#include <a_samp>
#include <sscanf2>
#include <streamer>
#include <zcmd>
#pragma tabsize 0
// ******************************************************************************************************************************
// Settings that can be changed
// ******************************************************************************************************************************
// Define where the Camera-file is located (all camera's are stored in one file) and the max amount of speedcamera's
#define CameraFile "speedo/Cameras.ini"
#define MAX_CAMERAS 100
// Define maximum fuel amount (default: 2400)
// Changing MaxFuel changes how fast a vehicle will run without fuel
// 1 fuel is consumed every half a second, that's 2 fuel per second
// A value of 2400 allows you to drive 2400/2 = 1200 seconds (or 1200/60 = 20 minutes) without refuelling
new MaxFuel = 2400;
// RefuelMaxPrice is the price you pay for a total refuel (when the vehicle has no more fuel), the price to pay is calculated
// by the amount of fuel to refuel (pay 50% of RefuelMaxPrice when vehicle has half a fuel-tank left)
new RefuelMaxPrice = 1000;
// An extra setting to disable the shadows for the speedometer and fueldraws (shadows enabled by default)
new bool:DisableShadows = false;
// ******************************************************************************************************************************
// Enums and the array-setups that use them
// ******************************************************************************************************************************
// Setup a custom type that holds all data about a speedcamera
enum TSpeedCamera
{
Float:CamX, // Holds the X-coordinate of the camera
Float:CamY, // Holds the Y-coordinate of the camera
Float:CamZ, // Holds the Z-coordinate of the camera
Float:CamAngle, // Holds the Angle of the camera
CamSpeed, // Holds the maximum speed allowed to pass this camera without being caught
CamObj1, // Holds the reference to the first camera object
CamObj2 // Holds the reference to the second camera object
}
new ACameras[MAX_CAMERAS][TSpeedCamera];
// Setup a custom type that holds the data of pickups
enum TPickupData
{
Float:pux, // Holds the x-position of the refuel-pickup
Float:puy, // Holds the y-position of the refuel-pickup
Float:puz, // Holds the z-position of the refuel-pickup
PickupID // Holds the PickupID of the refuel-pickup
}
// Holds the data for pickups for refuelling (maximum 50 refuel-pickups)
new ARefuelPickups[50][TPickupData];
// Setup a custom type to hold all data about a vehicle
enum TVehicleData
{
Fuel // Holds the amount of fuel for this vehicle
}
// Setup an array which holds all data for every vehicleid, max 2000 vehicles (server limit)
new AVehicleData[2000][TVehicleData];
// Setup all the fields required for the player data (Speedometer TextDraw, current job, ...)
enum TPlayerData
{
Text:SpeedometerText, // The TextDraw of the speedometer for this player
Text:FuelGauge, // The textdraw of the fuel-gauge for this player
Text:CruiseControlText,
CruiseControlState,
SpeedometerTimer, // Holds the reference to the speedometer timer for this player
PlayerSpeed, // Holds the speed of the player
PlayerCaughtSpeeding // This holds a value to prevent being caught multiple times by the same speedcamera
}
// Create an array to hold the playerdata for every player
new APlayerData[MAX_PLAYERS][TPlayerData];
// These variables are used when starting the script and debugging purposes
new TotalRefuelStations, TotalCameras;
//cruisecontrol
new Float:PlayerCruiseSpeed[MAX_PLAYERS];
new Float:PlayerHeadingAngle[MAX_PLAYERS];
new CCKey = KEY_ACTION;
forward CruiseControl(playerid);
// ******************************************************************************************************************************
// Callbacks
// ******************************************************************************************************************************
// The main function (used only once when the server loads)
main()
{
}
// This callback gets called when the server initializes the filterscript
public OnFilterScriptInit()
{
// Loop through all vehicles
for (new vid; vid < 2000; vid++)
{
// If this vehicle belongs to the PPC_Housing script, don't refuel it, as the housing script manages the fuel for this vehicle
// by using remote calls to this script
if (CallRemoteFunction("Housing_IsVehicleOwned", "i", vid) == 1)
{
// The vehicle is owned by a player in the housing script, so do nothing, the housing script manages this vehicle's fuel
}
else // The vehicle doesn't belong to the housing script (it's created and managed by another script), set the fuel to maximum
AVehicleData[vid][Fuel] = MaxFuel;
}
// Add all refuel-pickups to the world (including their icon)
AddRefuelPickup(-1471.5, 1863.75, 32.7);
AddRefuelPickup(-1326.5, 2677.5, 50.1);
AddRefuelPickup(611.5, 1694.5, 7.0);
AddRefuelPickup(-2249.25, -2559.0, 32.0);
AddRefuelPickup(-1606.5, -2714.0, 48.6);
AddRefuelPickup(-93.5, -1175.0, 2.3);
AddRefuelPickup(1377.5, 457.0, 19.9);
AddRefuelPickup(651.5, -565.5, 16.4);
AddRefuelPickup(-1675.75, 412.75, 7.2);
AddRefuelPickup(-2405.50, 976.25, 45.3);
