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- // Forward the function to Load or Unload goods during missions (used by a timer)
- forward Trucker_LoadUnload(playerid);
- // This function is called when a truckdriver enters a checkpoint
- Trucker_OnPlayerEnterCheckpoint(playerid)
- {
- // Check if the player is inside his vehicle while entering a checkpoint
- if (GetPlayerVehicleID(playerid) == APlayerData[playerid][VehicleID])
- {
- // Also check if the player still has his trailer attached
- if (APlayerData[playerid][TrailerID] == GetVehicleTrailer(GetPlayerVehicleID(playerid)))
- {
- // Check the jobstep
- switch (APlayerData[playerid][JobStep])
- {
- // JobStep is 1 (truckdriver is loading his goods at the checkpoint)
- case 1: GameTextForPlayer(playerid, TXT_TruckerLoadingGoods, 5000, 4);
- // JobStep is 2 (truckdriver is unloading his goods at the checkpoint) or 3 (unloading for convoys)
- case 2, 3: GameTextForPlayer(playerid, TXT_TruckerUnloadingGoods, 5000, 4);
- }
- // Disable the player's actions (he cannot move anymore)
- TogglePlayerControllable(playerid, 0);
- // Start a timer (Public function "LoadUnload(playerid)" gets called when the timer runs out)
- APlayerData[playerid][LoadingTimer] = SetTimerEx("Trucker_LoadUnload", 5000, false, "d" , playerid);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, TXT_NeedTrailerToProceed);
- }
- else
- SendClientMessage(playerid, 0xFFFFFFFF, TXT_NeedVehicleToProceed);
- return 1;
- }
- // After a truckdriver entered a checkpoint, a timer is created. This function is called when the timer runs out
- public Trucker_LoadUnload(playerid)
- {
- // Check if the player is inside a convoy
- if (APlayerData[playerid][InConvoy] == true)
- {
- // If the player just loaded his goods at the loading-point
- if (APlayerData[playerid][JobStep] == 1)
- {
- APlayerData[playerid][JobStep] = 2; // Set the next step of the convoy-job (wait until all members have loaded their cargo)
- TextDrawSetString(APlayerData[playerid][MissionText], TXT_WaitingMembersToLoadCargo);
- }
- // If the player just delivered his goods at the unloading-point
- if (APlayerData[playerid][JobStep] == 3)
- {
- APlayerData[playerid][JobStep] = 4; // Set the next step of the convoy-job (wait until all members have unloaded their cargo)
- TextDrawSetString(APlayerData[playerid][MissionText], TXT_WaitingMembersToUnLoadCargo);
- }
- DisablePlayerCheckpoint(playerid); // Delete the loading/unloading-checkpoint
- TogglePlayerControllable(playerid, 1); // Enable the player again (he can move again)
- return 1; // Don't allow the rest of the function to be executed
- }
- // If the player isn't inside a convoy, this part is executed
- // Check the JobStep
- switch (APlayerData[playerid][JobStep])
- {
- case 1: // Player must load his goods
- {
- // Setup local variables
- new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, UnloadMsg[100];
- // Set JobStep to 2 (unloading goods)
- APlayerData[playerid][JobStep] = 2;
- // Delete the loading-checkpoint
- DisablePlayerCheckpoint(playerid);
- // Get the startlocation, endlocation and the load texts
- format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
- format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
- format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
- // Randomly set the load as overloaded (15% chance the load is overloaded)
- Trucker_SetRandomOverloaded(playerid);
- // Pre-format the missiontext (there may be some parts appended when overloaded/mafiaload
- format(RouteText, 255, TXT_HaulingCargoFromToDeliver, Load, StartLoc, EndLoc);
- // Check if the player is overloaded
- if (APlayerData[playerid][Overloaded] == true)
- {
- // Add "(OL)" to the missiontext to let the player know he's been overloaded
- format(RouteText, 255, "%s%s", RouteText, " ~r~(OL)~w~");
- // Send a message to the player to let him know he's been overloaded
- SendClientMessage(playerid, 0xFFFFFFFF, TXT_TruckerOverloaded);
- }
- // Check if the player is carrying a mafia-load
- if (ALoads[APlayerData[playerid][LoadID]][Mafia] == true)
- {
- // Add "(ML)" to the missiontext to let the player know his load is wanted by the mafia
- format(RouteText, 255, "%s%s", RouteText, " ~r~(ML)~w~");
- // If the player is carrying a mafia-load, inform him about it
- GameTextForPlayer(playerid, TXT_TruckerMafiaInterested, 5000, 4);
- // Also set the data for the player to indicate he's carrying a mafiaload
- APlayerData[playerid][MafiaLoad] = true;
