Files
DayZ-Epoch/dayz_code/actions/trade_items.sqf
vbawol b7885325b2 0.997 released
+ Added new female pink clothes option.
+ Fixed counter issues with trade_items_wo_db
+ trade_items fixed return bars if trader is out of stock.
2013-03-16 17:29:22 -05:00

147 lines
3.6 KiB
Plaintext

private["_iarray","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_isOk"];
// [part_out,part_in, qty_out, qty_in,];
if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
_activatingPlayer = _this select 1;
_part_out = (_this select 3) select 0;
_part_in = (_this select 3) select 1;
_qty_out = (_this select 3) select 2;
_qty_in = (_this select 3) select 3;
_buy_o_sell = (_this select 3) select 4;
_textPartIn = (_this select 3) select 5;
_textPartOut = (_this select 3) select 6;
_traderID = (_this select 3) select 7;
_removed = 0;
_tradeCounter = 0;
_bos = 0;
if(_buy_o_sell == "sell") then {
_bos = 1;
};
// Get total parts in
_qty = {_x == _part_in} count magazines player;
// Find number of possible trades
_total_trades = floor(_qty / _qty_in);
_abort = false;
if(_total_trades < 1) exitWith {
_needed = _qty_in - _qty;
cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
TradeInprogress = false;
};
// perform number of total trades
for "_x" from 1 to _total_trades do {
_removed = 0;
_tradeCounter = _tradeCounter + 1;
// cutText ["Starting trade, stand still to complete.", "PLAIN DOWN"];
if(_total_trades == 1) then {
cutText [format[("Starting trade, stand still to complete trade."),_tradeCounter,_total_trades] , "PLAIN DOWN"];
} else {
cutText [format[("Starting trade, stand still to complete trade %1 of %2."),_tradeCounter,_total_trades] , "PLAIN DOWN"];
};
player playActionNow "Medic";
//_dis=20;
//_sfx = "repair";
//[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
//[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled Trade." , "PLAIN DOWN"];
};
if (_finished) then {
_qty = {_x == _part_in} count magazines player;
if (_qty >= _qty_in) then {
_removed = _removed + ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
if (_removed == _qty_in) then {
// Continue with trade.
dayzTradeObject = [_activatingPlayer,_traderID,_bos];
publicVariableServer "dayzTradeObject";
waitUntil {!isNil "dayzTradeResult"};
if(dayzTradeResult == "PASS") then {
for "_x" from 1 to _qty_out do {
player addMagazine _part_out;
};
cutText [format[("Traded %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
} else {
cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
_abort = true;
// Return items taken
for "_x" from 1 to _removed do {
player addMagazine _part_in;
};
};
dayzTradeResult = nil;
} else {
// Return items from botched trade.
// TODO: this may never happen if so remove
for "_x" from 1 to _removed do {
player addMagazine _part_in;
};
_abort = true;
};
} else {
_needed = _qty_in - _qty;
cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
};
};
sleep 1;
if(_abort) exitWith {};
};
TradeInprogress = false;