AddRefuelPickup(-2023.25, 156.75, 28.9);
AddRefuelPickup(-1131.75, -204.25, 14.2);
AddRefuelPickup(66.50, 1220.50, 18.9);
AddRefuelPickup(350.50, 2537.50, 16.8);
AddRefuelPickup(2147.00, 2747.75, 10.9);
AddRefuelPickup(2639.75, 1106.00, 10.9);
AddRefuelPickup(2115.00, 920.00, 10.9);
AddRefuelPickup(2202.00, 2475.00, 10.9);
AddRefuelPickup(1596.50, 2199.75, 10.9);
AddRefuelPickup(1584.25, 1448.25, 10.9);
AddRefuelPickup(1004.25, -940.50, 42.2);
AddRefuelPickup(1935.00, -1772.75, 13.4);
// Load all speedcamera's
CameraFile_Load();
printf("\n----------------------------------------");
printf("PPC Speedometer filterscript initialized");
printf("Gas-stations created: %i", TotalRefuelStations);
printf("Speedcamera's loaded: %i", TotalCameras);
printf("----------------------------------------\n");
return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Setup the speedometer for this player
Speedometer_Setup(playerid);
return 1;
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Cleanup the speedometer for this player
Speedometer_Cleanup(playerid);
APlayerData[playerid][CruiseControlState] = 0;
return 1;
}
// This callback gets called when a vehicle respawns at it's spawn-location (where it was created)
public OnVehicleSpawn(vehicleid)
{
// If this vehicle belongs to the PPC_Housing script, don't refuel it, as the housing script manages the fuel for this vehicle
// by using remote calls to this script
if (CallRemoteFunction("Housing_IsVehicleOwned", "i", vehicleid) == 1)
{
// The vehicle is owned by a player in the housing script, so do nothing, the housing script manages this vehicle's fuel
}
else // The vehicle doesn't belong to the housing script (it's created and managed by another script), set the fuel to maximum
AVehicleData[vehicleid][Fuel] = MaxFuel;
return 1;
}
// This callback gets called whenever a player changes state
public OnPlayerStateChange(playerid,newstate,oldstate)
{
// Setup local variables
new vehicleid, engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the player entered a vehicle as driver
if (newstate == PLAYER_STATE_DRIVER)
{
// Get the player's vehicle
vehicleid = GetPlayerVehicleID(playerid);
// Check if the vehicle has fuel
if (AVehicleData[vehicleid][Fuel] > 0)
{
// Start the engine and turn on the lights
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 1, 1, alarm, doors, bonnet, boot, objective);
}
}
}
// This callback gets called when a player exits his vehicle
public OnPlayerExitVehicle(playerid, vehicleid)
{
// Setup local variables
new engine, lights, alarm, doors, bonnet, boot, objective;
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Turn off the lights and engine
GetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vehicleid, 0, 0, alarm, doors, bonnet, boot, objective);
}
APlayerData[playerid][CruiseControlState] = 0;
return 1;
}
// This callback gets called whenever a player presses a key
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// Refuel a vehicle when driving a vehicle and pressing the HORN key near a refuelpickup
// Check if the player presses the HORN key
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
{
// Check if the player is driving a vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Loop through all ARefuelPickups
for (new i; i < sizeof(ARefuelPickups); i++)
{
// Check if this refuel-pickup exists (check for a valid pickup)
if (IsValidDynamicPickup(ARefuelPickups[i][PickupID]))
{
// Check if the player is in range of a refuelpickup
if(IsPlayerInRangeOfPoint(playerid, 5.0, ARefuelPickups[i][pux], ARefuelPickups[i][puy], ARefuelPickups[i][puz]))
{
// Show a message that the player's vehicle is refuelling
GameTextForPlayer(playerid, "~g~Refuelling...", 3000, 4);
// Don't allow the player to move again (the timer will allow it after refuelling)
TogglePlayerControllable(playerid, 0);
// Start a timer (let the player wait until the vehicle is refuelled)
SetTimerEx("RefuelVehicle", 5000, false, "i", playerid);
// Stop the search
break;
}
}
else // No more refuel-pickups, so stop searching through the array
break;
}
}
}
//cruise
if ((newkeys & CCKey) && !(oldkeys & CCKey) && IsPlayerInAnyVehicle(playerid) && GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
{
new vid = GetPlayerVehicleID(playerid);
if (GetVehicleSpeed(vid) == 0) return false;
new Float:x, Float:y, Float:z;
GetVehicleVelocity(vid, x, y, z);
GetVehicleZAngle(vid, PlayerHeadingAngle[playerid]);
DistanceFlat(0, 0, x, y, PlayerCruiseSpeed[playerid]);
SetTimerEx("CruiseControl", 500, false, "d", playerid);
APlayerData[playerid][CruiseControlState] = 1;
}
else if (PlayerCruiseSpeed[playerid] != 0.00 && (newkeys & KEY_HANDBRAKE))
{
PlayerCruiseSpeed[playerid] = 0.00;
APlayerData[playerid][CruiseControlState] = 0;
}
if((newkeys & KEY_UP)) {
if (GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
{
if(APlayerData[playerid][CruiseControlState] == 1) {
APlayerData[playerid][CruiseControlState] = 0;
}
}
}
return 1;
}
// ******************************************************************************************************************************
// Commands
// ******************************************************************************************************************************