- // Also set the player's trailer ID (or the vehicle itself) as Mafia-load in the array "AVehicleMafiaLoad"
- if (APlayerData[playerid][TrailerID] == 0)
- AVehicleData[APlayerData[playerid][VehicleID]][MafiaLoad] = true; // The player has no trailer, so set his main vehicle as wanted by the mafia
- else
- AVehicleData[APlayerData[playerid][TrailerID]][MafiaLoad] = true; // The player has a trailer, so set his trailer as wanted by the mafia
- }
- // Set the TextDraw so the player can see it
- TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
- // Grab the x, y, z positions for the second location (to unload the goods)
- x = ALocations[APlayerData[playerid][JobLoc2]][LocX];
- y = ALocations[APlayerData[playerid][JobLoc2]][LocY];
- z = ALocations[APlayerData[playerid][JobLoc2]][LocZ];
- // Create a checkpoint where the player should unload the goods
- SetPlayerCheckpoint(playerid, x, y, z, 7);
- // Inform the player that he must unload his goods
- format(UnloadMsg, 100, TXT_DeliverCargoTo, Load, EndLoc);
- SendClientMessage(playerid, 0xFFFFFFFF, UnloadMsg);
- }
- case 2: // Player is delivering his goods
- {
- // Setup local variables
- new StartLoc[50], EndLoc[50], Load[50], Msg1[128], Msg2[128], Name[24], BonusMsg[128];
- // Get the player name
- GetPlayerName(playerid, Name, sizeof(Name));
- // Get the startlocation, endlocation and the load texts
- format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
- format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
- format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
- // Construct the message sent to all players that this player completed a trucking mission
- format(Msg1, 128, TXT_PlayerCompletedTruckJob, Name, Load);
- format(Msg2, 128, TXT_PlayerCompletedTruckJobInfo, StartLoc, EndLoc);
- SendClientMessageToAll(0xFFFFFFFF, Msg1);
- SendClientMessageToAll(0xFFFFFFFF, Msg2);
- // Setup local variables
- new Float:x1, Float:y1, Float:x2, Float:y2, Float:Distance, Message[128], Payment, Bonus;
- // Grab the x, y, z positions for the first location (to load the goods)
- x1 = ALocations[APlayerData[playerid][JobLoc1]][LocX];
- y1 = ALocations[APlayerData[playerid][JobLoc1]][LocY];
- // Grab the x, y, z positions for the second location (to unload the goods)
- x2 = ALocations[APlayerData[playerid][JobLoc2]][LocX];
- y2 = ALocations[APlayerData[playerid][JobLoc2]][LocY];
- // Calculate the distance between both points
- Distance = floatsqroot(((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)));
- // Calculate the payment for the player
- Payment = floatround((Distance * ALoads[APlayerData[playerid][LoadID]][PayPerUnit]), floatround_floor);
- // Check if the player has done the bonus mission
- if (RandomBonusMission[MissionFinished] == false)
- {
- // Check all paramters (load, startlocation and end-location)
- if (RandomBonusMission[RandomLoad] == APlayerData[playerid][LoadID])
- if (RandomBonusMission[RandomStartLoc] == APlayerData[playerid][JobLoc1])
- if (RandomBonusMission[RandomEndLoc] == APlayerData[playerid][JobLoc2])
- {
- Payment = Payment * 2; // Double the payment is the player was the first to do the bonus mission
- RandomBonusMission[MissionFinished] = true; // Only one player can do the bonus mission, a new one is chosen next
- format(BonusMsg, 128, "{00BBFF}Player {FFBB00}%s{00BBFF} has finished the bonus mission", Name);
- SendClientMessageToAll(0xFFFFFFFF, BonusMsg);
- }
- }
- // Pay the player based on the distance between the loading-point and unloading-point
- RewardPlayer(playerid, Payment, 0);
- // Send a message to let the player know he finished his mission and got paid
- format(Message, 128, TXT_RewardJob, Payment);
- SendClientMessage(playerid, 0xFFFFFFFF, Message);
- // Add 25% bonus if the player has been overloaded
- if (APlayerData[playerid][Overloaded] == true)
- {
- // Calculate the bonus
- Bonus = (Payment * 25) / 100;
- // Pay the bonus to the player
- RewardPlayer(playerid, Bonus, 0);
- // Send a message to let the player know he was overloaded and got paid
- format(Message, 128, TXT_TruckerBonusOverloaded, Bonus);
- SendClientMessage(playerid, 0xFFFFFFFF, Message);
- }
- // Add 50% bonus if the player has delivered a mafia load (mafia couldn't steal his load)
- if (APlayerData[playerid][MafiaLoad] == true)
- {
- // Calculate the bonus
- Bonus = (Payment * 50) / 100;
- // Pay the bonus to the player
- RewardPlayer(playerid, Bonus, 0);
- // Send a message to let the player know he was overloaded and got paid
- format(Message, 128, TXT_TruckerBonusMafiaLoad, Bonus);
- SendClientMessage(playerid, 0xFFFFFFFF, Message);
