van egy promlémám a fuelel a ppc-be mikor tankolok lefagy mi lehet a gond felteszem a gm-et
[pawn]// Make sure you don\'t get warnings about tabsize
#pragma tabsize 0
// ********************************************************************************************************************
// Set default gamemode name
// ********************************************************************************************************************
#define GameModeName \"[HUN]Fuvar 1000-rel:)\"
// ********************************************************************************************************************
// ********************************************************************************************************************
// Include default files
#include <a_samp>
#include <zcmd>
#include <dutils>
#include <sscanf2>
#include <streamer>
// Include all define-statements and custom-type declarations and the arrays which use them
// These files need to be included before the functions get included, because the functions use the defines, custom types and the arrays
// Also include the defined loads (for truckers, military, mafia, ...) and locations arrays
#include <PPC_DefTexts>
#include <PPC_ServerSettings>
#include <PPC_Defines>
#include <PPC_DefLocations>
#include <PPC_DefLoads>
#include <PPC_DefCars>
#include <PPC_DefPlanes>
#include <PPC_DefTrailers>
#include <PPC_DefBuyableVehicles>
// Include functions for this gamemode
#include <PPC_Common>
#include <PPC_Housing>
#include <PPC_Business>
#include <PPC_GameModeInit>
#include <PPC_FileOperations>
#include <PPC_Speedometer>
#include <PPC_MissionsTrucking>
#include <PPC_MissionsBus>
#include <PPC_MissionsPilot>
#include <PPC_MissionsPolice>
#include <PPC_MissionsMafia>
#include <PPC_MissionsAssistance>
#include <PPC_MissionsCourier>
#include <PPC_MissionsRoadworker>
#include <PPC_Convoys>
#include <PPC_Dialogs>
#include <PPC_PlayerCommands>
#include <PPC_Toll>
// The main function (used only once when the server loads)
main()
{
// Print some standard lines to the server\'s console
print(\"\\n----------------------------------\");
print(GameModeName);
print(\"----------------------------------\\n\");
}
// This callback gets called when the server initializes the gamemode
public OnGameModeInit()
{
new HostCommand[128];
// Change the hostname
format(HostCommand, 128, \"[HUN]-->*Kamionosok és Rendõrök*<--\", GameModeName);
SendRconCommand(HostCommand);
SetGameModeText(GameModeName); // Set the Mode of the gamemode, which appears in the list of servers
GameModeInit_VehiclesPickups(); // Add all static vehicles and pickups when the server starts that are required (also load the houses)
GameModeInit_Classes(); // Add character models to the class-selection (without weapons)
Convoys_Init(); // Setup textdraws and default data for convoys
ShowPlayerMarkers(1); // Show players on the entire map (and on the radar)
ShowNameTags(1); // Show player names (and health) above their head
ManualVehicleEngineAndLights(); // Let the server control the vehicle\'s engine and lights
EnableStuntBonusForAll(0); // Disable stunt bonus for all players
DisableInteriorEnterExits(); // Removes all building-entrances in the game
UsePlayerPedAnims(); // Use CJ\'s walking animation
// Start the timer that will show timed messages every 2 minutes
SetTimer(\"Timer_TimedMessages\", 1000 * 60 * 2, true);
// Start the timer that will show a random bonus mission for truckers every 5 minutes
SetTimer(\"ShowRandomBonusMission\", 1000 * 60 * 5, true);
// Start the timer that checks the toll-gates
SetTimer(\"Toll\", 1000, true);
// Fix the bugged houses (after fixing the houses, you can remove this line, as it\'s not needed anymore)
FixHouses();
return 1;
}
// This callback gets called when a player connects to the server
public OnPlayerConnect(playerid)
{
// Always allow NPC\'s to login without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[MAX_PLAYER_NAME], NewPlayerMsg[128], HouseID;
// Setup a PVar to allow cross-script money-transfers (only from filterscript to this mainscript) and scorepoints
SetPVarInt(playerid, \"PVarMoney\", 0);
SetPVarInt(playerid, \"PVarScore\", 0);
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Also store this name for the player
GetPlayerName(playerid, APlayerData[playerid][PlayerName], 24);
// Send a message to all players to let them know somebody else joined the server
format(NewPlayerMsg, 128, TXT_PlayerJoinedServer, Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, NewPlayerMsg);
// Try to load the player\'s datafile (\"PlayerFile_Load\" returns \"1\" is the file has been read, \"0\" when the file cannot be read)
if (PlayerFile_Load(playerid) == 1)
{
// Check if the player is still banned
