, tmp ); }else{ SendClientMessage( playerid, 0x00FF55, "Error: Something went wrong/Property Limit Reached" ); } return 1; } LoadProperties() { if( properties[0][eType] != TYPE_EMPTY ){ UnloadProperties(); } unid = 0; for( new i = 0; i < MAX_PROPERTIES; i++ ){ properties[i][eType] = TYPE_EMPTY; } ReadInteriorInfo( "properties/interiors.txt" ); for( new i = 0; i < MAX_TYPES; i++ ){ ReadPropertyFile( propFile[i] ); } return 1; } UnloadProperties() { new p; for( new i = 0; i < MAX_PROPERTIES; i++ ){ if( propPickups[i] != -1 ){ DestroyPickup( i ); p = propPickups[i]; propPickups[i] = -1; properties[p][eInterior] = -1; properties[p][eType] = TYPE_EMPTY; properties[p][eOwner] = -1; properties[p][ePrice] = 0; properties[p][ePname][0] = '\0'; } } } /******************************************************** ********************************************************/ /************************************ * Callbacks * ************************************/ public OnFilterScriptInit() { print("\n-----------------------------------"); print("Grand Larceny Property Filterscript "); print("-----------------------------------\n"); return 1; } public OnFilterScriptExit() { UnloadProperties(); return 1; } public OnGameModeInit() { LoadProperties(); return 1; } public OnGameModeExit() { UnloadProperties(); return 1; } public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid) { if( newinteriorid == 0 ){ currentInt[playerid] = -1; SetPlayerVirtualWorld( playerid, 0 ); } return 1; } public OnPlayerSpawn( playerid ) { gLastPropertyEnterNotification[playerid] = -1; return 1; } public OnPlayerPickUpPickup(playerid, pickupid) { //printf( "DEBUG: Player %d pickedup Pickup %d Prop Id %d", playerid, pickupid ); lastPickup[playerid] = pickupid; new id = propPickups[pickupid]; new pmsg[256]; if( properties[id][eType] > 0 ){ if(gLastPropertyEnterNotification[playerid] != id){ gLastPropertyEnterNotification[playerid] = id; switch( properties[id][eType] ){ case TYPE_HOUSE:{ format(pmsg,256,"* House: type /enter to enter"); SendClientMessage( playerid, 0xFF55BBFF, pmsg ); return 1; } case TYPE_BUSINESS:{ format(pmsg,256,"* Business: type /enter to enter"); SendClientMessage( playerid, 0xFF55BBFF, pmsg ); return 1; } case TYPE_BANK:{ format(pmsg,256,"* Bank: type /enter to enter"); SendClientMessage( playerid, 0xFF55BBFF, pmsg ); return 1; } case TYPE_COP:{ format(pmsg,256,"* Police Station: type /enter to enter"); SendClientMessage( playerid, 0xFF55BBFF, pmsg ); return 1; } } } } else SendClientMessage( playerid, 0xFF9900FF, "This property doesn't exist :S" ); return 1; } public OnPlayerCommandText(playerid, cmdtext[]) { new idx; new cmd[256]; cmd = strtok(cmdtext, idx); // Public commands. if(strcmp("/enter", cmd, true) == 0) // enter property { if( lastPickup[playerid] != -1 || properties[lastPickup[playerid]][eType] > 0 ){ new id = propPickups[lastPickup[playerid]], Float:x, Float:y, Float:z; GetPropertyEntrance( id, x, y, z ); if( IsPlayerInRangeOfPoint( playerid, 3.0, x, y, z )){ PutPlayerInProperty( playerid, id ); SendClientMessage( playerid, 0x55AADDFF, "* You have entered a property.. type /exit to leave" ); return 1; } } return 1; } else if(strcmp("/exit", cmd, true) == 0) // exit property { if( currentInt[playerid] > -1 && GetPlayerInterior(playerid) == GetPropertyInteriorId( currentInt[playerid] )){ new id = currentInt[playerid]; new Float:x; new Float:y; new Float:z; new Float:a; // make sure they're near the exit before allowing them to exit. GetPropertyExit( id, x, y, z ); if(!IsPlayerInRangeOfPoint(playerid,4.5,x,y,z)) { SendClientMessage(playerid,0xDDAA55FF,"* You must be near the property exit to /exit"); return 1; } a = GetPropertyEntrance( id, x, y, z ); SetPlayerPos( playerid, x, y, z ); SetPlayerFacingAngle( playerid, a ); SetPlayerInterior( playerid, 0 ); SetPlayerVirtualWorld( playerid, 0 ); } currentInt[playerid] = -1; return 1; } // The rest of the commands here are for // property creation which is admin only. if(!IsPlayerAdmin(playerid)) return 0; if(strcmp("/chouse", cmd, true) == 0) // creates a house type property { PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_HOUSE ); return 1; } else if(strcmp("/cbus", cmd, true) == 0) // creates a business type property { PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_BUSINESS ); return 1; } else if(strcmp("/ccop", cmd, true) == 0) // creates a police station property { PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_COP ); return 1; } else if(strcmp("/cbank", cmd, true) == 0) // creates a bank type property { PropertyCommand( playerid, cmd, cmdtext,idx, TYPE_BANK ); return 1; } else if(strcmp("/view", cmd, true) == 0) //Basically lets you view an interior from the interiors.txt file by id { new tmp[256], string[128], uniqId, Float:x, Float:y, Float:z, Float:a; tmp = strtok( cmdtext, idx ); if(!strlen(tmp)){ format( string, 128, "Usage: %s [uniqInteriorId]", cmd ); SendClientMessage( playerid, 0xFF00CC, string ); return 1; } if(!isNumeric(tmp)){ SendClientMessage(playerid, 0x550000, "Uniq Interior Id must be a number" ); return 1; } uniqId = strval( tmp ); if( uniqId > MAX_INTERIORS || uniqId < 0 ){ SendClientMessage( playerid, 0xFFFFCC, "Invalid Uniq Interior Id" ); return 1; } if( GetPlayerInterior( playerid ) == 0 ){ GetPlayerPos( playerid, plPos[playerid][0], plPos[playerid][1], plPos[playerid][2] ); plInt[playerid] = GetPlayerInterior( playerid ); } a = GetInteriorExit( uniqId, x, y, z ); SetPlayerInterior( playerid, GetInteriorIntID( uniqId ) ); SetPlayerPos( playerid, x, y, z ); SetPlayerFacingAngle( playerid, a ); format( string, 128, "UniqId: %d InteriorId: %d Name: %s | Use /return to go to last position", uniqId,GetInteriorIntID( uniqId ), GetInteriorName( uniqId )); SendClientMessage( playerid, 0x556600FF, string ); return 1; } else if( strcmp( "/return", cmd, true ) == 0 ) // return from /view command to last position { SetPlayerPos( playerid, plPos[playerid][0], plPos[playerid][1], plPos[playerid][2] ); SetPlayerInterior( playerid, plInt[playerid] ); return 1; } return 0; } /*********************************************************************** ***********************************************************************/