- }
- // Add 10% bonus if the player has delivered the load with his own truck
- if (AVehicleData[APlayerData[playerid][VehicleID]][Owned] == true)
- {
- // Calculate the bonus
- Bonus = (Payment * 10) / 100;
- // Pay the bonus to the player
- RewardPlayer(playerid, Bonus, 0);
- // Send a message to let the player know he was overloaded and got paid
- format(Message, 128, TXT_TruckerBonusOwnVehicle, Bonus);
- SendClientMessage(playerid, 0xFFFFFFFF, Message);
- }
- // Also add score-points to the score of the player based on the distance between the loading and unloading points
- if (Distance > 3000.0)
- RewardPlayer(playerid, 0, 2); // Distance is larger than 3000 units, so add 2 points
- else
- RewardPlayer(playerid, 0, 1); // Distance is less than 3000 units, so add 1 point
- // Increase the stats for completing a trucking job
- APlayerData[playerid][StatsTruckerJobs]++;
- // Also save the data (in case the server crashes, progress would be lost)
- PlayerFile_Save(playerid);
- // End the current trucker job (clear mission-data)
- Trucker_EndJob(playerid);
- }
- }
- // Enable the player again (he can move again)
- TogglePlayerControllable(playerid, 1);
- return 1;
- }
- // This function randomly determines if the load is overloaded and adds 2 to the playerwanted-level
- Trucker_SetRandomOverloaded(playerid)
- {
- // Setup local variables
- new Name[24], Msg[128];
- // Check the vehicle model that the player is driving
- switch (GetVehicleModel(GetPlayerVehicleID(playerid)))
- {
- case VehicleCementTruck: return 0; // A cementtruck cannot be overloaded
- case VehicleLineRunner, VehicleTanker, VehicleRoadTrain: // When driving a LineRunner, Tanker or RoadTrain
- {
- // A Fluids-trailer cannot be overloaded
- if (GetVehicleModel(GetVehicleTrailer(GetPlayerVehicleID(playerid))) == VehicleTrailerFluids) return 0;
- }
- }
- // The player wasn't driving one of the above vehicle models, so this one can be overloaded
- // There is a 15% chance that your load will be overloaded
- if (random(100) <= 15)
- {
- // Set overloaded for this player to True
- APlayerData[playerid][Overloaded] = true;
- // Add 2 to the player's wanted level
- SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) + 2);
- // Inform the police this trucker is overloaded
- GetPlayerName(playerid, Name, sizeof(Name));
- format(Msg, 128, "{00FF00}Trucker {FFFF00}%s{00FF00} is overloaded, pursue and fine him", Name);
- Police_SendMessage(Msg);
- }
- return 1;
- }
- // This function is called when a truckdriver wants to start a job by entering "/work" and has no truckers license
- Trucker_StartRandomJob(playerid)
- {
- // Check if a job could be set correctly (player must be driving a valid trucking vehicle)
- if (Trucker_SetRandomJob(playerid) != 0)
- {
- // Setup local variables
- new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, LoadMsg[128];
- // Job has started
- APlayerData[playerid][JobStarted] = true;
- // Set jobstep to 1 (going to load the goods)
- APlayerData[playerid][JobStep] = 1;
- // Get the startlocation, endlocation and the load texts
- format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]);
- format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]);
- format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]);
- // Combine it all into a string for the TextDraw (the player can see this all the time) to describe the mission
- format(RouteText, 255, TXT_HaulingCargoFromToPickup, Load, StartLoc, EndLoc);
- // Set the TextDraw so the player can see it
- TextDrawSetString(APlayerData[playerid][MissionText], RouteText);
- // Grab the x, y, z positions for the first location
- x = ALocations[APlayerData[playerid][JobLoc1]][LocX];
- y = ALocations[APlayerData[playerid][JobLoc1]][LocY];
- z = ALocations[APlayerData[playerid][JobLoc1]][LocZ];
- // Create a checkpoint where the player should load the goods
- SetPlayerCheckpoint(playerid, x, y, z, 7);
- // Set the job-fail-time for the global vehicle-timer
- APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission;
- // Inform the player that he must load his goods
- format(LoadMsg, 128, TXT_PickupCargoAt, Load, StartLoc);
- SendClientMessage(playerid, 0xFFFFFFFF, LoadMsg);
- }
- return 1;
- }
- // This function sets a random job based on the player's vehicle and returns 1 if a job has been set
- // The function returns 0 if a job couldn't be set (if the player is driving an invalid vehicle to start trucking-jobs)
- Trucker_SetRandomJob(playerid)
- {