if (APlayerData[playerid][banTime] < gettime()) // Player ban-time is passed
ShowPlayerDialog(playerid, DialogLogin, DIALOG_STYLE_INPUT, TXT_DialogLoginTitle, TXT_DialogLoginMsg, TXT_DialogLoginButton1, TXT_DialogButtonCancel);
else // Player is still banned
{
ShowRemainingBanTime(playerid); // Show the remaining ban-time to the player is days, hours, minutes, seconds
Kick(playerid); // Kick the player
}
}
else
ShowPlayerDialog(playerid, DialogRegister, DIALOG_STYLE_INPUT, TXT_DialogRegisterTitle, TXT_DialogRegisterMsg, TXT_DialogRegisterButton1, TXT_DialogButtonCancel);
// The houses have been loaded but not the cars, so load all vehicles assigned to the player\'s houses
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
// Get the HouseID from this slot
HouseID = APlayerData[playerid][Houses][HouseSlot];
// Check if there is a house in this slot
if (HouseID != 0)
HouseFile_Load(HouseID, true); // Load the cars of the house
}
// Speedometer setup
Speedometer_Setup(playerid);
// MissionText TextDraw setup
APlayerData[playerid][MissionText] = TextDrawCreate(320.0, 430.0, \" \"); // Setup the missiontext at the bottom of the screen
TextDrawAlignment(APlayerData[playerid][MissionText], 2); // Align the missiontext to the center
TextDrawUseBox(APlayerData[playerid][MissionText], 1); // Set the missiontext to display inside a box
TextDrawBoxColor(APlayerData[playerid][MissionText], 0x00000066); // Set the box color of the missiontext
// Display a message if the player hasn\'t accepted the rules yet
if (APlayerData[playerid][RulesRead] == false)
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Szerver szabályzat {FFFF00}/rules{FF0000}Parancs\");
return 1;
}
// This function shows the player how long his ban still is when he tries to login (in days, hours, minutes, seconds)
ShowRemainingBanTime(playerid)
{
// Setup local variables
new TotalBanTime, Days, Hours, Minutes, Seconds, Msg[128];
// Get the total ban-time
TotalBanTime = APlayerData[playerid][banTime] - gettime();
// Calculate days
if (TotalBanTime >= 86400)
{
Days = TotalBanTime / 86400;
TotalBanTime = TotalBanTime - (Days * 86400);
}
// Calculate hours
if (TotalBanTime >= 3600)
{
Hours = TotalBanTime / 3600;
TotalBanTime = TotalBanTime - (Hours * 3600);
}
// Calculate minutes
if (TotalBanTime >= 60)
{
Minutes = TotalBanTime / 60;
TotalBanTime = TotalBanTime - (Minutes * 60);
}
// Calculate seconds
Seconds = TotalBanTime;
// Display the remaining ban-time for this player
SendClientMessage(playerid, 0xFFFFFFFF, TXT_StillBanned);
format(Msg, 128, TXT_BannedDuration, Days, Hours, Minutes, Seconds);
SendClientMessage(playerid, 0xFFFFFFFF, Msg);
}
// This callback gets called when a player disconnects from the server
public OnPlayerDisconnect(playerid, reason)
{
// Always allow NPC\'s to logout without password or account
if (IsPlayerNPC(playerid))
return 1;
// Setup local variables
new Name[24], Msg[128], HouseID;
// Get the playername
GetPlayerName(playerid, Name, sizeof(Name));
// Stop spectate mode for all players who are spectating this player
for (new i; i < MAX_PLAYERS; i++)
if (IsPlayerConnected(i)) // Check if the player is connected
if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) // Check if this player is spectating somebody
if (APlayerData[spectateID] == playerid) // Check if this player is spectating me
{
TogglePlayerSpectating(i, 0); // Turn off spectate-mode
APlayerData[spectateID] = INVALID_PLAYER_ID;
APlayerData[spectateType] = ADMIN_SPEC_TYPE_NONE;
SendClientMessage(i, 0xFFFFFFFF, \"{FF0000}A játékos kilépet a spec befejezödöt\");
}
// Send a message to all players to let them know somebody else joined the server
format(Msg, 128, TXT_PlayerLeftServer, Name, playerid);
SendClientMessageToAll(0xFFFFFFFF, Msg);
// If the player entered a proper password (the player has an account)
if (strlen(APlayerData[playerid][PlayerPassword]) != 0)
{
// Save the player data and his houses
PlayerFile_Save(playerid);
}
// Stop any job that may have started (this also clears all mission data)
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: Trucker_EndJob(playerid); // Stop any trucker job
case ClassBusDriver: BusDriver_EndJob(playerid); // Stop any busdriver job
case ClassPilot: Pilot_EndJob(playerid); // Stop any pilot job
case ClassPolice: Police_EndJob(playerid); // Stop any police job
case ClassMafia: Mafia_EndJob(playerid); // Stop any mafia job
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy, kick him from it
Convoy_Leave(playerid);
// Unload all the player\'s house-vehicles to make room for other player\'s vehicles
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
{
// Get the HouseID from this slot
HouseID = APlayerData[playerid][Houses][HouseSlot];
