bool CResourceClientScriptsPacket::Write ( NetBitStreamInterface& BitStream ) const { if ( m_vecItems.size() == 0 ) return false; BitStream.Write ( m_pResource->GetNetID() ); unsigned short usItemCount = m_vecItems.size(); BitStream.Write ( usItemCount ); for ( std::vector<CResourceClientScriptItem*>::const_iterator iter = m_vecItems.begin (); iter != m_vecItems.end(); ++iter ) { if ( BitStream.Version() >= 0x50 ) BitStream.WriteString( (*iter)->GetName() ); const SString& data = (*iter)->GetSourceCode (); unsigned int len = data.length (); BitStream.Write ( len ); BitStream.Write ( data.c_str(), len ); } return true; }
void CPlayerRPCs::TakePlayerScreenShot ( NetBitStreamInterface& bitStream ) { ushort usSizeX; ushort usSizeY; SString strTag; uchar ucQuality; uint uiMaxBandwidth; ushort usMaxPacketSize; CResource* pResource; uint uiServerSentTime; bitStream.Read ( usSizeX ); bitStream.Read ( usSizeY ); bitStream.ReadString ( strTag ); bitStream.Read ( ucQuality ); bitStream.Read ( uiMaxBandwidth ); bitStream.Read ( usMaxPacketSize ); if ( bitStream.Version() >= 0x53 ) { ushort usResourceNetId; bitStream.Read ( usResourceNetId ); pResource = g_pClientGame->GetResourceManager ()->GetResourceFromNetID ( usResourceNetId ); } else { SString strResourceName; bitStream.ReadString ( strResourceName ); pResource = g_pClientGame->GetResourceManager ()->GetResource ( strResourceName ); } if ( !bitStream.Read ( uiServerSentTime ) ) return; m_pClientGame->TakePlayerScreenShot ( usSizeX, usSizeY, strTag, ucQuality, uiMaxBandwidth, usMaxPacketSize, pResource, uiServerSentTime ); }
bool CPlayerJoinCompletePacket::Write ( NetBitStreamInterface& BitStream ) const { BitStream.Write ( m_PlayerID ); BitStream.Write ( m_ucNumberOfPlayers ); BitStream.Write ( m_RootElementID ); // Transmit server requirement for the client to check settings BitStream.Write ( m_iEnableClientChecks ); // Transmit whether or not the Voice is enabled BitStream.WriteBit ( m_bVoiceEnabled ); // Transmit the sample rate for voice SIntegerSync < unsigned char, 2 > sampleRate ( m_ucSampleRate ); BitStream.Write ( &sampleRate ); // Transmit the quality for voice SIntegerSync < unsigned char, 4 > voiceQuality ( m_ucQuality ); BitStream.Write ( &voiceQuality ); // Transmit the max bitrate for voice BitStream.WriteCompressed ( m_uiBitrate ); // Tellclient about maybe throttling back http client requests BitStream.Write ( m_iHTTPMaxConnectionsPerClient ); BitStream.Write ( static_cast < unsigned char > ( m_ucHTTPDownloadType ) ); switch ( m_ucHTTPDownloadType ) { case HTTP_DOWNLOAD_ENABLED_PORT: { BitStream.Write ( m_usHTTPDownloadPort ); } break; case HTTP_DOWNLOAD_ENABLED_URL: { // Internal http server port if ( BitStream.Version() >= 0x48 ) BitStream.Write( m_usHTTPDownloadPort ); // External http server URL BitStream.WriteString ( m_strHTTPDownloadURL ); } break; default: break; } return true; }
void CWorldRPCs::SetAircraftMaxVelocity(NetBitStreamInterface& bitStream) { float fVelocity; if (bitStream.Version() >= 0x3E) { if (bitStream.Read(fVelocity)) { g_pGame->GetWorld()->SetAircraftMaxVelocity(fVelocity); } } }
bool CPlayerConnectCompletePacket::Write ( NetBitStreamInterface& BitStream ) const { // Send the connection string SString strConnText ( "%s %s [%s]", MTA_DM_FULL_STRING, MTA_DM_VERSIONSTRING, MTA_OS_STRING ); BitStream.WriteString ( strConnText.Left ( MAX_CONN_TEXT_LEN ) ); // Send the full server version if ( BitStream.Version () >= 0x29 ) BitStream.WriteString ( CStaticFunctionDefinitions::GetVersionSortable () ); return true; }