// This command allows you to create a speedcamera
COMMAND:createcamera(playerid, params[])
{
// Setup local variables
new Float:x, Float:y, Float:z, Float:rot, MaxSpeed, Msg[128];
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning "SERVER: Unknown command" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Split the parameters to useable variables
if (sscanf(params, "i", MaxSpeed)) SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}Usage: \"/createcamera <max_speed>\"");
else
{
// Check if the player is on foot
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Get player's position and facing angle
GetPlayerPos(playerid, x, y, z);
GetPlayerFacingAngle(playerid, rot);
z = z - 1.0; // Adjust camera Z-coordinate 1m lower than normal (otherwise the camera floats in the air)
// Move the player a bit, otherwise he could get stuck inside the camera-object
SetPlayerPos(playerid, x, y + 1.0, z + 1.0);
// Save the camera to a file
for (new CamID; CamID < MAX_CAMERAS; CamID++)
{
// Check if this index is free
if (ACameras[CamID][CamSpeed] == 0)
{
// Setup this camera (create the objects and store the data)
SetupSpeedCamera(CamID, x, y, z, rot, MaxSpeed);
// Also save the entire camerafile again to add this new camera to the file
CameraFile_Save();
// Let the player know he created a new camera
format(Msg, 128, "{00FF00}You've created a speed-camera with ID: {FFFF00}%i", CamID);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
// Exit the function
return 1;
}
}
// In case all camera-slots are occupied (100 camera's have been created already), let the player know about it
format(Msg, 128, "{FF0000}You cannot create more than %i speedcamera's", MAX_CAMERAS);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to use this command");
}
// Let the server know that this was a valid command
return 1;
}
// This command allows you to delete a speedcamera
COMMAND:delcamera(playerid, params[])
{
// Setup local variables
new Msg[128];
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 5 or RCON admin), exit the command
// returning "SERVER: Unknown command" to the player
if (INT_CheckPlayerAdminLevel(playerid, 5) == 0) return 0;
// Check if the player is on foot
if (GetPlayerVehicleSeat(playerid) == -1)
{
// Loop through all camera's
for (new CamID; CamID < MAX_CAMERAS; CamID++)
{
// Check if this index is used
if (ACameras[CamID][CamSpeed] != 0)
{
// Check if the player is in range of the camera
if (IsPlayerInRangeOfPoint(playerid, 5.0, ACameras[CamID][CamX], ACameras[CamID][CamY], ACameras[CamID][CamZ]))
{
// Delete both camera objects
DestroyDynamicObject(ACameras[CamID][CamObj1]);
DestroyDynamicObject(ACameras[CamID][CamObj2]);
// Also clear the data from memory
ACameras[CamID][CamX] = 0.0;
ACameras[CamID][CamY] = 0.0;
ACameras[CamID][CamZ] = 0.0;
ACameras[CamID][CamAngle] = 0.0;
ACameras[CamID][CamSpeed] = 0;
ACameras[CamID][CamObj1] = 0;
ACameras[CamID][CamObj2] = 0;
// Also save the entire camerafile again to remove this camera from the file
CameraFile_Save();
// Let the player know he deleted a camera
format(Msg, 128, "{00FF00}You've deleted speed-camera {FFFF00}%i", CamID);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
// Exit the function
return 1;
}
}
}
// In case the player wasn't near a speedcamera, inform him about it
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be near a speedcamera to delete it");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You must be on foot to use this command");
// Let the server know that this was a valid command
return 1;
}
// This command allows you to refuel your vehicle for free (admins only)
COMMAND:fuel(playerid, params[])
{
// Setup local variables
new vid, engine, lights, alarm, doors, bonnet, boot, objective;
// If a player hasn't logged in properly, he cannot use this command
if (INT_IsPlayerLoggedIn(playerid) == 0) return 0;
// If the player has an insufficient admin-level (he needs level 1 or RCON admin), exit the command
// returning "SERVER: Unknown command" to the player
if (INT_CheckPlayerAdminLevel(playerid, 1) == 0) return 0;
// Check if the player is the driver of a vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Get the vehicleid
vid = GetPlayerVehicleID(playerid);
// Refuel the vehicle
AVehicleData[vid][Fuel] = MaxFuel;
// Also (re-)start the engine and turn on the lights in case the vehicle is completely out of fuel
GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vid, 1, 1, alarm, doors, bonnet, boot, objective);
// Let the player know about it
SendClientMessage(playerid, 0xFFFFFFFF, "{00FF00}Your vehicle is refuelled");
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You're not driving a vehicle");
// Let the server know that this was a valid command
return 1;
}
// ******************************************************************************************************************************
// Speedometer functions
// ******************************************************************************************************************************
// This function sets up the speedometer for the given player
Speedometer_Setup(playerid)
{
// Setup the speedometer for the player