// Check if there is a house in this slot
if (HouseID != 0)
{
// Unload the cars of the house
House_RemoveVehicles(HouseID);
// Set the house so it cannot be entered by anyone (close the house)
AHouseData[HouseID][HouseOpened] = false;
}
}
// Clear the data in the APlayerData array to make sure the next player with the same id doesn\'t hold wrong data
APlayerData[playerid][spectateID] = -1;
APlayerData[playerid][spectateVehicle] = -1;
APlayerData[playerid][spectateType] = ADMIN_SPEC_TYPE_NONE;
APlayerData[playerid][LoggedIn] = false;
APlayerData[playerid][AssistanceNeeded] = false;
APlayerData[playerid][PlayerPassword] = 0;
APlayerData[playerid][PlayerLevel] = 0;
APlayerData[playerid][PlayerJailed] = 0;
APlayerData[playerid][PlayerFrozen] = 0; // Clearing this variable automatically kills the frozentimer
APlayerData[playerid][bans] = 0;
APlayerData[playerid][banTime] = 0;
APlayerData[playerid][Muted] = false;
APlayerData[playerid][RulesRead] = false;
APlayerData[playerid][AutoReportTime] = 0;
APlayerData[playerid][TruckerLicense] = 0;
APlayerData[playerid][busLicense] = 0;
APlayerData[playerid][PlayerClass] = 0;
APlayerData[playerid][Warnings] = 0;
APlayerData[playerid][PlayerMoney] = 0;
APlayerData[playerid][PlayerScore] = 0;
for (new HouseSlot; HouseSlot < MAX_HOUSESPERPLAYER; HouseSlot++)
APlayerData[playerid][Houses][HouseSlot] = 0;
for (new BusSlot; BusSlot < MAX_BUSINESSPERPLAYER; BusSlot++)
APlayerData[playerid][business][busSlot] = 0;
APlayerData[playerid][CurrentHouse] = 0;
// Clear bank account info
APlayerData[playerid][bankPassword] = 0;
APlayerData[playerid][bankLoggedIn] = false;
APlayerData[playerid][bankMoney] = 0;
// Clear stats
APlayerData[playerid][statsTruckerJobs] = 0;
APlayerData[playerid][statsConvoyJobs] = 0;
APlayerData[playerid][statsBusDriverJobs] = 0;
APlayerData[playerid][statsPilotJobs] = 0;
APlayerData[playerid][statsMafiaJobs] = 0;
APlayerData[playerid][statsMafiaStolen] = 0;
APlayerData[playerid][statsPoliceFined] = 0;
APlayerData[playerid][statsPoliceJailed] = 0;
APlayerData[playerid][statsCourierJobs] = 0;
APlayerData[playerid][statsRoadworkerJobs] = 0;
APlayerData[playerid][statsAssistance] = 0;
APlayerData[playerid][statsMetersDriven] = 0.0;
// Clear police warnings
APlayerData[playerid][PoliceCanJailMe] = false;
APlayerData[playerid][PoliceWarnedMe] = false;
APlayerData[playerid][Value_PoliceCanJailMe] = 0;
// Make sure the jailtimer has been destroyed
KillTimer(APlayerData[playerid][PlayerJailedTimer]);
KillTimer(APlayerData[playerid][Timer_PoliceCanJailMe]);
// Destroy the speedometer TextDraw for this player and the timer, also set the speed to 0
Speedometer_Cleanup(playerid);
// Also destroy the missiontext TextDraw for this player
TextDrawDestroy(APlayerData[playerid][MissionText]);
// Destroy a rented vehicle is the player had any
if (APlayerData[playerid][RentedVehicleID] != 0)
{
// Clear the data for the already rented vehicle
AVehicleData[APlayerData[playerid][RentedVehicleID]][Model] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Fuel] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Owned] = false;
AVehicleData[APlayerData[playerid][RentedVehicleID]][Owner] = 0;
AVehicleData[APlayerData[playerid][RentedVehicleID]][PaintJob] = 0;
for (new j; j < 14; j++)
{
AVehicleData[APlayerData[playerid][RentedVehicleID]][Components][j] = 0;
}
// Destroy the vehicle
DestroyVehicle(APlayerData[playerid][RentedVehicleID]);
// Clear the RentedVehicleID
APlayerData[playerid][RentedVehicleID] = 0;
}
return 1;
}
// This callback gets called whenever a player uses the chat-box
public OnPlayerText(playerid, text[])
{
// Block the player\'s text if he has been muted
if (APlayerData[playerid][Muted] == true)
{
// Let the player know he\'s still muted
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Mutolva vagy\");
// Don\'t allow his text to be sent to the chatbox
return 0;
}
return 1;
}
// This callback gets called when a player interacts with a dialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
// Select the proper dialog to process
switch (dialogid)
{
case DialogRegister: Dialog_Register(playerid, response, inputtext); // The \"Register\"-dialog
case DialogLogin: Dialog_Login(playerid, response, inputtext); // The \"Login\"-dialog
case DialogStatsOtherPlayer: Dialog_StatsOtherPlayer(playerid, response, listitem);
case DialogStatsHouse: Dialog_StatsHouse(playerid, response, listitem);
case DialogStatsGoHouse: Dialog_StatsGoHouse(playerid, response, listitem);
case DialogStatsGoBusiness: Dialog_StatsGoBusiness(playerid, response, listitem);
case DialogRescue: Dialog_Rescue(playerid, response, listitem); // The rescue-dialog
case DialogBuyLicenses: Dialog_BuyLicenses(playerid, response, listitem); // The license-dialog (allows the player to buy trucker/busdriver licenses)
