Files
DayZ-Epoch/SQF/dayz_code/actions/trade_weapons.sqf
2016-03-21 17:58:23 -04:00

190 lines
5.2 KiB
Plaintext

private ["_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_traderID","_bos","_needed","_activatingPlayer","_textPartIn","_textPartOut","_started","_finished","_animState","_isMedic","_removed"];
// [part_out,part_in, qty_out, qty_in,"buy"];
if (DZE_ActionInProgress) exitWith {cutText [localize "str_epoch_player_103","PLAIN DOWN"];};
DZE_ActionInProgress = true;
_activatingPlayer = player;
//diag_log format["DEBUG WEAPONS: %1", _this];
_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;
_abort = false;
_msg = "";
if(_buy_o_sell == "sell") then {
_bos = 1;
_msg = "Need the weapon in your hands before you can sell it.";
_config = (configFile >> "CfgWeapons" >> _part_in);
_configName = configName(_config);
_wepType = getNumber(_config >> "Type");
_isToolBelt = (_wepType == 131072);
_isBinocs = (_wepType == 4096);
_abort = (!(_configName in (weapons player)));
if(_isToolBelt || _isBinocs) then {
_msg = "Need the item on your toolbelt before you can sell it.";
};
} else {
// buying item type must NOT exist if rifle || pistol
_msg = "Drop or sell your current weapon before you can buy a new one.";
_config = (configFile >> "CfgWeapons" >> _part_out);
_configName = configName(_config);
_wepType = getNumber(_config >> "Type");
_isPistol = (_wepType == 2);
_isRifle = (_wepType == 1);
_isToolBelt = (_wepType == 131072);
_isBinocs = (_wepType == 4096);
if (_isRifle) then {
_abort = ((primaryWeapon player) != "");
};
if (_isPistol) then {
_secondaryWeapon = "";
{
if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith {
_secondaryWeapon = _x;
};
} count (weapons player);
_abort = (_secondaryWeapon != "");
};
if(_isToolBelt || _isBinocs) then {
_abort = (_configName in (weapons player));
_msg = "Drop or sell your current toolbelt item before you can buy a new one.";
};
};
if (_abort) exitWith {
cutText [_msg, "PLAIN DOWN"];
DZE_ActionInProgress = false;
};
cutText [localize "str_epoch_player_105","PLAIN DOWN"];
// force animation
player playActionNow "Medic";
[1,1] call dayz_HungerThirst;
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";
};
DZE_ActionInProgress = false;
cutText [localize "str_epoch_player_106","PLAIN DOWN"];
};
if (_finished) then {
_canAfford = false;
if(_bos == 1) then {
//sell
_qty = {_x == _part_in} count weapons player;
if (_qty >= _qty_in) then {
_part_inClass = configFile >> "CfgWeapons" >> _part_in;
_removed = ([player,_part_inClass,_qty_in] call BIS_fnc_invRemove);
if (_removed == _qty_in) then {
_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
};
};
} 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 "_part_out") then { _part_out = "Unknown Weapon/Magazine" };
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";
if(_bos == 0) then {
waitUntil {!isNil "dayzTradeResult"};
//diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
if(dayzTradeResult == "PASS") then {
_done = [[[_part_in,_qty_in]],0] call epoch_returnChange;
if (_done) then {
player addWeapon _part_out;
cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
};
} else {
cutText [format[(localize "str_epoch_player_183"),_textPartOut] , "PLAIN DOWN"];
};
} else {
// selling
cutText [format[(localize "str_epoch_player_186"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
};
dayzTradeResult = nil;
} else {
if(_bos == 0) then {
_qty = {_x == _part_in} count magazines player;
} else {
_qty = {_x == _part_in} count weapons player;
};
_needed = _qty_in - _qty;
cutText [format[(localize "str_epoch_player_184"),_needed,_textPartIn] , "PLAIN DOWN"];
};
};
DZE_ActionInProgress = false;