/////////spawn object representing destroyed item////////////////////////////////////////////////////////////////////////////////// void CPHDestroyable::GenSpawnReplace(u16 ref_id,LPCSTR section,shared_str visual_name) { CSE_Abstract *D = F_entity_Create(section);//*cNameSect() VERIFY (D); CSE_Visual *V =smart_cast<CSE_Visual*>(D); V->set_visual (*visual_name); CSE_PHSkeleton *l_tpPHSkeleton = smart_cast<CSE_PHSkeleton*>(D); VERIFY (l_tpPHSkeleton); l_tpPHSkeleton->source_id = ref_id; //init // Send D->s_name = section;//*cNameSect() D->ID_Parent = u16(-1); InitServerObject (D); if (OnServer()) { NET_Packet P; D->Spawn_Write (P,TRUE); Level().Send (P,net_flags(TRUE)); // Destroy F_entity_Destroy (D); m_depended_objects++; }; };
void CLevel::g_cl_Spawn (LPCSTR name, u8 rp, u16 flags, Fvector pos) { // Create CSE_Abstract* E = F_entity_Create(name); VERIFY (E); // Fill E->s_name = name; E->set_name_replace (""); //. E->s_gameid = u8(GameID()); E->s_RP = rp; E->ID = 0xffff; E->ID_Parent = 0xffff; E->ID_Phantom = 0xffff; E->s_flags.assign (flags); E->RespawnTime = 0; E->o_Position = pos; // Send NET_Packet P; E->Spawn_Write (P,TRUE); Send (P,net_flags(TRUE)); // Destroy F_entity_Destroy (E); }
void CWeapon::SpawnAmmo(u32 boxCurr, LPCSTR ammoSect, u32 ParentID) { if(!m_ammoTypes.size()) return; if (OnClient()) return; m_bAmmoWasSpawned = true; int l_type = 0; l_type %= m_ammoTypes.size(); if(!ammoSect) ammoSect = m_ammoTypes[l_type].c_str(); ++l_type; l_type %= m_ammoTypes.size(); CSE_Abstract *D = F_entity_Create(ammoSect); { CSE_ALifeItemAmmo *l_pA = smart_cast<CSE_ALifeItemAmmo*>(D); R_ASSERT (l_pA); l_pA->m_boxSize = (u16)pSettings->r_s32(ammoSect, "box_size"); D->s_name = ammoSect; D->set_name_replace (""); //. D->s_gameid = u8(GameID()); D->s_RP = 0xff; D->ID = 0xffff; if (ParentID == 0xffffffff) D->ID_Parent = (u16)H_Parent()->ID(); else D->ID_Parent = (u16)ParentID; D->ID_Phantom = 0xffff; D->s_flags.assign (M_SPAWN_OBJECT_LOCAL); D->RespawnTime = 0; l_pA->m_tNodeID = g_dedicated_server ? u32(-1) : ai_location().level_vertex_id(); if(boxCurr == 0xffffffff) boxCurr = l_pA->m_boxSize; while(boxCurr) { l_pA->a_elapsed = (u16)(boxCurr > l_pA->m_boxSize ? l_pA->m_boxSize : boxCurr); NET_Packet P; D->Spawn_Write (P, TRUE); Level().Send (P,net_flags(TRUE)); if(boxCurr > l_pA->m_boxSize) boxCurr -= l_pA->m_boxSize; else boxCurr = 0; } } F_entity_Destroy (D); }
//процесс отсоединения вещи заключается в спауне новой вещи //в инвентаре и установке соответствующих флагов в родительском //объекте, поэтому функция должна быть переопределена bool CInventoryItem::Detach(const char* item_section_name, bool b_spawn_item) { if (OnClient()) return true; if(b_spawn_item) { CSE_Abstract* D = F_entity_Create(item_section_name); R_ASSERT (D); CSE_ALifeDynamicObject *l_tpALifeDynamicObject = smart_cast<CSE_ALifeDynamicObject*>(D); R_ASSERT (l_tpALifeDynamicObject); l_tpALifeDynamicObject->m_tNodeID = object().ai_location().level_vertex_id(); // Fill D->s_name = item_section_name; D->set_name_replace (""); D->s_gameid = u8(GameID()); D->s_RP = 0xff; D->ID = 0xffff; if (GameID() == GAME_SINGLE) { D->ID_Parent = u16(object().H_Parent()->ID()); } else // i'm not sure this is right { // but it is simpliest way to avoid exception in MP BuyWnd... [Satan] if (object().H_Parent()) D->ID_Parent = u16(object().H_Parent()->ID()); else D->ID_Parent = NULL; } D->ID_Phantom = 0xffff; D->o_Position = object().Position(); D->s_flags.assign (M_SPAWN_OBJECT_LOCAL); D->RespawnTime = 0; // Send NET_Packet P; D->Spawn_Write (P,TRUE); Level().Send (P,net_flags(TRUE)); // Destroy F_entity_Destroy (D); } return true; }
