I got error Invalid function of declaration where i am missing bracket or what ? +REP if helped
Код:
// 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}Igrač {FFBB00}%s{00BBFF} je zavrљio bonus misiu", Name);
SendClientMessageToAll(0xFFFFFFFF, BonusMsg);
}
}
// Pay the player based on the distance between the loading-point and unloading-point
RewardPlayer(playerid, Payment, 0);
APlayerData[playerid][Bodovi]++;
// 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 * 15) / 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);
}
if (APlayerData[playerid][VIPLevel] >= 1)
{
RewardPlayer(playerid, 5000, 2);
// Send a message to let the player know he was overloaded and got paid
format(Message, 128, "Posto si VIP igrac dobio si dodatni bonus od $5000 i 2 score");
SendClientMessage(playerid, 0x00FF00FF, 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 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)
PostaviWantedLevel(playerid, GetPlayerWantedLevel(playerid) - 2); // Reduce the wanted level by 2
else
PostaviWantedLevel(playerid, 0); // If the player has a wanted level of less than 2, reset the wanted level to 0
}
}
return 1;
}