void CUnoccupiedVehicleSync::Packet_UnoccupiedVehicleSync ( NetBitStreamInterface& BitStream )
{
    // While we're not out of vehicles
    while ( BitStream.GetNumberOfUnreadBits () >= 8 )
    {
        SUnoccupiedVehicleSync vehicle;
        if ( BitStream.Read ( &vehicle ) )
        {
            CClientVehicle* pVehicle = m_pVehicleManager->Get ( vehicle.data.vehicleID );
            if ( pVehicle && pVehicle->CanUpdateSync ( vehicle.data.ucTimeContext ) )
            {
                if ( vehicle.data.bSyncPosition )       pVehicle->SetTargetPosition ( vehicle.data.vecPosition, UNOCCUPIED_VEHICLE_SYNC_RATE, vehicle.data.bSyncVelocity, vehicle.data.vecVelocity.fZ );
                if ( vehicle.data.bSyncRotation )       pVehicle->SetTargetRotation ( vehicle.data.vecRotation, UNOCCUPIED_VEHICLE_SYNC_RATE );
                if ( vehicle.data.bSyncVelocity )       pVehicle->SetMoveSpeed ( vehicle.data.vecVelocity );
                if ( vehicle.data.bSyncTurnVelocity )   pVehicle->SetTurnSpeed ( vehicle.data.vecTurnVelocity );
                if ( vehicle.data.bSyncHealth )         pVehicle->SetHealth ( vehicle.data.fHealth );
                pVehicle->SetEngineOn ( vehicle.data.bEngineOn );
                if ( pVehicle->GetVehicleType() == CLIENTVEHICLE_TRAIN )
                    pVehicle->SetDerailed ( vehicle.data.bDerailed );
#ifdef MTA_DEBUG
                pVehicle->m_pLastSyncer = NULL;
                pVehicle->m_ulLastSyncTime = GetTickCount32 ();
                pVehicle->m_szLastSyncType = "unoccupied";
#endif
            }
        }
        else
            break;
    }
}
void CClientPacketRecorder::ReadLocalData(FILE* pFile)
{
    // Grab the local player
    CClientPlayer* pPlayer = m_pManager->GetPlayerManager()->GetLocalPlayer();
    if (pPlayer)
    {
        // Grab the vehicle
        CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle();
        if (pVehicle)
        {
            // Temp vars
            CMatrix matVehicle;
            CVector vecMoveSpeed;
            CVector vecTurnSpeed;
            float   fHealth;

            // Read it out
            fread(&matVehicle.vRight.fX, sizeof(float), 1, pFile);
            fread(&matVehicle.vRight.fY, sizeof(float), 1, pFile);
            fread(&matVehicle.vRight.fZ, sizeof(float), 1, pFile);

            fread(&matVehicle.vFront.fX, sizeof(float), 1, pFile);
            fread(&matVehicle.vFront.fY, sizeof(float), 1, pFile);
            fread(&matVehicle.vFront.fZ, sizeof(float), 1, pFile);

            fread(&matVehicle.vUp.fX, sizeof(float), 1, pFile);
            fread(&matVehicle.vUp.fY, sizeof(float), 1, pFile);
            fread(&matVehicle.vUp.fZ, sizeof(float), 1, pFile);

            fread(&matVehicle.vPos.fX, sizeof(float), 1, pFile);
            fread(&matVehicle.vPos.fY, sizeof(float), 1, pFile);
            fread(&matVehicle.vPos.fZ, sizeof(float), 1, pFile);

            fread(&vecMoveSpeed.fX, sizeof(float), 1, pFile);
            fread(&vecMoveSpeed.fY, sizeof(float), 1, pFile);
            fread(&vecMoveSpeed.fZ, sizeof(float), 1, pFile);

            fread(&vecTurnSpeed.fX, sizeof(float), 1, pFile);
            fread(&vecTurnSpeed.fY, sizeof(float), 1, pFile);
            fread(&vecTurnSpeed.fZ, sizeof(float), 1, pFile);
            fread(&fHealth, sizeof(float), 1, pFile);

            CControllerState cs;
            fread(&cs, sizeof(CControllerState), 1, pFile);

            // Set the data
            pVehicle->SetMatrix(matVehicle);
            pVehicle->SetMoveSpeed(vecMoveSpeed);
            pVehicle->SetTurnSpeed(vecTurnSpeed);
            pVehicle->SetHealth(fHealth);