void CPHSkeleton::SpawnCopy() { if(PPhysicsShellHolder()->Local()) { CSE_Abstract* D = F_entity_Create("ph_skeleton_object");//*cNameSect() R_ASSERT (D); ///////////////////////////////////////////////////////////////////////////////////////////// CSE_ALifePHSkeletonObject *l_tpALifePhysicObject = smart_cast<CSE_ALifePHSkeletonObject*>(D); R_ASSERT (l_tpALifePhysicObject); l_tpALifePhysicObject->_flags.set (CSE_PHSkeleton::flSpawnCopy,1); //SetNotNeedSave() ///////////////////////////////////////////////////////////////////////////////////////////// InitServerObject (D); // Send NET_Packet P; D->Spawn_Write (P,TRUE); Level().Send (P,net_flags(TRUE)); // Destroy F_entity_Destroy (D); } }
void CInventoryOwner::spawn_supplies () { CGameObject *game_object = smart_cast<CGameObject*>(this); VERIFY (game_object); if (smart_cast<CBaseMonster*>(this)) return; if (use_bolts()) Level().spawn_item ("bolt",game_object->Position(),game_object->ai_location().level_vertex_id(),game_object->ID()); if (!ai().get_alife() && GameID()==GAME_SINGLE) { CSE_Abstract *abstract = Level().spawn_item("device_pda",game_object->Position(),game_object->ai_location().level_vertex_id(),game_object->ID(),true); CSE_ALifeItemPDA *pda = smart_cast<CSE_ALifeItemPDA*>(abstract); R_ASSERT (pda); pda->m_original_owner = (u16)game_object->ID(); NET_Packet P; abstract->Spawn_Write (P,TRUE); Level().Send (P,net_flags(TRUE)); F_entity_Destroy (abstract); } }
CSE_Abstract *CLevel::spawn_item (LPCSTR section, const Fvector &position, u32 level_vertex_id, u16 parent_id, bool return_item) { CSE_Abstract *abstract = F_entity_Create(section); R_ASSERT3 (abstract,"Cannot find item with section",section); CSE_ALifeDynamicObject *dynamic_object = smart_cast<CSE_ALifeDynamicObject*>(abstract); if (dynamic_object && ai().get_level_graph()) { dynamic_object->m_tNodeID = level_vertex_id; if (ai().level_graph().valid_vertex_id(level_vertex_id) && ai().get_game_graph() && ai().get_cross_table()) dynamic_object->m_tGraphID = ai().cross_table().vertex(level_vertex_id).game_vertex_id(); } //оружие спавним с полным магазинои CSE_ALifeItemWeapon* weapon = smart_cast<CSE_ALifeItemWeapon*>(abstract); if(weapon) weapon->a_elapsed = weapon->get_ammo_magsize(); // Fill abstract->s_name = section; abstract->set_name_replace (section); //. abstract->s_gameid = u8(GameID()); abstract->o_Position = position; abstract->s_RP = 0xff; abstract->ID = 0xffff; abstract->ID_Parent = parent_id; abstract->ID_Phantom = 0xffff; abstract->s_flags.assign(M_SPAWN_OBJECT_LOCAL); abstract->RespawnTime = 0; if (!return_item) { NET_Packet P; abstract->Spawn_Write (P,TRUE); Send (P,net_flags(TRUE)); F_entity_Destroy (abstract); return (0); } else return (abstract); }
void SArtefactActivation::SpawnAnomaly() { VERIFY(!ph_world->Processing()); string128 tmp; LPCSTR str = pSettings->r_string("artefact_spawn_zones",*m_af->cNameSect()); VERIFY3(3==_GetItemCount(str),"Bad record format in artefact_spawn_zones",str); float zone_radius = (float)atof(_GetItem(str,1,tmp)); float zone_power = (float)atof(_GetItem(str,2,tmp)); LPCSTR zone_sect = _GetItem(str,0,tmp); //must be last call of _GetItem... (LPCSTR !!!) Fvector pos; m_af->Center(pos); CSE_Abstract *object = Level().spawn_item( zone_sect, pos, m_af->ai_location().level_vertex_id(), 0xffff, true ); CSE_ALifeAnomalousZone* AlifeZone = smart_cast<CSE_ALifeAnomalousZone*>(object); VERIFY(AlifeZone); CShapeData::shape_def _shape; _shape.data.sphere.P.set (0.0f,0.0f,0.0f); _shape.data.sphere.R = zone_radius; _shape.type = CShapeData::cfSphere; AlifeZone->assign_shapes (&_shape,1); AlifeZone->m_maxPower = zone_power; AlifeZone->m_owner_id = m_owner_id; AlifeZone->m_space_restrictor_type = RestrictionSpace::eRestrictorTypeNone; NET_Packet P; object->Spawn_Write (P,TRUE); Level().Send (P,net_flags(TRUE)); F_entity_Destroy (object); #ifdef DEBUG Msg("artefact [%s] spawned a zone [%s] at [%f]", *m_af->cName(), zone_sect, Device.fTimeGlobal); #endif }