case DialogRules: Dialog_Rules(playerid, response);
case DialogTruckerJobMethod: Dialog_TruckerSelectJobMethod(playerid, response, listitem); // The work-dialog for truckers (shows the loads he can carry and lets the player choose the load)
case DialogTruckerSelectLoad: Dialog_TruckerSelectLoad(playerid, response, listitem); // The load-selection dialog for truckers (shows the startlocations for the selected load and let the player choose his startlocation)
case DialogTruckerStartLoc: Dialog_TruckerSelectStartLoc(playerid, response, listitem); // The start-location dialog for truckers (shows the endlocations for the selected load and let the player choose his endlocation)
case DialogTruckerEndLoc: Dialog_TruckerSelectEndLoc(playerid, response, listitem); // The end-location dialog for truckers (processes the selected endlocation and starts the job)
case DialogBusJobMethod: Dialog_BusSelectJobMethod(playerid, response, listitem); // The work-dialog for busdrivers (process the options to choose own busroute or auto-assigned busroute)
case DialogBusSelectRoute: Dialog_BusSelectRoute(playerid, response, listitem); // Choose the busroute and start the job
case DialogCourierSelectQuant: Dialog_CourierSelectQuant(playerid, response, listitem);
case DialogBike: Dialog_Bike(playerid, response, listitem); // The bike-dialog
case DialogCar: Dialog_Car(playerid, response, listitem); // The car-dialog (which uses a split dialog structure)
case DialogPlane: Dialog_Plane(playerid, response, listitem); // The plane-dialog (which uses a split dialog structure)
case DialogTrailer: Dialog_Trailer(playerid, response, listitem); // The trailer-dialog (which uses a split dialog structure)
case DialogBoat: Dialog_Boat(playerid, response, listitem); // The boat-dialog
case DialogRentCarClass: Dialog_RentProcessClass(playerid, response, listitem); // The player chose a vehicleclass from where he can rent a vehicle
case DialogRentCar: Dialog_RentCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogPlayerCommands: Dialog_PlayerCommands(playerid, response, listitem); // Displays all commands in a split-dialog structure
case DialogPrimaryCarColor: Dialog_PrimaryCarColor(playerid, response, listitem);
case DialogSedundaryCarColor: Dialog_SedundaryCarColor(playerid, response, listitem);
case DialogWeather: Dialog_Weather(playerid, response, listitem); // The weather dialog
case DialogCarOption: Dialog_CarOption(playerid, response, listitem); // The caroption dialog
case DialogSelectConvoy: Dialog_SelectConvoy(playerid, response, listitem);
case DialogHouseMenu: Dialog_HouseMenu(playerid, response, listitem); // Process the main housemenu
case DialogUpgradeHouse: Dialog_UpgradeHouse(playerid, response, listitem); // Process the house-upgrade menu
case DialogGoHome: Dialog_GoHome(playerid, response, listitem); // Port to one of your houses
case DialogHouseNameChange: Dialog_ChangeHouseName(playerid, response, inputtext); // Change the name of your house
case DialogSellHouse: Dialog_SellHouse(playerid, response); // Sell the house
case DialogBuyCarClass: Dialog_BuyCarClass(playerid, response, listitem); // The player chose a vehicleclass from where he can buy a vehicle
case DialogBuyCar: Dialog_BuyCar(playerid, response, listitem); // The player chose a vehicle from the list of vehicles from the vehicleclass he chose before
case DialogSellCar: Dialog_SellCar(playerid, response, listitem);
case DialogBuyInsurance: Dialog_BuyInsurance(playerid, response);
case DialogGetCarSelectHouse: Dialog_GetCarSelectHouse(playerid, response, listitem);
case DialogGetCarSelectCar: Dialog_GetCarSelectCar(playerid, response, listitem);
case DialogUnclampVehicles: Dialog_UnclampVehicles(playerid, response);
case DialogCreateBusSelType: Dialog_CreateBusSelType(playerid, response, listitem);
case DialogBusinessMenu: Dialog_BusinessMenu(playerid, response, listitem);
case DialogGoBusiness: Dialog_GoBusiness(playerid, response, listitem);
case DialogBusinessNameChange: Dialog_ChangeBusinessName(playerid, response, inputtext); // Change the name of your business
case DialogSellBusiness: Dialog_SellBusiness(playerid, response); // Sell the business
case DialogBankPasswordRegister: Dialog_BankPasswordRegister(playerid, response, inputtext);
case DialogBankPasswordLogin: Dialog_BankPasswordLogin(playerid, response, inputtext);
case DialogBankOptions: Dialog_BankOptions(playerid, response, listitem);
case DialogBankDeposit: Dialog_BankDeposit(playerid, response, inputtext);
case DialogBankWithdraw: Dialog_BankWithdraw(playerid, response, inputtext);
case DialogBankTransferMoney: Dialog_BankTransferMoney(playerid, response, inputtext);