APlayerData[playerid][SpeedometerText] = TextDrawCreate(500.0, 395.0, " ");
APlayerData[playerid][FuelGauge] = TextDrawCreate(500.0, 410.0, " ");
APlayerData[playerid][CruiseControlText] = TextDrawCreate(500.0, 380.0, " ");
// Disable shadows if required
if (DisableShadows == true)
{
TextDrawSetShadow(APlayerData[playerid][SpeedometerText], 0);
TextDrawSetShadow(APlayerData[playerid][FuelGauge], 0);
TextDrawSetShadow(APlayerData[playerid][CruiseControlText], 0);
}
// Enable the TextDraw for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][SpeedometerText]);
TextDrawShowForPlayer(playerid, APlayerData[playerid][FuelGauge]);
TextDrawShowForPlayer(playerid, APlayerData[playerid][CruiseControlText]);
// Start the speedometer timer for this player
APlayerData[playerid][SpeedometerTimer] = SetTimerEx("Speedometer_Update", 500, true, "i", playerid);
return 1;
}
// This function cleans up the speedometer for the given player
Speedometer_Cleanup(playerid)
{
// Destroy the speedometer textdraw
TextDrawDestroy(APlayerData[playerid][SpeedometerText]);
TextDrawDestroy(APlayerData[playerid][FuelGauge]);
TextDrawDestroy(APlayerData[playerid][CruiseControlText]);
// Kill the speedometer timer
KillTimer(APlayerData[playerid][SpeedometerTimer]);
// Set player speed to 0
APlayerData[playerid][PlayerSpeed] = 0;
return 1;
}
// Forward the function needed to update the speedometer
forward Speedometer_Update(playerid);
// This function gets called by a timer which runs every 500ms to display and update the speedometer
public Speedometer_Update(playerid)
{
// Setup local variables
new vid, Float:speed_x, Float:speed_y, Float:speed_z, Float:final_speed, speed_string[50], final_speed_int, Float:vehiclehealth;
new FuelString[50], FuelStatus[20];
// Get the ID of the player's vehicle
vid = GetPlayerVehicleID(playerid);
// If the player is inside a vehicle
if(vid != 0)
{
// Get the vehicles velocity
GetVehicleVelocity(vid, speed_x, speed_y, speed_z);
// Calculate the speed (in kph)
final_speed = floatsqroot(((speed_x * speed_x) + (speed_y * speed_y)) + (speed_z * speed_z)) * 158.179;
// Convert the float value to an int value
final_speed_int = floatround(final_speed, floatround_round);
// Also save the speed for the player
APlayerData[playerid][PlayerSpeed] = final_speed_int;
// Setup the string to display for the player and display it
format(speed_string, 50, "~w~Speed: ~b~%i~w~ kph", final_speed_int);
TextDrawSetString(APlayerData[playerid][SpeedometerText], speed_string);
if(APlayerData[playerid][CruiseControlState] == 0) {
TextDrawSetString(APlayerData[playerid][CruiseControlText], "CruiseControl:Off");
} else {
TextDrawSetString(APlayerData[playerid][CruiseControlText], "CruiseControl:On");
}
// Also display the vehicle's health through the player-health bar
GetVehicleHealth(vid, vehiclehealth);
SetPlayerHealth(vid, vehiclehealth / 10.0);
// Check if the player is the driver of the vehicle (otherwise every passenger would consume fuel for just being in the car)
if (GetPlayerVehicleSeat(playerid) == 0)
if ((final_speed_int > 10) && (AVehicleData[vid][Fuel] > 0)) // Check if the speed is above 10kph and if the vehicle didn't run out of fuel
AVehicleData[vid][Fuel] = AVehicleData[vid][Fuel] - 1; // Decrease the fuel for this vehicle every time the timer is run
// Construct the fuelgauge
if ((AVehicleData[vid][Fuel] > 0) && (AVehicleData[vid][Fuel] < 100000))
format(FuelStatus, 20, "~g~%s~r~%s", "I", "IIIIIIIII"); // Fuel is between 0% and 10% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 1)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 2)))
format(FuelStatus, 20, "~g~%s~r~%s", "II", "IIIIIIII"); // Fuel is between 10% and 20% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 2)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 3)))
format(FuelStatus, 20, "~g~%s~r~%s", "III", "IIIIIII"); // Fuel is between 20% and 30% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 3)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 4)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIII", "IIIIII"); // Fuel is between 30% and 40% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 4)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 5)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIII", "IIIII"); // Fuel is between 40% and 50% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 5)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 6)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIII", "IIII"); // Fuel is between 50% and 60% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 6)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 7)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIII", "III"); // Fuel is between 60% and 70% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 7)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 8)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIII", "II"); // Fuel is between 70% and 80% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 8)) && (AVehicleData[vid][Fuel] < ((MaxFuel / 10) * 9)))
format(FuelStatus, 20, "~g~%s~r~%s", "IIIIIIIII", "I"); // Fuel is between 80% and 90% full
