Esempio n. 1
0
void CLocalPlayer::OnEnterVehicle( void )
{
	// Get the vehicle instance from the vehicle guid
	CNetworkVehicle * pNetworkVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID );

	// Is the vehicle instance valid?
	if( pNetworkVehicle )
	{
#ifdef _DEBUG
		M2Vehicle * pVehicle = pNetworkVehicle->GetVehicle()->GetVehicle();
		DWORD dwVehicleData = (DWORD)(pVehicle) + 0xA8;

		pCore->GetChat()->AddDebugMessage ( "Vehicle: 0x%p, VehicleData: 0x%p", pVehicle, dwVehicleData );
#endif

		// Set the initial seat as the driver
		EntityId seat = 0;

		// Is the player in the passenger seat?
		//if( GetState() == PLAYERSTATE_PASSENGER )
		//	seat = pNetworkVehicle->GetVehicle()->GetPedOccupiedSeat( GetPlayerPed()->GetPed() );

		// Does the vehicle already have a driver?
		if ( pNetworkVehicle->GetDriver () )
			seat = pNetworkVehicle->GetVehicle()->GetPedOccupiedSeat( GetPlayerPed()->GetPed() );

		// Are we getting in as the driver?
		if( seat == 0 )
			SetState( PLAYERSTATE_DRIVER );
		else
			SetState( PLAYERSTATE_PASSENGER );

#ifdef _DEBUG
		pCore->GetChat()->AddDebugMessage( "Seat: %d, Driver: 0x%p, State: %d", seat, pNetworkVehicle->GetDriver (), GetState () );
#endif

		// Construct a new bitstream
		RakNet::BitStream pBitStream;

		// Write the vehicle id
		pBitStream.WriteCompressed( pNetworkVehicle->GetId() );

		// Write the seat
		pBitStream.WriteCompressed( seat );

		// Send to the server
		pCore->GetNetworkModule()->Call( RPC_ENTER_VEHICLE, &pBitStream, HIGH_PRIORITY, RELIABLE_ORDERED, true );

#ifdef _DEBUG
		pCore->GetChat()->AddDebugMessage( "CLocalPlayer::OnEnterVehicle( %d, %d )", pNetworkVehicle->GetId(), seat );
#endif

		// Handle this enter with the network vehicle
		pNetworkVehicle->HandlePlayerEnter( this, seat );

		// Set the vehicle
		SetVehicle( pNetworkVehicle );

		// Set the seat
		SetSeat( seat );

		// Set the target data
		SetEnteringVehicle( pNetworkVehicle, seat );
	}
}
Esempio n. 2
0
void SpawnVehicle( RakNet::BitStream * pBitStream, RakNet::Packet * pPacket )
{
	// Read the vehicle id
	EntityId vehicleId;
	pBitStream->ReadCompressed( vehicleId );

	// Read the spawn position
	CVector3 vecPosition;
	pBitStream->Read( vecPosition );

	// Read teh spawn rotation
	CVector3 vecRotation;
	pBitStream->Read( vecRotation );

	// Get a pointer to the network vehicle
	CNetworkVehicle * pNetworkVehicle = pCore->GetVehicleManager()->Get( vehicleId );

	// Is the vehicle pointer valid?
	if( pNetworkVehicle )
	{
		// Is the vehicle not already spawned?
		if( !pNetworkVehicle->IsSpawned() )
		{
			// Set the spawn position
			pNetworkVehicle->SetSpawnPosition( vecPosition );

			// Set the spawn rotation
			pNetworkVehicle->SetSpawnRotation( vecRotation );

			// Create the vehicle
			pNetworkVehicle->Create();

			// Read the occupant count
			int iTotalOccupants;
			pBitStream->Read( iTotalOccupants );

#ifdef DEBUG
			CLogFile::Printf( "(SpawnVehicle) Total occupants: %d", iTotalOccupants );
#endif

			// Loop over the total occupants
			EntityId occupantId = INVALID_ENTITY_ID;
			int iSeat = 0;
			CRemotePlayer * pOccupant = NULL;
			for( int i = 0; i < iTotalOccupants; i++ )
			{
				// Read the current occupant id
				pBitStream->ReadCompressed( occupantId );

				// Read the current occupant seat
				pBitStream->Read( iSeat );

#ifdef DEBUG
				CLogFile::Printf( "SpawnVehicle - Read occupant %d in seat %d.", occupantId, iSeat );
#endif