case DialogBankTransferName: Dialog_BankTransferName(playerid, response, inputtext);
case DialogBankCancel: Dialog_BankCancel(playerid, response);
case DialogHelpItemChosen: Dialog_HelpItemChosen(playerid, response, listitem);
case DialogHelpItem: Dialog_HelpItem(playerid, response);
case DialogOldPassword: Dialog_OldPassword(playerid, response, inputtext);
case DialogNewPassword: Dialog_NewPassword(playerid, response, inputtext);
case DialogConfirmPassword: Dialog_ConfirmPassword(playerid, response);
}
return 1;
}
// this callback gets called when a player clicks on another player on the scoreboard
public OnPlayerClickPlayer(playerid, clickedplayerid, source)
{
// Check if the player is an admin of at least level 1
if (APlayerData[playerid][PlayerLevel] >= 1)
{
// Setup local variables
new Name[24], DialogTitle[128], PlayerStatList[3000], PlayerIP[16], NumHouses, NumBusinesses;
// Construct the dialog-title
GetPlayerName(clickedplayerid, Name, sizeof(Name));
format(DialogTitle, 128, \"Statistics of player: %s\", Name);
// Add the IP of the player to the list
GetPlayerIp(clickedplayerid, PlayerIP, sizeof(PlayerIP));
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Player-IP: {00FF00}%s\\n\", PlayerStatList, PlayerIP);
// Add the level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Admin-level: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerLevel]);
// Add the class of the player to the list
switch(APlayerData[clickedplayerid][PlayerClass])
{
case ClassTruckDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Trucker\\n\", PlayerStatList);
case ClassBusDriver: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Bus driver\\n\", PlayerStatList);
case ClassPilot: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Pilot\\n\", PlayerStatList);
case ClassPolice: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Police\\n\", PlayerStatList);
case ClassMafia: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Mafia\\n\", PlayerStatList);
case ClassCourier: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Courier\\n\", PlayerStatList);
case ClassAssistance: format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Class: {00FF00}Assistance\\n\", PlayerStatList);
}
// Add money and score of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Money: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerMoney]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Score: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][PlayerScore]);
// Add wanted-level of the player to the list
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Wanted-level: {00FF00}%i\\n\", PlayerStatList, GetPlayerWantedLevel(clickedplayerid));
// Add truckerlicense and busdriver license of the player to the list
if (APlayerData[clickedplayerid][TruckerLicense] == 1)
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}Yes\\n\", PlayerStatList);
else
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Trucker License: {00FF00}No\\n\", PlayerStatList);
if (APlayerData[clickedplayerid][busLicense] == 1)
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}Yes\\n\", PlayerStatList);
else
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Bus License: {00FF00}No\\n\", PlayerStatList);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed trucker jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsTruckerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed convoy jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsConvoyJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed busdriver jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsBusDriverJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed pilot jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPilotJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed mafia jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Stolen mafia-loads: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMafiaStolen]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Fined players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceFined]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Jailed players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsPoliceJailed]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed courier jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsCourierJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Completed roadworker jobs: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsRoadworkerJobs]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Assisted players: {00FF00}%i\\n\", PlayerStatList, APlayerData[clickedplayerid][statsAssistance]);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Meters driven: {00FF00}%f\\n\", PlayerStatList, APlayerData[clickedplayerid][statsMetersDriven]);
