Files
DayZ-Epoch/SQF/dayz_code/actions/trade_any_boat.sqf
ebaydayz 4ce54fbb62 Update server_publishObject
The hive call in server_publishObject is the same between vanilla and
Epoch. The only difference is vanilla uses the _inventory area for
owner, lock code, etc. variables where as modular Epoch items just store
an empty array there.

The object classname does not need to be sent in the PV because it can
be obtained on the server.

PVDZE_veh_Publish was not used.
2016-04-02 15:24:20 -04:00

224 lines
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private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_103","PLAIN DOWN"];};
DZE_ActionInProgress = true;
// Test cannot lock while another player is nearby
//_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
//if(_playerNear) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_104","PLAIN DOWN"];};
// [part_out,part_in, qty_out, qty_in, loc];
_activatingPlayer = player;
_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;
_bos = 0;
if(_buy_o_sell == "sell") then {
_bos = 1;
};
cutText [localize "str_epoch_player_105","PLAIN DOWN"];
["Working",0,[3,2,8,0]] call dayz_NutritionSystem;
// force animation
player playActionNow "Medic";
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 && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
uiSleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [localize "str_epoch_player_106","PLAIN DOWN"];
DZE_ActionInProgress = false;
};
if (_finished) then {
_canAfford = false;
if(_bos == 1) then {
_distance = dayz_sellDistance_vehicle;
if (_part_in isKindOf "Air") then {
_distance = dayz_sellDistance_air;
};
if (_part_in isKindOf "Ship") then {
_distance = dayz_sellDistance_boat;
};
_count = {(typeOf _x) == _part_in} count (nearestObjects [(getPosATL player), [_part_in], _distance]);
if (_count >= _qty_in) then {
_canAfford = true;
};
//diag_log format["DEBUG vehicle sell count: %1", _count];
} else {
//buy
_trade_total = [[_part_in,_qty_in]] call epoch_itemCost;
_total_currency = call epoch_totalCurrency;
_return_change = _total_currency - _trade_total;
if (_return_change >= 0) then {
_canAfford = true;
};
};
if (_canAfford) then {
//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
// if (isNil "_obj") then { _obj = "Unknown Vehicle" };
if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
if(_bos == 1) then {
// Selling
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_in,inTraderCity,_part_out,_qty_out];
} else {
// Buying
PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity,_part_in,_qty_in];
};
publicVariableServer "PVDZE_obj_Trade";
//diag_log format["DEBUG Starting to wait for answer: %1", PVDZE_obj_Trade];
if(_buy_o_sell == "buy") then {
waitUntil {!isNil "dayzTradeResult"};
//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
if(dayzTradeResult == "PASS") then {
// First select key color
_keyColor = ["Green","Red","Blue","Yellow","Black"] call BIS_fnc_selectRandom;
// then select number from 1 - 2500
_keyNumber = (floor(random 2500)) + 1;
// Combine to key (eg.ItemKeyYellow2494) classname
_keySelected = format[("ItemKey%1%2"),_keyColor,_keyNumber];
_isKeyOK = isClass(configFile >> "CfgWeapons" >> _keySelected);
_config = _keySelected;
_isOk = [player,_config] call BIS_fnc_invAdd;
waitUntil {!isNil "_isOk"};
if (_isOk && _isKeyOK) then {
_done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
if (_done) then {
// spawn vehicle
_dir = round(random 360);
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
} else {
_location = [([player] call FNC_GetPos),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
};
//place vehicle spawn marker (local)
_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
_location = (getPosATL _veh);
PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,false,_keySelected,_activatingPlayer];
publicVariableServer "PVDZE_veh_Publish2";
cutText [format[(localize "STR_EPOCH_ACTIONS_11"),_qty_in,_textPartIn,_textPartOut], "PLAIN DOWN"];
};
} else {
cutText [localize "str_epoch_player_107","PLAIN DOWN"];
};
} else {
cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"];
};
} else {
//sell
_distance = dayz_sellDistance_vehicle;
if (_part_in isKindOf "Air") then {
_distance = dayz_sellDistance_air;
};
if (_part_in isKindOf "Ship") then {
_distance = dayz_sellDistance_boat;
};
_objects = nearestObjects [(getPosATL player), [_part_in], _distance];
//diag_log format["DEBUG vehicle sell objects: %1", _objects];
_qty = ({(typeOf _x) == _part_in} count _objects);
if (_qty >= _qty_in) then {
_obj = (_objects select 0);
_objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"];
_notSetup = (_objectID == "0" && _objectUID == "0");
if(local _obj && !isNull _obj && alive _obj && !_notSetup) then {
PVDZ_obj_Destroy = [_objectID,_objectUID,_activatingPlayer];
publicVariableServer "PVDZ_obj_Destroy";
deleteVehicle _obj;
// payout
_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
cutText [format[(localize "str_epoch_player_181"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
} else {
cutText [localize "str_epoch_player_245","PLAIN DOWN"];
};
};
};
dayzTradeResult = nil;
} else {
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
_needed = _qty_in - _qty;
cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"];
} else {
cutText [format[(localize "str_epoch_player_185"),_textPartIn] , "PLAIN DOWN"];
};
};
};
DZE_ActionInProgress = false;