void xrServer::Update () { NET_Packet Packet; u32 position; csPlayers.Enter (); VERIFY (verify_entities()); // game update game->ProcessDelayedEvent(); game->Update (); // spawn queue u32 svT = Device.TimerAsync(); while (!(q_respawn.empty() || (svT<q_respawn.begin()->timestamp))) { // get svs_respawn R = *q_respawn.begin(); q_respawn.erase (q_respawn.begin()); // CSE_Abstract* E = ID_to_entity(R.phantom); E->Spawn_Write (Packet,FALSE); u16 ID; Packet.r_begin (ID); R_ASSERT(M_SPAWN==ID); ClientID clientID; clientID.set(0xffff); Process_spawn (Packet,clientID); } // for (u32 client=0; client<net_Players.size(); ++client) { // Initialize process and check for available bandwidth xrClientData* Client = (xrClientData*) net_Players [client]; if (!Client->net_Ready) continue; if (!HasBandwidth(Client) #ifdef DEBUG && !g_sv_SendUpdate #endif ) continue; // Send relevant entities to client // CSE_Abstract* Base = Client->owner; u16 PacketType = M_UPDATE; Packet.w_begin (PacketType); // GameUpdate ++(Client->game_replicate_id); u32 g_it = (Client->game_replicate_id % client_Count()); // u32 g_id = net_Players[g_it]->ID; ClientID g_id = net_Players[g_it]->ID; game->net_Export_Update (Packet,Client->ID,g_id); // if (!Client->flags.bLocal) game->net_Export_GameTime(Packet); if (!Client->flags.bLocal || client_Count() == 1) { #ifdef DEBUG if (g_Dump_Update_Write) Msg("---- UPDATE_Write to %s --- ", *(Client->Name)); #endif // Entities NET_Packet tmpPacket; xrS_entities::iterator I=entities.begin(),E=entities.end(); for (; I!=E; ++I) { CSE_Abstract& Test = *(I->second); if (0==Test.owner) continue; // Phantom(?) if (!Test.net_Ready) continue; if (Test.owner == Client && Client->flags.bLocal) continue; // Can't be relevant if (Test.s_flags.is(M_SPAWN_OBJECT_PHANTOM)) continue; // Surely: phantom tmpPacket.B.count = 0; // write specific data { tmpPacket.w_u16 (Test.ID ); tmpPacket.w_chunk_open8 (position ); Test.UPDATE_Write (tmpPacket ); #ifdef DEBUG if (g_Dump_Update_Write) Msg("* %s : %d", Test.name(), u32(tmpPacket.w_tell()-position)-sizeof(u8)); #endif tmpPacket.w_chunk_close8 (position ); if (Packet.B.count + tmpPacket.B.count < NET_PacketSizeLimit) { Packet.w(tmpPacket.B.data, tmpPacket.B.count); } else { if (Packet.B.count > 2) { // if (!Client->flags.bLocal) // Msg ("- Server Update[%d] to Client : %d", PacketType, Packet.B.count); SendTo (Client->ID,Packet,net_flags(FALSE,TRUE)); } PacketType = M_UPDATE_OBJECTS; Packet.w_begin(PacketType); } } } #ifdef DEBUG if (g_Dump_Update_Write) Msg("----------------------- "); #endif }; if (Packet.B.count > 2) { // if (!Client->flags.bLocal) // Msg ("- Server Update[%d] to Client : %d", PacketType, Packet.B.count); SendTo (Client->ID,Packet,net_flags(FALSE,TRUE)); } } #ifdef DEBUG g_sv_SendUpdate = 0; #endif if (game->sv_force_sync) Perform_game_export(); VERIFY (verify_entities()); //----------------------------------------------------- //Remove any of long time disconnected players for (u32 DI = 0; DI<net_Players_disconnected.size(); DI++) { IClient* CL = net_Players_disconnected[DI]; if (CL->dwTime_LastUpdate+g_sv_Client_Reconnect_Time*60000<Device.dwTimeGlobal) client_Destroy(CL); } //----------------------------------------------------- csPlayers.Leave (); }