// Count the number of houses/businesses that the player has and add them to the list
for (new i; i < MAX_HOUSESPERPLAYER; i++)
if (APlayerData[clickedplayerid][Houses] != 0)
NumHouses++;
for (new i; i < MAX_BUSINESSPERPLAYER; i++)
if (APlayerData[clickedplayerid][business] != 0)
NumBusinesses++;
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Houses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumHouses);
format(PlayerStatList, sizeof(PlayerStatList), \"%s{FFFFFF}Businesses: {00FF00}%i (double-click for stats)\\n\", PlayerStatList, NumBusinesses);
// Store the player-id of the other player so the other dialogs can display his statistics further (houses, businesses, cars)
APlayerData[playerid][DialogOtherPlayer] = clickedplayerid;
// Show the statistics of the other player
ShowPlayerDialog(playerid, DialogStatsOtherPlayer, DIALOG_STYLE_LIST, DialogTitle, PlayerStatList, TXT_DialogButtonSelect, TXT_DialogButtonCancel); // Let the player buy a license
}
return 1;
}
// This callback gets called when a player picks up any pickup
public OnPlayerPickUpPickup(playerid, pickupid)
{
// If the player picks up the Buy_License pickup at the driving school in Doherty
if (pickupid == Pickup_License)
// Ask the player which license he wants to buy
ShowPlayerDialog(playerid, DialogBuyLicenses, DIALOG_STYLE_LIST, TXT_DialogLicenseTitle, TXT_DialogLicenseList, TXT_DialogButtonBuy, TXT_DialogButtonCancel); // Let the player buy a license
return 1;
}
// This callback gets called when a player spawns somewhere
public OnPlayerSpawn(playerid)
{
// Always allow NPC\'s to spawn without logging in
if (IsPlayerNPC(playerid))
return 1;
// Check if the player properly logged in by typing his password
if (APlayerData[playerid][LoggedIn] == false)
{
SendClientMessage(playerid, 0xFFFFFFFF, TXT_FailedLoginProperly);
Kick(playerid); // Kick the player if he didn\'t log in properly
}
// Setup local variables
new missiontext[200];
// Spawn the player in the global world (where everybody plays the game)
SetPlayerVirtualWorld(playerid, 0);
SetPlayerInterior(playerid, 0);
// Also set a variable that tracks in which house the player currently is
APlayerData[playerid][CurrentHouse] = 0;
// Disable the clock
TogglePlayerClock(playerid, 0);
// Delete all weapons from the player
ResetPlayerWeapons(playerid);
// Set the missiontext based on the chosen class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truck-driver class
{
format(missiontext, sizeof(missiontext), Trucker_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassTruckDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassBusDriver: // Bus-driver class
{
format(missiontext, sizeof(missiontext), BusDriver_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassBusDriver); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassPilot: // Pilot class
{
format(missiontext, sizeof(missiontext), Pilot_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassPilot); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassPolice: // Police class
{
format(missiontext, sizeof(missiontext), Police_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassPolice); // Set the playercolor (chatcolor for the player and color on the map)
// Start the PlayerCheckTimer to scan for wanted players (be sure the timer has been destroyed first)
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Police_CheckWantedPlayers\", 1000, true, \"i\", playerid);
// Check if the police player can get weapons
if (PoliceGetsWeapons == true)
{
// Give up to 12 weapons to the player
for (new i; i < 12; i++)
GivePlayerWeapon(playerid, APoliceWeapons, PoliceWeaponsAmmo);
}
}
case ClassMafia: // Mafia class
{
format(missiontext, sizeof(missiontext), Mafia_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassMafia); // Set the playercolor (chatcolor for the player and color on the map)
// Start the PlayerCheckTimer to scan for players that carry mafia-loads (be sure the timer has been destroyed first)
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Mafia_CheckMafiaLoads\", 1000, true, \"i\", playerid);
}
case ClassCourier: // Courier class
{
format(missiontext, sizeof(missiontext), Courier_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassCourier); // Set the playercolor (chatcolor for the player and color on the map)
}
case ClassAssistance: // Assistance class
{
format(missiontext, sizeof(missiontext), Assistance_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassAssistance); // Set the playercolor (chatcolor for the player and color on the map)
// Start the PlayerCheckTimer to scan for players who need assistance (be sure the timer has been destroyed first)
KillTimer(APlayerData[playerid][PlayerCheckTimer]);