				// Is the read data valid?
				if( occupantId != INVALID_ENTITY_ID )
				{
					// Get a pointer to the current occupant
					pOccupant = pCore->GetPlayerManager()->Get( occupantId );

					// Is the pointer valid?
					if( pOccupant )
					{
						// Set the occupant vehicle
						pOccupant->SetVehicle( pNetworkVehicle );

						// Set the occupant seat
						pOccupant->SetSeat( (iSeat + 1) );

						// Set the vehicle passenger
						pNetworkVehicle->SetOccupant( iSeat, pOccupant );

#ifdef DEBUG
						CLogFile::Printf( "Put occupant %d into vehicle %d (%d)", occupantId, pNetworkVehicle->GetId(), (iSeat + 1) );
#endif
					}
				}
			}

#ifdef DEBUG
			CLogFile::Print ( "SpawnVehicle RPC done!" );
#endif
		}
	}
}
Esempio n. 3
0
void CLocalPlayer::SendInVehicleSync( void )
{
	// Are we not connected to the network?
	if( !pCore->GetNetworkModule()->IsConnected() )
		return;

	// Are we dead?
	if( IsDead() )
		return;

	// Get the vehicle instance
	CNetworkVehicle * pVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID );

	// Did we fail to find the vehicle?
	if( !pVehicle )
		return;

	// Construct a new bitstream
	RakNet::BitStream pBitStream;

	// Write the vehicle id
	pBitStream.WriteCompressed( pVehicle->GetId() );

	// Construct a new in vehicle sync data structure
	InVehicleSync inVehicleSync;

	// Get the vehicle position
	pVehicle->GetPosition( &inVehicleSync.m_vecPosition );

	// Get the vehicle rotation
	pVehicle->GetRotation( &inVehicleSync.m_vecRotation );

	// Get the vehicle dirt level
	inVehicleSync.m_fDirtLevel = pVehicle->GetVehicle()->GetDirtLevel();

	// Get the vehicle tuning table
	inVehicleSync.m_iTuningTable = pVehicle->GetVehicle()->GetTuningTable();

	// Get the vehicle horn state
	inVehicleSync.m_bHornState = pVehicle->GetVehicle()->IsHornOn();

	// Get the vehicle siren state
	inVehicleSync.m_bSirenState = pVehicle->GetVehicle()->IsSirenOn();

	// Get the vehicle fuel
	inVehicleSync.m_fFuel = pVehicle->GetVehicle()->GetFuel();

	// Get the vehicle speed
	pVehicle->GetSpeedVec( &inVehicleSync.m_vecVelocity );

	// Get the turn speed
	inVehicleSync.m_fTurnSpeed = pVehicle->GetSteer();

	// Get the engine damage
	inVehicleSync.m_fEngineDamage = pVehicle->GetVehicle()->GetEngineDamage();

	// Get the vehicle plate text
	strcpy( inVehicleSync.m_szPlateText, pVehicle->GetPlateText() );
	inVehicleSync.m_szPlateText[ 6 ] = '\0';

	// Get the vehicle colour
	pVehicle->GetColour( &inVehicleSync.m_primaryColour, &inVehicleSync.m_secondaryColour );

	// Get the power state
	inVehicleSync.m_bPower = pVehicle->GetVehicle()->GetPower();

	// Get the brake state
	inVehicleSync.m_bBrake = pVehicle->GetVehicle()->GetBrake();

	// Get the vehicle wheel models (DISABLED FOR TESTING)
	for ( int i = 0; i < 3; i++ )
		inVehicleSync.m_bWheelModels[ i ] = 0xFF; //Game::GetIdFromVehicleWheelModel ( pVehicle->GetVehicle()->GetWheelTexture ( i ) );

	// Get the handbrake state
	inVehicleSync.m_bHandbrake = pVehicle->GetVehicle()->IsHandbrakeOn ();

	// Get the light state
	inVehicleSync.m_bLightState = pVehicle->GetVehicle()->GetLightState ();

	// Write the sync structure into the bitstream
	pBitStream.Write( (char *)&inVehicleSync, sizeof(InVehicleSync) );

	// Send the bitstream to the server
	pCore->GetNetworkModule()->Call( RPC_VEHICLE_SYNC, &pBitStream, LOW_PRIORITY, UNRELIABLE_SEQUENCED, true );
}