10.09.2016, 10:19
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; }