            // Set the controller state
            CControllerState csLast;
            g_pGame->GetPad()->Disable(true);
            g_pGame->GetPad()->GetCurrentControllerState(&csLast);
            g_pGame->GetPad()->SetLastControllerState(&csLast);
            g_pGame->GetPad()->SetCurrentControllerState(&cs);
        }
    }
}
void CClientPlayerManager::DoPulse ( void )
{
    unsigned long ulCurrentTime = CClientTime::GetTime ();
    CClientPlayer * pPlayer = NULL;
    vector < CClientPlayer* > ::const_iterator iter = m_Players.begin ();
    for ( ; iter != m_Players.end (); ++iter )
    {
        pPlayer = *iter;

        if ( !pPlayer->IsLocalPlayer () )
        {
            // Pulse voice data if voice is enabled
            if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() )
                pPlayer->GetVoice()->DoPulse();

            // Flag him with connection error if its been too long since last puresync and force his position
            unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime ();
            bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME );
            if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () )
            {
                pPlayer->SetHasConnectionTrouble ( true );

                // Reset his controller so he doesn't get stuck shooting or something
                CControllerState State;
                memset ( &State, 0, sizeof ( CControllerState ) );
                pPlayer->SetControllerState ( State );

                // Grab his vehicle if any and force the position to where he was last sync
                CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle ();
                if ( pVehicle )
                {
                    // Is he driving the vehicle?
                    if ( pPlayer->GetOccupiedVehicleSeat () == 0 )
                    {
                        // Force his position to where he was last sync
                        pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                        pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                        pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) );
                        pPlayer->ResetInterpolation ();
                    }
                }
                else
                {
                    // Force his position to where he was last sync
                    pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () );
                    pPlayer->ResetInterpolation ();
                    pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) );
                    pPlayer->ResetInterpolation ();
                }
            }
            else
            {
                pPlayer->SetHasConnectionTrouble ( false );
            }
        }
    }
}
Beispiel #4
0
void CElementRPCs::SetElementVelocity ( NetBitStreamInterface& bitStream )
{
    // Read out the entity id and the speed
    ElementID ID;
    CVector vecVelocity;
    if ( bitStream.Read ( ID ) &&
         bitStream.Read ( vecVelocity.fX ) &&
         bitStream.Read ( vecVelocity.fY ) &&
         bitStream.Read ( vecVelocity.fZ ) )
    {
        // Grab the entity
        CClientEntity* pEntity = CElementIDs::GetElement ( ID );
        if ( pEntity )
        {
            switch ( pEntity->GetType () )
            {
                case CCLIENTPED:
                case CCLIENTPLAYER:
                {
                    CClientPed* pPed = static_cast < CClientPed* > ( pEntity );

                    pPed->SetMoveSpeed ( vecVelocity );
                    pPed->ResetInterpolation ();

                    // If local player, reset return position (so we can't warp back if connection fails)
                    if ( pPed->IsLocalPlayer () )
                    {
                        m_pClientGame->GetNetAPI ()->ResetReturnPosition ();
                    }
                    break;
                }
                case CCLIENTVEHICLE:
                {
                    CClientVehicle* pVehicle = static_cast < CClientVehicle* > ( pEntity );                    
                    pVehicle->SetMoveSpeed ( vecVelocity );

                    break;
                }
                case CCLIENTOBJECT:
                {
                    CClientObject * pObject = static_cast < CClientObject * > ( pEntity );
                    pObject->SetMoveSpeed ( vecVelocity );
                    
                    break;
                }
            }
        }
    }
}
void CClientPathNode::DoPulse(void)
{
    list<CClientEntity*>::iterator iter = m_List.begin();
    for (; iter != m_List.end(); iter++)
    {
        // TEST!
        if ((*iter)->GetType() == CCLIENTVEHICLE)
        {
            CClientVehicle* pVehicle = static_cast<CClientVehicle*>(*iter);
            CVector         vecMoveSpeed;
            pVehicle->GetMoveSpeed(vecMoveSpeed);
            vecMoveSpeed.fZ = 0.0f;
            pVehicle->SetMoveSpeed(vecMoveSpeed);
        }
        (*iter)->SetPosition(m_vecPosition);
    }
}