bool CLuaArguments::ReadFromBitStream(NetBitStreamInterface& bitStream, std::vector<CLuaArguments*>* pKnownTables) { bool bKnownTablesCreated = false; if (!pKnownTables) { pKnownTables = new std::vector<CLuaArguments*>(); bKnownTablesCreated = true; } unsigned int uiNumArgs; bool bResult; #if MTA_DM_VERSION >= 0x150 bResult = bitStream.ReadCompressed(uiNumArgs); #else unsigned short usNumArgs; if (bitStream.Version() < 0x05B) { // We got the old version bResult = bitStream.ReadCompressed(usNumArgs); uiNumArgs = usNumArgs; } else { // Check if we got the new version if ((bResult = bitStream.ReadCompressed(usNumArgs))) { if (usNumArgs == 0xFFFF) // We got the new version bResult = bitStream.ReadCompressed(uiNumArgs); else // We got the old version uiNumArgs = usNumArgs; } } #endif if (bResult) { pKnownTables->push_back(this); for (unsigned int ui = 0; ui < uiNumArgs; ++ui) { CLuaArgument* pArgument = new CLuaArgument(bitStream, pKnownTables); m_Arguments.push_back(pArgument); } } if (bKnownTablesCreated) delete pKnownTables; return true; }
void CWorldRPCs::RestoreWorldModel(NetBitStreamInterface& bitStream) { unsigned short usModel = 0; float fRadius = 0.0f, fX = 0.0f, fY = 0.0f, fZ = 0.0f; char cInterior = -1; if (bitStream.Read(usModel) && bitStream.Read(fRadius) && bitStream.Read(fX) && bitStream.Read(fY) && bitStream.Read(fZ)) { if (bitStream.Version() >= 0x039) { bitStream.Read(cInterior); } g_pGame->GetWorld()->RestoreBuilding(usModel, fRadius, fX, fY, fZ, cInterior); } }
bool CVehicleResyncPacket::Write ( NetBitStreamInterface& BitStream ) const { if ( !m_pVehicle ) return false; BitStream.Write ( m_pVehicle->GetID() ); // Write vehicle position and rotation SPositionSync position ( false ); position.data.vecPosition = m_pVehicle->GetPosition(); BitStream.Write ( &position ); SRotationDegreesSync rotation; m_pVehicle->GetRotationDegrees ( rotation.data.vecRotation ); BitStream.Write ( &rotation ); // Write the movespeed SVelocitySync velocity; velocity.data.vecVelocity = m_pVehicle->GetVelocity (); BitStream.Write ( &velocity ); // Write the turnspeed SVelocitySync turnSpeed; turnSpeed.data.vecVelocity = m_pVehicle->GetTurnSpeed (); BitStream.Write ( &turnSpeed ); // Write the vehicle health SVehicleHealthSync health; health.data.fValue = m_pVehicle->GetHealth (); BitStream.Write ( &health ); // Write parts state if ( BitStream.Version() >= 0x5D ) { SVehicleDamageSyncMethodeB damage; damage.data.bSyncDoors = true; damage.data.bSyncWheels = true; damage.data.bSyncPanels = true; damage.data.bSyncLights = true; damage.data.doors.data.ucStates = m_pVehicle->m_ucDoorStates; damage.data.wheels.data.ucStates = m_pVehicle->m_ucWheelStates; damage.data.panels.data.ucStates = m_pVehicle->m_ucPanelStates; damage.data.lights.data.ucStates = m_pVehicle->m_ucLightStates; BitStream.Write ( &damage ); } return true; }
void CObjectRPCs::SetObjectScale ( CClientEntity* pSource, NetBitStreamInterface& bitStream ) { CDeathmatchObject* pObject = static_cast < CDeathmatchObject* > ( m_pObjectManager->Get ( pSource->GetID () ) ); if ( pObject ) { CVector vecScale; bitStream.Read ( vecScale.fX ); vecScale.fY = vecScale.fX; vecScale.fZ = vecScale.fX; if( bitStream.Version () >= 0x40 ) { bitStream.Read ( vecScale.fY ); bitStream.Read ( vecScale.fZ ); } pObject->SetScale ( vecScale ); } }