APlayerData[playerid][PlayerCheckTimer] = SetTimerEx(\"Assistance_CheckPlayers\", 1000, true, \"i\", playerid);
}
case ClassRoadWorker: // Roadworker class
{
format(missiontext, sizeof(missiontext), RoadWorker_NoJobText); // Preset the missiontext
SetPlayerColor(playerid, ColorClassRoadWorker); // Set the playercolor (chatcolor for the player and color on the map)
}
}
// Set the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], missiontext);
// Show the missiontext for this player
TextDrawShowForPlayer(playerid, APlayerData[playerid][MissionText]);
// If the player spawns and his jailtime hasn\'t passed yet, put him back in jail
if (APlayerData[playerid][PlayerJailed] != 0)
Police_JailPlayer(playerid, APlayerData[playerid][PlayerJailed]);
return 1;
}
// This callback gets called whenever a player enters a checkpoint
public OnPlayerEnterCheckpoint(playerid)
{
// Check the player\'s class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: // Truckdriver class
Trucker_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload goods)
case ClassBusDriver: // BusDriver class
{
GameTextForPlayer(playerid, TXT_BusDriverMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
BusDriver_EndJob(playerid); // End the current mission
}
case ClassPilot: // Pilot class
Pilot_OnPlayerEnterCheckpoint(playerid); // Process the checkpoint (load or unload)
case ClassMafia: // Mafia class
Mafia_OnPlayerEnterCheckpoint(playerid);
case ClassCourier: // Courier class
Courier_OnPlayerEnterCheckpoint(playerid);
case ClassRoadWorker: // Roadworker class
{
// Only end the mission when doing \"repair-speedcamera\" jobtype (checkpoint is the base of the roadworker)
if (APlayerData[playerid][JobID] == 1) // Repairing speedcamera\'s
{
GameTextForPlayer(playerid, TXT_RoadworkerMissionPassed, 3000, 4); // Show a message to let the player know he finished his job
Roadworker_EndJob(playerid); // End the current mission
}
if (APlayerData[playerid][JobID] == 2) // Towing broken vehicle to shredder
Roadworker_EnterCheckpoint(playerid);
}
}
return 1;
}
// This callback gets called when a player enters a race-checkpoint
public OnPlayerEnterRaceCheckpoint(playerid)
{
// Check the player\'s class
switch (APlayerData[playerid][PlayerClass])
{
case ClassBusDriver: // BusDriver class
Bus_EnterRaceCheckpoint(playerid); // Process the checkpoint
case ClassRoadWorker: // Roadworker class
Roadworker_EnterRaceCheckpoint(playerid);
}
return 1;
}
// This callback gets called whenever a player dies
public OnPlayerDeath(playerid, killerid, reason)
{
// Setup local variables
new VictimName[24], KillerName[24], Msg[128];
// Clear the missiontext
TextDrawSetString(APlayerData[playerid][MissionText], \" \");
// Hide the missiontext for this player (when the player is choosing a class, it\'s not required to show any mission-text)
TextDrawHideForPlayer(playerid, APlayerData[playerid][MissionText]);
// Stop any job that may have started
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver: Trucker_EndJob(playerid);
case ClassBusDriver: BusDriver_EndJob(playerid);
case ClassPilot: Pilot_EndJob(playerid);
case ClassPolice: Police_EndJob(playerid);
case ClassMafia: Mafia_EndJob(playerid);
case ClassAssistance: Assistance_EndJob(playerid);
case ClassRoadWorker: Roadworker_EndJob(playerid);
}
// If the player is part of a convoy, kick him from it
Convoy_Leave(playerid);
// If another player kills you, he\'ll get an extra star of his wanted level
if (killerid != INVALID_PLAYER_ID)
{
// Increase the wanted level of the killer by one star
SetPlayerWantedLevel(killerid, GetPlayerWantedLevel(killerid) + 1);
// Get the name of the killed player and the killer
GetPlayerName(playerid, VictimName, sizeof(VictimName));
GetPlayerName(killerid, KillerName, sizeof(KillerName));
// Let the killed know the police are informed about the kill
format(Msg, 128, \"{FF0000}Megölted {FFFF00}%s{FF0000}, köröznek a rendörök\", VictimName);
SendClientMessage(killerid, 0xFFFFFFFF, Msg);
// Inform all police players about the kill
format(Msg, 128, \"{00FF00}Player {FFFF00}%s{00FF00} killed {FFFF00}%s{00FF00}, pursue and fine him\", KillerName, VictimName);
Police_SendMessage(Msg);
}
return 1;
}
// This callback gets called when the player is selecting a class (but hasn\'t clicked \"Spawn\" yet)
public OnPlayerRequestClass(playerid, classid)
{
SetPlayerInterior(playerid,14);
SetPlayerPos(playerid,258.4893,-41.4008,1002.0234);
SetPlayerFacingAngle(playerid, 270.0);
SetPlayerCameraPos(playerid,256.0815,-43.0475,1004.0234);
SetPlayerCameraLookAt(playerid,258.4893,-41.4008,1002.0234);
// Display a short message to inform the player about the class he\'s about to choose
switch (classid)
{