if ((AVehicleData[vid][Fuel] >= ((MaxFuel / 10) * 9)) && (AVehicleData[vid][Fuel] <= MaxFuel))
format(FuelStatus, 20, "~g~%s", "IIIIIIIIII"); // Fuel is between 90% and 100% full (all bars are green)
if (AVehicleData[vid][Fuel] == 0)
format(FuelStatus, 20, "~r~%s", "IIIIIIIIII"); // Fuel is empty (all bars are red)
// Format the final fuel-gauge readout
format(FuelString, 50, "~w~Fuel: %s", FuelStatus);
// Display the fuel-gauge
TextDrawSetString(APlayerData[playerid][FuelGauge], FuelString);
// Check if the vehicle is out of fuel
if (AVehicleData[vid][Fuel] == 0)
{
// Stop the engine and turn off the lights so the player cannot drive anymore with this vehicle
new engine,lights,alarm,doors,bonnet,boot,objective;
GetVehicleParamsEx(vid, engine, lights, alarm, doors, bonnet, boot, objective);
SetVehicleParamsEx(vid, 0, 0, alarm, doors, bonnet, boot, objective);
}
// Check if the player is not in any plane or helicopter (those cannot be caught by speedcamera's)
if (IsVehicleAirVehicle(vid) == 0)
CheckPlayerSpeeding(playerid);
}
else
{
// If the player is not inside a vehicle, display an empty string (looks like the speedometer is gone)
TextDrawSetString(APlayerData[playerid][SpeedometerText], " ");
TextDrawSetString(APlayerData[playerid][FuelGauge], " ");
TextDrawSetString(APlayerData[playerid][CruiseControlText], " ");
// Set the speed of the player to 0
APlayerData[playerid][PlayerSpeed] = 0;
}
}
// This function checks if the player is speeding near a speedcamera
CheckPlayerSpeeding(playerid)
{
// Check if the player hasn't been caught speeding recently
if (APlayerData[playerid][PlayerCaughtSpeeding] == 0)
{
// Loop through all speedcameras
for (new CamID; CamID < MAX_CAMERAS; CamID++)
{
// Check if this camera has been created
if (ACameras[CamID][CamSpeed] != 0)
{
// Check if the player is the driver of the vehicle
if (GetPlayerVehicleSeat(playerid) == 0)
{
// Check if the player's speed is greater than the speed allowed by this camera (no need to process a distance-check if not speeding)
if (APlayerData[playerid][PlayerSpeed] > ACameras[CamID][CamSpeed])
{
// Check if the player is near the camera
if (IsPlayerInRangeOfPoint(playerid, 50.0, ACameras[CamID][CamX], ACameras[CamID][CamY], ACameras[CamID][CamZ]))
{
// Prevent the player being caught multiple times by the same speed-camera
APlayerData[playerid][PlayerCaughtSpeeding] = 20;
// Increase the wanted-level of this player by 1 star
SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid) + 1);
// Let the player know he's been caught speeding
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You've been caught by a speedtrap, slow down!");
}
}
}
}
}
}
else // If the player has been caught before, reduce the value until it's 0 again, then he can be caught again
APlayerData[playerid][PlayerCaughtSpeeding]--;
}
// This function returns "1" if the given vehicle-id is a plane or helicopter
IsVehicleAirVehicle(vid)
{
switch (GetVehicleModel(vid))
{
case 592, 577, 511, 512, 593, 520, 553, 476, 519, 460, 513, 548, 425, 417, 487, 488, 497, 563, 447, 469: return 1;
default: return 0;
}
return 0;
}
// Forward the refueltimer
forward RefuelVehicle(playerid);
// This timer-function is called when a player refuels near a refuelpickup
public RefuelVehicle(playerid)
{
new RefuelMsg[128];
// Get the vehicle-id of the player's vehicle
new vid = GetPlayerVehicleID(playerid);
// Calculate the amount of fuel that needs to be refuelled
new Amount = MaxFuel - AVehicleData[vid][Fuel];
// Calculate the price to refuel
new RefuelPrice = (Amount * RefuelMaxPrice) / MaxFuel;
// Check if the player has enough cash
if (INT_GetPlayerMoney(playerid) >= RefuelPrice)
{
// Refuel the vehicle
AVehicleData[vid][Fuel] = MaxFuel;
// Withdraw the money from the player
INT_GivePlayerMoney(playerid, -RefuelPrice);
// Let the player know he refuelled his vehicle
format(RefuelMsg, 128, "{00FF00}You refuelled your vehicle for $%i", RefuelPrice);
SendClientMessage(playerid, 0xFFFFFFFF, RefuelMsg);
}
else
SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}You don't have enough cash to refuel your vehicle");
// Allow the player to move again
TogglePlayerControllable(playerid, 1);
return 1;
}
// This function is used to add refuelling pickups to the map
AddRefuelPickup(Float:x, Float:y, Float:z)
{
// Add the pickup-id to the ARefuelPickups array
for (new i; i < sizeof(ARefuelPickups); i++)
{
// If an empty array-index is found (no valid pickup)
if (!IsValidDynamicPickup(ARefuelPickups[i][PickupID]))
{
// Store the pickup-id in this empty slot
ARefuelPickups[i][PickupID] = CreateDynamicPickup(1244, 1, x, y, z, 0); // Type 1, cannot be pickup up, exists all the time
ARefuelPickups[i][pux] = x;
ARefuelPickups[i][puy] = y;
ARefuelPickups[i][puz] = z;
// Count the total amount of refuelstations that have been created
TotalRefuelStations++;
// Add a 3DText message above the refuel-pickup
CreateDynamic3DTextLabel("Honk the horn\nto refuel your vehicle", 0x008080FF, x, y, z + 0.8, 30.0);
// Add an icon to the map for this refuel-spot
CreateDynamicMapIcon(x, y, z, 56, 0, 0, 0, -1, 300.0);
// Stop browsing through the array
break;
}
}
}
// This function will load the speedcamera's datafile (used when the server is started to load all cameras)