bool CLuaArguments::WriteToBitStream(NetBitStreamInterface& bitStream, CFastHashMap<CLuaArguments*, unsigned long>* pKnownTables) const { bool bKnownTablesCreated = false; if (!pKnownTables) { pKnownTables = new CFastHashMap<CLuaArguments*, unsigned long>(); bKnownTablesCreated = true; } bool bSuccess = true; pKnownTables->insert(make_pair((CLuaArguments*)this, pKnownTables->size())); #if MTA_DM_VERSION >= 0x150 bitStream.WriteCompressed(static_cast<unsigned int>(m_Arguments.size())); #else if (bitStream.Version() < 0x05B) bitStream.WriteCompressed(static_cast<unsigned short>(m_Arguments.size())); else bitStream.WriteCompressed(static_cast<unsigned int>(m_Arguments.size())); #endif vector<CLuaArgument*>::const_iterator iter = m_Arguments.begin(); for (; iter != m_Arguments.end(); iter++) { CLuaArgument* pArgument = *iter; if (!pArgument->WriteToBitStream(bitStream, pKnownTables)) { bSuccess = false; } } if (bKnownTablesCreated) delete pKnownTables; return bSuccess; }
bool CLuaArgument::WriteToBitStream ( NetBitStreamInterface& bitStream, CFastHashMap < CLuaArguments*, unsigned long > * pKnownTables ) const { SLuaTypeSync type; switch ( GetType () ) { // Nil type case LUA_TNIL: { type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); break; } // Boolean type case LUA_TBOOLEAN: { type.data.ucType = LUA_TBOOLEAN; bitStream.Write ( &type ); // Write the boolean to it bitStream.WriteBit ( GetBoolean () ); break; } // Table argument case LUA_TTABLE: { ulong* pThingy; if ( pKnownTables && ( pThingy = MapFind ( *pKnownTables, m_pTableData ) ) ) { // Self-referencing table type.data.ucType = LUA_TTABLEREF; bitStream.Write ( &type ); bitStream.WriteCompressed ( *pThingy ); } else { type.data.ucType = LUA_TTABLE; bitStream.Write ( &type ); // Write the subtable to the bitstream m_pTableData->WriteToBitStream ( bitStream, pKnownTables ); } break; } // Number argument? case LUA_TNUMBER: { type.data.ucType = LUA_TNUMBER; bitStream.Write ( &type ); float fNumber = static_cast < float > ( GetNumber () ); long lNumber = static_cast < long > ( fNumber ); float fNumberInteger = static_cast < float > ( lNumber ); // Check if the number is an integer and can fit a long datatype if ( fabs ( fNumber ) > fabs ( fNumberInteger + 1 ) || fabs ( fNumber - fNumberInteger ) >= FLOAT_EPSILON ) { bitStream.WriteBit ( true ); bitStream.Write ( fNumber ); } else { bitStream.WriteBit ( false ); bitStream.WriteCompressed ( lNumber ); } break; } // String argument case LUA_TSTRING: { // Grab the string and its length. Is it short enough to be sendable? const char* szTemp = m_strString.c_str (); size_t sizeTemp = m_strString.length (); unsigned short usLength = static_cast < unsigned short > ( sizeTemp ); if ( sizeTemp == usLength ) { // This is a string argument type.data.ucType = LUA_TSTRING; bitStream.Write ( &type ); // Write its length bitStream.WriteCompressed ( usLength ); // Write the content too if it's not empty if ( usLength > 0 ) { bitStream.Write ( szTemp, usLength ); } } else if ( sizeTemp > 65535 && bitStream.Version () >= 0x027 && g_pGame->CalculateMinClientRequirement () >= LONG_STRING_MIN_VERSION ) { // This is a long string argument type.data.ucType = LUA_TSTRING_LONG; bitStream.Write ( &type ); // Write its length uint uiLength = sizeTemp; bitStream.WriteCompressed ( uiLength ); // Write the content too if it's not empty if ( uiLength > 0 ) { bitStream.AlignWriteToByteBoundary (); bitStream.Write ( szTemp, uiLength ); } } else { // Too long string LogUnableToPacketize ( "Couldn't packetize argument list. Invalid string specified, limit is 65535 characters." " To use longer strings, set script <min_mta_version> to " LONG_STRING_MIN_VERSION " or higher." ); // Write a nil though so other side won't get out of sync type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); return false; } break; } // Element argument case LUA_TLIGHTUSERDATA: { // Grab the element from this userdata pointer. Valid and has a synced element ID? CElement* pElement = GetElement (); if ( pElement && pElement->GetID () != INVALID_ELEMENT_ID ) { // Write its ID type.data.ucType = LUA_TLIGHTUSERDATA; bitStream.Write ( &type ); bitStream.Write ( pElement->GetID () ); } else { // Jax: this just spams the script debugger, it's not really neccesary // LogUnableToPacketize ( "Couldn't packetize argument list, invalid element specified." ); // Write a nil though so other side won't get out of sync type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); return false; } break; } // Unpacketizable type. default: { // Unpacketizable LogUnableToPacketize ( "Couldn't packetize argument list, unknown type specified." ); // Write a nil though so other side won't get out of sync type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); return false; } } // Success return true; }
void CWorldRPCs::SetWeaponProperty(NetBitStreamInterface& bitStream) { unsigned char ucWeapon = 0; unsigned char ucProperty = 0; unsigned char ucWeaponSkill = 0; float fData = 0.0f; short sData = 0; if (bitStream.Read(ucWeapon) && bitStream.Read(ucProperty) && bitStream.Read(ucWeaponSkill)) { CWeaponStat* pWeaponInfo = g_pGame->GetWeaponStatManager()->GetWeaponStats(static_cast<eWeaponType>(ucWeapon), static_cast<eWeaponSkill>(ucWeaponSkill)); switch (ucProperty) { case WEAPON_WEAPON_RANGE: { bitStream.Read(fData); pWeaponInfo->SetWeaponRange(fData); break; } case WEAPON_TARGET_RANGE: { bitStream.Read(fData); pWeaponInfo->SetTargetRange(fData); break; } case WEAPON_ACCURACY: { bitStream.Read(fData); pWeaponInfo->SetAccuracy(fData); break; } case WEAPON_LIFE_SPAN: { bitStream.Read(fData); pWeaponInfo->SetLifeSpan(fData); break; } case WEAPON_FIRING_SPEED: { bitStream.Read(fData); pWeaponInfo->SetFiringSpeed(fData); break; } case WEAPON_MOVE_SPEED: { bitStream.Read(fData); pWeaponInfo->SetMoveSpeed(fData); break; } case WEAPON_ANIM_LOOP_START: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnimLoopStart(fData); break; } case WEAPON_ANIM_LOOP_STOP: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnimLoopStop(fData); break; } case WEAPON_ANIM_LOOP_RELEASE_BULLET_TIME: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnimLoopFireTime(fData); break; } case WEAPON_ANIM2_LOOP_START: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnim2LoopStart(fData); break; } case WEAPON_ANIM2_LOOP_STOP: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnim2LoopStop(fData); break; } case WEAPON_ANIM2_LOOP_RELEASE_BULLET_TIME: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnim2LoopFireTime(fData); break; } case WEAPON_ANIM_BREAKOUT_TIME: { bitStream.Read(fData); pWeaponInfo->SetWeaponAnimBreakoutTime(fData); break; } case WEAPON_DAMAGE: { bitStream.Read(sData); pWeaponInfo->SetDamagePerHit(sData); break; } case WEAPON_MAX_CLIP_AMMO: { bitStream.Read(sData); pWeaponInfo->SetMaximumClipAmmo(sData); break; } case WEAPON_FLAGS: { int iData = 0; if (bitStream.Version() < 0x57) { bitStream.Read(sData); iData = sData; } else bitStream.Read(iData); pWeaponInfo->ToggleFlagBits(iData); break; } case WEAPON_ANIM_GROUP: { bitStream.Read(sData); pWeaponInfo->SetAnimGroup(sData); break; } case WEAPON_FLAG_AIM_NO_AUTO: case WEAPON_FLAG_AIM_ARM: case WEAPON_FLAG_AIM_1ST_PERSON: case WEAPON_FLAG_AIM_FREE: case WEAPON_FLAG_MOVE_AND_AIM: case WEAPON_FLAG_MOVE_AND_SHOOT: case WEAPON_FLAG_TYPE_THROW: case WEAPON_FLAG_TYPE_HEAVY: case WEAPON_FLAG_TYPE_CONSTANT: case WEAPON_FLAG_TYPE_DUAL: case WEAPON_FLAG_ANIM_RELOAD: case WEAPON_FLAG_ANIM_CROUCH: case WEAPON_FLAG_ANIM_RELOAD_LOOP: case WEAPON_FLAG_ANIM_RELOAD_LONG: case WEAPON_FLAG_SHOT_SLOWS: case WEAPON_FLAG_SHOT_RAND_SPEED: case WEAPON_FLAG_SHOT_ANIM_ABRUPT: case WEAPON_FLAG_SHOT_EXPANDS: { bool bEnable; bitStream.ReadBit(bEnable); uint uiFlagBit = GetWeaponPropertyFlagBit((eWeaponProperty)ucProperty); if (bEnable) pWeaponInfo->SetFlagBits(uiFlagBit); else pWeaponInfo->ClearFlagBits(uiFlagBit); break; } } } }