case 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12: // Classes that will be truckdrivers
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassTrucker, 3000, 4);
// Store the class for the player (truckdriver)
APlayerData[playerid][PlayerClass] = ClassTruckDriver;
}
case 13, 14: // Classes that will be bus-drivers
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassBusDriver, 3000, 4);
// Store the class for the player (busdriver)
APlayerData[playerid][PlayerClass] = ClassBusDriver;
}
case 15: // Classes that will be Pilot
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassPilot, 3000, 4);
// Store the class for the player (pilot)
APlayerData[playerid][PlayerClass] = ClassPilot;
}
case 16, 17, 18, 19, 20, 21, 22, 23, 24 : // Classes that will be police
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassPolice, 3000, 4);
// Store the class for the player (police)
APlayerData[playerid][PlayerClass] = ClassPolice;
}
case 25, 26, 27, 28, 29, 30, 31, 32, 33, 34: // Classes that will be mafia
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassMafia, 3000, 4);
// Store the class for the player (mafia)
APlayerData[playerid][PlayerClass] = ClassMafia;
}
case 35, 36: // Classes that will be courier
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassCourier, 3000, 4);
// Store the class for the player (courier)
APlayerData[playerid][PlayerClass] = ClassCourier;
}
case 37, 38: // Classes that will be assistance
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassAssistance, 3000, 4);
// Store the class for the player (assistance)
APlayerData[playerid][PlayerClass] = ClassAssistance;
}
case 39, 40, 41: // Classes that will be roadworker
{
// Display the name of the class
GameTextForPlayer(playerid, TXT_ClassRoadWorker, 3000, 4);
// Store the class for the player (roadworker)
APlayerData[playerid][PlayerClass] = ClassRoadWorker;
}
}
return 1;
}
// This callback is called when the player attempts to spawn via class-selection
public OnPlayerRequestSpawn(playerid)
{
new Index, Float:x, Float:y, Float:z, Float:Angle, Name[24], Msg[128];
// Get the player\'s name
GetPlayerName(playerid, Name, sizeof(Name));
// Choose a random spawnlocation based on the player\'s class
switch (APlayerData[playerid][PlayerClass])
{
case ClassTruckDriver:
{
Index = random(sizeof(ASpawnLocationsTrucker)); // Get a random array-index to chose a random spawnlocation
x = ASpawnLocationsTrucker[index][spawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsTrucker[index][spawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsTrucker[index][spawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsTrucker[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Kamionosnak\", Name);
}
case ClassBusDriver:
{
Index = random(sizeof(ASpawnLocationsBusDriver));
x = ASpawnLocationsBusDriver[index][spawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsBusDriver[index][spawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsBusDriver[index][spawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsBusDriver[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Buszosnak\", Name);
}
case ClassPilot:
{
Index = random(sizeof(ASpawnLocationsPilot));
x = ASpawnLocationsPilot[index][spawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsPilot[index][spawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsPilot[index][spawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsPilot[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Pilótának\", Name);
}
case ClassPolice:
{
// If the player has less than 100 scorepoints
if (APlayerData[playerid][PlayerScore] < 100)
{
// Let the player know he needs 100 scorepoints
GameTextForPlayer(playerid, \"100 pont kel hogy rendör lehes\", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}100 pont kel hogy rendör lehes\");
return 0; // Don\'t allow the player to spawn as police player
}
// If the player has a wanted level
if (GetPlayerWantedLevel(playerid) > 0)
{
// Let the player know he cannot have a wanted level to join police
GameTextForPlayer(playerid, \"Nem lehetsz rendör mert körözöt vagy\", 5000, 4);
SendClientMessage(playerid, 0xFFFFFFFF, \"{FF0000}Nem lehetsz rendör mert körözöt vagy\");
return 0; // Don\'t allow the player to spawn as police player
}
Index = random(sizeof(ASpawnLocationsPolice));
x = ASpawnLocationsPolice[index][spawnX]; // Get the X-position for the spawnlocation
y = ASpawnLocationsPolice[index][spawnY]; // Get the Y-position for the spawnlocation
z = ASpawnLocationsPolice[index][spawnZ]; // Get the Z-position for the spawnlocation
Angle = ASpawnLocationsPolice[index][spawnAngle]; // Get the rotation-angle for the spawnlocation
format(Msg, 128, \"{FFFF00}%s{00FF00} Csatlakozott {FFFF00}Rendõrnek\", Name);