CameraFile_Load()
{
// Setup local variables
new file[128], File:CFile, LineFromFile[100], ParameterName[50], ParameterValue[50];
new CamID, Float:x, Float:y, Float:z, Float:rot, MaxSpeed;
// Construct the complete filename for this camera-file
format(file, sizeof(file), CameraFile);
// Check if the camerafile exists
if (fexist(file))
{
// Open the camerafile for reading
CFile = fopen(file, io_read);
// Read the first line of the file
fread(CFile, LineFromFile);
// Keep reading until the end of the file is found (no more data)
// An empty line between data-segments still has the NewLine characters (\r\n) so it's not completely empty
// Reading past the last line will read a completely empty line, therefore indicating the end of the file
while (strlen(LineFromFile) > 0)
{
StripNewLine(LineFromFile); // Strip any newline characters from the LineFromFile
sscanf(LineFromFile, "s[50]s[50]", ParameterName, ParameterValue); // Extract parametername and parametervalue
// Check if there is anything in the LineFromFile (skipping empty lines)
if (strlen(LineFromFile) > 0)
{
// Check if a header for a camera has been found
if (strcmp(ParameterName, "[Camera]", false) == 0)
{
// Clear all variables
x = 0.0;
y = 0.0;
z = 0.0;
rot = 0.0;
MaxSpeed = 0;
}
// Store the proper value in the proper place
if (strcmp(ParameterName, "CamX", false) == 0) // If the parametername is correct ("CamX")
x = floatstr(ParameterValue); // Store the CamX
if (strcmp(ParameterName, "CamY", false) == 0) // If the parametername is correct ("CamY")
y = floatstr(ParameterValue); // Store the CamY
if (strcmp(ParameterName, "CamZ", false) == 0) // If the parametername is correct ("CamZ")
z = floatstr(ParameterValue); // Store the CamZ
if (strcmp(ParameterName, "CamAngle", false) == 0) // If the parametername is correct ("CamAngle")
rot = floatstr(ParameterValue); // Store the CamAngle
if (strcmp(ParameterName, "CamSpeed", false) == 0) // If the parametername is correct ("CamSpeed")
MaxSpeed = strval(ParameterValue); // Store the CamSpeed
// Check if a end of a camera has been found
if (strcmp(ParameterName, "[/Camera]", false) == 0)
{
SetupSpeedCamera(CamID, x, y, z, rot, MaxSpeed); // Setup the camera
TotalCameras++; // Count the total camera's loaded from the file
CamID++; // Increase the CamID to select the next camera before data is loaded (in case more camera's are found in the file)
}
}
// Read the next line of the file
fread(CFile, LineFromFile);
}
// Close the file
fclose(CFile);
}
}
// This function will save the speedcamera's datafile
CameraFile_Save()
{
// Setup local variables
new file[100], File:PFile, LineForFile[100];
// Save the file
format(file, sizeof(file), CameraFile); // Construct the complete filename for the camera-file
PFile = fopen(file, io_write); // Open the camera-file for writing
// Loop through all camera's
for (new CamID; CamID < MAX_CAMERAS; CamID++)
{
// Check if this index holds a camera
if (ACameras[CamID][CamSpeed] != 0)
{
fwrite(PFile, "[Camera]\r\n"); // Save the header of the camera
format(LineForFile, 100, "CamX %f\r\n", ACameras[CamID][CamX]);
fwrite(PFile, LineForFile); // And save it to the file
format(LineForFile, 100, "CamY %f\r\n", ACameras[CamID][CamY]);
fwrite(PFile, LineForFile); // And save it to the file
format(LineForFile, 100, "CamZ %f\r\n", ACameras[CamID][CamZ]);
fwrite(PFile, LineForFile); // And save it to the file
format(LineForFile, 100, "CamAngle %f\r\n", ACameras[CamID][CamAngle]);
fwrite(PFile, LineForFile); // And save it to the file
format(LineForFile, 100, "CamSpeed %i\r\n", ACameras[CamID][CamSpeed]);
fwrite(PFile, LineForFile); // And save it to the file
fwrite(PFile, "[/Camera]\r\n"); // Save the end of this camera
fwrite(PFile, "\r\n"); // Save an empty line to split the camera's up a bit (for readability)
}
}
fclose(PFile); // Close the file
}
// This function creates a speedcamera (store data and create the objects)
SetupSpeedCamera(CamID, Float:x, Float:y, Float:z, Float:rot, MaxSpeed)
{
// Store all the given values
ACameras[CamID][CamX] = x;
ACameras[CamID][CamY] = y;
ACameras[CamID][CamZ] = z;
ACameras[CamID][CamAngle] = rot;
ACameras[CamID][CamSpeed] = MaxSpeed;
// Create both camera objects and store their reference
ACameras[CamID][CamObj1] = CreateDynamicObject(18880, x, y, z, 0.0, 0.0, rot);
ACameras[CamID][CamObj2] = CreateDynamicObject(18880, x, y, z, 0.0, 0.0, rot + 180.0);
// Update the draw distance of each camera to 300m, otherwise they could be invisible until you're standing right next to them
// By default, dynamic objects have a draw distance of 0m, meaning they're only visible when you're very close to them
Streamer_SetFloatData(STREAMER_TYPE_OBJECT, ACameras[CamID][CamObj1], E_STREAMER_DRAW_DISTANCE, 300.0);
Streamer_SetFloatData(STREAMER_TYPE_OBJECT, ACameras[CamID][CamObj2], E_STREAMER_DRAW_DISTANCE, 300.0);
}
// ******************************************************************************************************************************
// Support functions
// ******************************************************************************************************************************
