Esempio n. 1
0
void CMapManager::DoVehicleRespawning ( void )
{
    // TODO: needs speeding up (no good looping through thousands of vehicles each frame)

    CVehicleSpawnPacket VehicleSpawnPacket;
    CVehicle* pVehicle = NULL;

    // Grab the current time
    unsigned long ulTime = GetTime ();

    bool bRespawn, bExploded;
    unsigned long ulBlowTime, ulIdleTime;
    // Loop through all the vehicles
    list < CVehicle* > ::const_iterator iter = m_pVehicleManager->IterBegin ();
    for ( ; iter != m_pVehicleManager->IterEnd (); iter++ )
    {
        pVehicle = *iter;
        bRespawn = false, bExploded = false;

        // It's been set to respawn
        if ( pVehicle->GetRespawnEnabled () )
        {
            // Did we get deserted?
            bool bDeserted = ( !pVehicle->GetFirstOccupant () );

            // Grab when it blew and when it was last not touched
            ulBlowTime = pVehicle->GetBlowTime ();
            ulIdleTime = pVehicle->GetIdleTime ();

            // Been blown long enough?
            if ( ulBlowTime != 0 && ulTime >= ( ulBlowTime + pVehicle->GetRespawnTime () ) )
            {
                bRespawn = true;
                bExploded = true;
            }

            // Been deserted long enough?
            else if ( bDeserted && ulIdleTime != 0 &&
                      ulTime >= ( ulIdleTime + pVehicle->GetIdleRespawnTime () ) )
            {
                bRespawn = true;
            }
        }

        // Need to respawn?
        if ( bRespawn )
        {
            // Respawn it and add it to the packet
            pVehicle->Respawn ();
            VehicleSpawnPacket.Add ( pVehicle );

            // Call the respawn event
            CLuaArguments Arguments;
            Arguments.PushBoolean ( bExploded );
            pVehicle->CallEvent ( "onVehicleRespawn", Arguments );
        }
    }

    // Send it
    m_pPlayerManager->BroadcastOnlyJoined ( VehicleSpawnPacket );
}
Esempio n. 2
0
void CMapManager::DoVehicleRespawning ( void )
{
    CVehicleSpawnPacket VehicleSpawnPacket;

    // Loop through all vehicles with respawn enabled
    list < CVehicle* >& respawnEnabledList = m_pVehicleManager->GetRespawnEnabledVehicles ( );

    list < CVehicle* > ::const_iterator iter = respawnEnabledList.begin ( );
    for ( ; iter != respawnEnabledList.end ( ); ++iter )
    {
        CVehicle* pVehicle = *iter;

        // No need to respawn vehicles if they're being deleted anyway
        if ( pVehicle->IsBeingDeleted ( ) )
            continue;

        // Did we get deserted?
        bool bDeserted = ( !pVehicle->GetFirstOccupant ( ) );
        bool bRespawn = false;
        bool bExploded = false;

        if ( bDeserted )
        {
            // If moved, or idle timer not running, restart idle timer
            if ( !pVehicle->IsStationary ( ) || !pVehicle->IsIdleTimerRunning ( ) )
                pVehicle->RestartIdleTimer ( );
        }
        else
        {
            // Stop idle timer if car is occupied
            pVehicle->StopIdleTimer ( );
        }


        // Been blown long enough?
        if ( pVehicle->IsBlowTimerFinished ( ) )
        {
            bRespawn = true;
            bExploded = true;
        }

        // Been deserted long enough?
        else if ( bDeserted && pVehicle->IsIdleTimerFinished ( ) )
        {
            // Check is far enough away from respawn point (Ignore first 20 units on z)
            CVector vecDif = pVehicle->GetRespawnPosition ( ) - pVehicle->GetPosition ( );
            vecDif.fZ = Max ( 0.f, fabsf ( vecDif.fZ ) - 20.f );
            if ( vecDif.LengthSquared ( ) > 2 * 2 )
                bRespawn = true;
            pVehicle->StopIdleTimer ( );
        }

        // Need to respawn?
        if ( bRespawn )
        {
            // Respawn it and add it to the packet
            pVehicle->Respawn ( );
            VehicleSpawnPacket.Add ( pVehicle );

            // Call the respawn event
            CLuaArguments Arguments;
            Arguments.PushBoolean ( bExploded );
            pVehicle->CallEvent ( "onVehicleRespawn", Arguments );
        }
    }

    // Send it
    m_pPlayerManager->BroadcastOnlyJoined ( VehicleSpawnPacket );
}