- // If the player is the driver of the vehicle (GetPlayerVehicleSeat returns -1 if the player is not in a vehicle)
- if (GetPlayerVehicleSeat(playerid) == 0)
- {
- // Check the vehicle-model of the player to decide which job the player can get
- switch (GetVehicleModel(GetPlayerVehicleID(playerid)))
- {
- case VehicleFlatbed, VehicleDFT30: // Select a random job from the routes that don't require a trailer and store the data for the player (Flatbed or DFT-30)
- return Trucker_SetRandomJobData(playerid, PCV_TruckerNoTrailer);
- case VehicleCementTruck: // Select a random job from the routes for cementtrucks and store the data for the player
- return Trucker_SetRandomJobData(playerid, PCV_TruckerCementTruck);
- case VehicleLineRunner, VehicleTanker, VehicleRoadTrain: // If the player's vehicle is a "LineRunner", "Tanker" or "RoadTrain"
- {
- // Select a job based on the trailer model of the player
- switch (GetVehicleModel(GetVehicleTrailer(GetPlayerVehicleID(playerid))))
- {
- case VehicleTrailerCargo, VehicleTrailerCargo2: // Select a random job from the routes that require a cargo-trailer and store the data for the player
- return Trucker_SetRandomJobData(playerid, PCV_TruckerCargoTrailer);
- case VehicleTrailerOre: // Select a random job from the routes that require a ore-trailer and store the data for the player
- return Trucker_SetRandomJobData(playerid, PCV_TruckerOreTrailer);
- case VehicleTrailerFluids: // Select a random job from the routes that require a fluids-trailer and store the data for the player
- return Trucker_SetRandomJobData(playerid, PCV_TruckerFluidsTrailer);
- }
- }
- }
- }
- // If no job could be set correctly, return 0
- return 0;
- }
- // This function chooses a random product for the trucker with a given vehicle-type and also the start-location and end-location
- Trucker_SetRandomJobData(playerid, PCV_Needed)
- {
- // Get a random Load from the loads that are defined for truckers with the given vehicle-type
- APlayerData[playerid][LoadID] = Product_GetRandom(PCV_Needed);
- // Get a random start-location and end-location for this load
- APlayerData[playerid][JobLoc1] = Product_GetRandomStartLoc(APlayerData[playerid][LoadID]);
- APlayerData[playerid][JobLoc2] = Product_GetRandomEndLoc(APlayerData[playerid][LoadID]);
- // Store the vehicleID (required to be able to check if the player left his vehicle)
- APlayerData[playerid][VehicleID] = GetPlayerVehicleID(playerid);
- // Store the trailerID (required to be able to check if the player lost his trailer)
- APlayerData[playerid][TrailerID] = GetVehicleTrailer(GetPlayerVehicleID(playerid));
- // Return 1 to indicate that a job has been set correctly
- return 1;
- }
- // This function is used to cleanup the current job
- Trucker_EndJob(playerid)
- {
- if (APlayerData[playerid][JobStarted] == true)
- {
- // Clear the Mafia-wanted status of the vehicle (or trailer) in the array "AVehicleData"
- if (APlayerData[playerid][TrailerID] == 0)
- AVehicleData[APlayerData[playerid][VehicleID]][MafiaLoad] = false; // The player has no trailer, so clear his main vehicle as wanted by the mafia
- else
- AVehicleData[APlayerData[playerid][TrailerID]][MafiaLoad] = false; // The player has a trailer, so clear his trailer as wanted by the mafia
- // Clear all data about the job from the player, so he can start a new one
- APlayerData[playerid][JobStarted] = false;
- APlayerData[playerid][JobStep] = 0;
- APlayerData[playerid][JobID] = 0;
- APlayerData[playerid][VehicleTimerTime] = 0;
- APlayerData[playerid][VehicleID] = 0;
- APlayerData[playerid][TrailerID] = 0;
- APlayerData[playerid][LoadID] = 0;
- APlayerData[playerid][JobLoc1] = 0;
- APlayerData[playerid][JobLoc2] = 0;
- APlayerData[playerid][MafiaLoad] = false;
- // Delete the checkpoint
- DisablePlayerCheckpoint(playerid);
- // Reset the missiontext
- TextDrawSetString(APlayerData[playerid][MissionText], Trucker_NoJobText);
- // Kill the LoadingTimer
- KillTimer(APlayerData[playerid][LoadingTimer]);
- // Check if the player has been overloaded
- if (APlayerData[playerid][Overloaded] == true)
- {
- // Clear the overloaded status of the player
- APlayerData[playerid][Overloaded] = false;
- // Check if the player has a wanted level of 2 or higher
- if (GetPlayerWantedLevel(playerid) >= 2)
- SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) - 2); // Reduce the wanted level by 2
- else
- SetPlayerWantedLevel(playerid, 0); // If the player has a wanted level of less than 2, reset the wanted level to 0
- }
- }
- return 1;
- }
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