// This function is copied from the include-file "dutils.inc"
stock StripNewLine(string[])
{
new len = strlen(string); // Get the length of the given string
if (string[0] == 0) return ; // If the given string is empty, exit the function
if ((string[len - 1] == '\n') || (string[len - 1] == '\r')) // If the string ends with \n or \r
{
string[len - 1] = 0; // Replace the \n or \r with a 0 character
if (string[0]==0) return ; // If the string became empty, exit the function
if ((string[len - 2] == '\n') || (string[len - 2] == '\r')) // Check again if the string ends with \n or \r
string[len - 2] = 0; // Replace the \n or \r again with a 0 character
}
}
// ******************************************************************************************************************************
// Special functions that try to access external public functions to retreive data from another script
// ******************************************************************************************************************************
// This function is used to get the player's money
INT_GetPlayerMoney(playerid)
{
// Setup local variables
new Money;
// Try to call the external function to get the player's money (used to get the serversided money for this player)
Money = CallRemoteFunction("Admin_GetPlayerMoney", "i", playerid);
// The external function returned "0" (as the player doesn't have any money yet), or the function is not used in another script
if (Money == 0)
return GetPlayerMoney(playerid); // Return the normal money of the player
else
return Money; // Return the money that was returned by the external function
}
// This function is used to set the player's money
INT_GivePlayerMoney(playerid, Money)
{
// Setup local variables
new Success;
// Try to call the external function to get the player's money (used to get the serversided money for this player)
Success = CallRemoteFunction("Admin_GivePlayerMoney", "ii", playerid, Money);
// The external function returned "0" as the function is not used in another script
if (Success == 0)
GivePlayerMoney(playerid, Money); // Use the normal money (client-sided money)
}
// This function checks if the admin-level of a player is sufficient
INT_CheckPlayerAdminLevel(playerid, AdminLevel)
{
// Setup local variables
new Level;
// Check if the player is an RCON admin
if (IsPlayerAdmin(playerid))
return 1; // Return 1 to indicate this player has a sufficient admin-level to use a command
// If the player is not an RCON admin, try to get his admin-level from an external script using a remote function
Level = CallRemoteFunction("Admin_GetPlayerAdminLevel", "i", playerid);
// Check if the player has a sufficient admin-level
if (Level >= AdminLevel)
return 1; // Return 1 to indicate this player has a sufficient admin-level
else
return 0; // Return 0 to indicate this player has an insufficient admin-level
}
// This function checks if the player has logged in properly by entering his password
INT_IsPlayerLoggedIn(playerid)
{
// Setup local variables
new LoggedIn;
// Try to determine if the player logged in properly by entering his password in another script
LoggedIn = CallRemoteFunction("Admin_IsPlayerLoggedIn", "i", playerid);
// Check if the player has logged in properly
switch (LoggedIn)
{
case 0: return 1; // No admin script present that holds the LoggedIn status of a player, so allow a command to be used
case 1: return 1; // The player logged in properly by entering his password, allow commands to be used
case -1: return 0; // There is an admin script present, but the player hasn't entered his password yet, so block all commands
// This prevents executing the commands using F6 during login with an admin-account before entering a password
}
// In any other case, block all commands
return 0;
}
// ******************************************************************************************************************************
// External functions to be used from within other filterscripts or gamemode (these aren't called anywhere inside this script)
// These functions can be called from other filterscripts or the gamemode to get data from the speedometer filterscript
// ******************************************************************************************************************************
// This function can be used to get the fuel-status from the given vehicle
forward Speedo_GetVehicleFuel(vehicleid);
public Speedo_GetVehicleFuel(vehicleid)
{
return AVehicleData[vehicleid][Fuel];
}
// This function can be used to set the fuel-status for the given vehicle
forward Speedo_SetVehicleFuel(vehicleid, fuel);
public Speedo_SetVehicleFuel(vehicleid, fuel)
{
// If a fuel-value of -1 is used, this will refuel the vehicle to maximum fuel
if (fuel == -1)
{
AVehicleData[vehicleid][Fuel] = MaxFuel; // Set fuel to maximum
return 1; // Return 1 (this can be used in the other script to check if the function was called successfully)
}
// Fuel cannot be negative (other negative values are ignored)
if (fuel >= 0)
{
// Check if the fuel is within normal limits
if (fuel > MaxFuel)
AVehicleData[vehicleid][Fuel] = MaxFuel; // If a higher value was given than allowed (higher than MaxFuel), set fuel to maximum
else
AVehicleData[vehicleid][Fuel] = fuel; // Set the fuel to the given value
}
else
return -1; // Return -1 (this can be used in the other script to check if the function was called successfully,
// but the fuel-value was not acceptable)
// Return 1 (this can be used in the other script to check if the function was called successfully)
return 1;
}
// This function can be used to get the player's speed (returns 0 if the player is not inside a vehicle)
forward Speedo_GetPlayerSpeed(playerid);
public Speedo_GetPlayerSpeed(playerid)
{
return APlayerData[playerid][PlayerSpeed];
}
// ******************************************************************************************************************************
// Functions that need to be placed in the gamemode or filterscript which holds the playerdata
// Only needed when the server uses server-sided money, otherwise the normal money is used
// ******************************************************************************************************************************
/*
// This function is used to get the player's money
forward Admin_GetPlayerMoney(playerid);
public Admin_GetPlayerMoney(playerid)
{
return APlayerData[playerid][PlayerMoney];
}
// This function is used to get the player's money
forward Admin_GivePlayerMoney(playerid, Money);
public Admin_GivePlayerMoney(playerid, Money)
{
// Add the given money to the player's account
APlayerData[playerid][PlayerMoney] = APlayerData[playerid][PlayerMoney] + Money;
// Return that the function had success (another script holds the player's money on the server-side)
return 1;
}
// This function is used to get the player's admin-level
forward Admin_GetPlayerAdminLevel(playerid);
public Admin_GetPlayerAdminLevel(playerid)
{
return APlayerData[playerid][AdminLevel];
}
// This function is used to determine if the player has logged in (he succesfully entered his password)
forward Admin_IsPlayerLoggedIn(playerid);
public Admin_IsPlayerLoggedIn(playerid)
{
if (APlayerData[playerid][LoggedIn] == true)
return 1; // The player has logged in succesfully
else
return -1; // The player hasn't logged in (yet)
}
*/
GetVehicleSpeed(vehicleid)
{
new Float:Vx, Float:Vy, Float:Vz;
GetVehicleVelocity(vehicleid, Vx, Vy, Vz);
new Float:rtn;
rtn = floatsqroot(floatpower(Vx*100,2) + floatpower(Vy*100,2));
rtn = floatsqroot(floatpower(rtn,2) + floatpower(Vz*100,2));
return floatround(rtn);
}
DistanceFlat(Float:ax, Float:ay, Float:bx,Float:by, &Float:distance)
{
distance = floatsqroot(floatpower(bx-ax,2)+floatpower(by-ay,2));
return floatround(distance);
}
public CruiseControl(playerid)
{
new vid = GetPlayerVehicleID(playerid);
new Float:x, Float:y, Float:z;
GetVehicleVelocity(vid, x, y, z);
new keys, ud, lr;
GetPlayerKeys(playerid, keys, ud, lr);
new Float:angle, Float:heading, Float:speed;
GetVehicleZAngle(vid, angle);
GetVehicleHeadingAngle(vid, heading);
DistanceFlat(0, 0, x, y, speed);
if (APlayerData[playerid][CruiseControlState] == 0 || PlayerCruiseSpeed[playerid] == 0.00 || //If player released LCTRL or CruiseSpeed got cancelled by other means (spacebar press)
GetPlayerState(playerid) != PLAYER_STATE_DRIVER ||
(speed < 0.7 * PlayerCruiseSpeed[playerid]) || //if player slowed down too much
z > 1 || //if car is going upwards too fast
(floatabs(angle - heading) > 50 && floatabs(angle - heading) < 310))//if vehicle goes sideways
{ //Cruise control will turn off:
PlayerCruiseSpeed[playerid] = 0.00;
APlayerData[playerid][CruiseControlState] = 0;
return false;
}
GetVehicleZAngle(vid, PlayerHeadingAngle[playerid]);
GetXYVelocity(vid, x, y, PlayerCruiseSpeed[playerid]);
SetVehicleVelocity(vid, x, y, z);
return SetTimerEx("CruiseControl", 500, false, "d", playerid);
}
GetXYVelocity(vehicleid, &Float:x, &Float:y, Float:speed)
{
new Float:a;
x = 0.0;
y = 0.0;
GetVehicleZAngle(vehicleid, a);
x += (speed * floatsin(-a, degrees));
y += (speed * floatcos(-a, degrees));
}
GetAngleToXY(Float:X, Float:Y, Float:CurrentX, Float:CurrentY, &Float:Angle)
{
Angle = atan2(Y-CurrentY, X-CurrentX);
Angle = floatsub(Angle, 90.0);
if(Angle < 0.0) Angle = floatadd(Angle, 360.0);
}
GetVehicleHeadingAngle(vehicleid, &Float:a)
{
new Float:x, Float:y, Float:z;
GetVehicleVelocity(vehicleid, x, y, z);
GetAngleToXY(x, y, 0, 0, a);
}
|
if ((newkeys & CCKey) && !(oldkeys & CCKey) && IsPlayerInAnyVehicle(playerid) && GetPlayerState(playerid) == PLAYER_STATE_DRIVER) { new vid = GetPlayerVehicleID(playerid); if (GetVehicleSpeed(vid) == 0) return false; new Float , Float:y, Float:z;GetVehicleVelocity(vid, x, y, z); GetVehicleZAngle(vid, PlayerHeadingAngle[playerid]); DistanceFlat(0, 0, x, y, PlayerCruiseSpeed[playerid]); SetTimerEx("CruiseControl", 500, false, "d", playerid); APlayerData[playerid][CruiseControlState] = 1; } else if (PlayerCruiseSpeed[playerid] != 0.00 && (newkeys & KEY_HANDBRAKE)) { PlayerCruiseSpeed[playerid] = 0.00; APlayerData[playerid][CruiseControlState] = 0; } else if (PlayerCruiseSpeed[playerid] != 0.00 && (newkeys & KEY_UP)) { PlayerCruiseSpeed[playerid] = 0.00; APlayerData[playerid][CruiseControlState] = 0; } else if ((newkeys & KEY_DOWN)) { PlayerCruiseSpeed[playerid] = 0.00; APlayerData[playerid][CruiseControlState] = 0; } |