/////////////////////////////////////////////////////////////// // // CLatentSendQueue::DoPulse // // Send next part of the active transfer // /////////////////////////////////////////////////////////////// void CLatentSendQueue::DoPulse ( int iTimeMsBetweenCalls ) { if ( m_TxQueue.empty () ) { m_iBytesOwing = 0; return; } // Check if previous tx has completed if ( m_TxQueue.front ().uiReadPosition == m_TxQueue.front ().bufferRef->GetSize () && m_TxQueue.front ().bSendFinishing ) { m_TxQueue.pop_front (); PostQueueRemove (); if ( m_TxQueue.empty () ) { m_iBytesOwing = 0; return; } } m_uiCurrentRate = Max < uint > ( MIN_SEND_RATE, m_uiCurrentRate ); // How many bytes to send this pulse int iBytesToSendThisPulse = iTimeMsBetweenCalls * m_uiCurrentRate / 1000; // Add bytes owing from last pulse iBytesToSendThisPulse += m_iBytesOwing; // Calc packet size depending on rate uint uiMaxPacketSize = Lerp ( MIN_PACKET_SIZE, UnlerpClamped ( MIN_PACKET_SIZE * 10, m_uiCurrentRate, MAX_PACKET_SIZE * 15 ), MAX_PACKET_SIZE ); // Calc how many packets to do this pulse uint uiNumPackets = iBytesToSendThisPulse / uiMaxPacketSize; // Update carry over m_iBytesOwing = iBytesToSendThisPulse % uiMaxPacketSize; // Process item at front of queue SSendItem& activeTx = m_TxQueue.front (); for ( uint i = 0 ; i < uiNumPackets && !activeTx.bSendFinishing ; i++ ) { // Send next part of data NetBitStreamInterface* pBitStream = DoAllocateNetBitStream ( m_RemoteId, m_usBitStreamVersion ); pBitStream->WriteBits ( &activeTx.uiId, 15 ); // Next bit indicates if it has a special flag if ( activeTx.uiReadPosition == 0 ) { // Head pBitStream->WriteBit ( 1 ); pBitStream->Write ( (uchar)FLAG_HEAD ); pBitStream->Write ( activeTx.usCategory ); pBitStream->Write ( activeTx.bufferRef->GetSize () ); pBitStream->Write ( activeTx.uiRate ); if ( pBitStream->Version () >= 0x31 ) pBitStream->Write ( activeTx.usResourceNetId ); activeTx.bSendStarted = true; } else if ( activeTx.bufferRef->GetSize () == activeTx.uiReadPosition ) { // Tail pBitStream->WriteBit ( 1 ); pBitStream->Write ( (uchar)FLAG_TAIL ); activeTx.bSendFinishing = true; } else { // Body pBitStream->WriteBit ( 0 ); } // Align to next boundary pBitStream->AlignWriteToByteBoundary (); uint uiMaxDataSize = Max < int > ( 10, uiMaxPacketSize - pBitStream->GetNumberOfBytesUsed () ); // Calc how much data to send uint uiDataOffset = activeTx.uiReadPosition; uint uiSizeToSend = Min ( uiMaxDataSize, activeTx.bufferRef->GetSize () - activeTx.uiReadPosition ); activeTx.uiReadPosition += uiSizeToSend; pBitStream->Write ( (ushort)uiSizeToSend ); pBitStream->Write ( activeTx.bufferRef->GetData () + uiDataOffset, uiSizeToSend ); // Send DoSendPacket ( PACKET_ID_LATENT_TRANSFER, m_RemoteId, pBitStream, PACKET_PRIORITY_LOW, PACKET_RELIABILITY_RELIABLE_ORDERED, PACKET_ORDERING_DATA_TRANSFER ); DoDeallocateNetBitStream ( pBitStream ); } }
bool CMapInfoPacket::Write ( NetBitStreamInterface& BitStream ) const { // Write the map weather BitStream.Write ( m_ucWeather ); BitStream.Write ( m_ucWeatherBlendingTo ); BitStream.Write ( m_ucBlendedWeatherHour ); BitStream.WriteBit ( m_bHasSkyGradient ); if ( m_bHasSkyGradient ) { BitStream.Write ( m_ucSkyGradientTR ); BitStream.Write ( m_ucSkyGradientTG ); BitStream.Write ( m_ucSkyGradientTB ); BitStream.Write ( m_ucSkyGradientBR ); BitStream.Write ( m_ucSkyGradientBG ); BitStream.Write ( m_ucSkyGradientBB ); } // Write heat haze BitStream.WriteBit ( m_bHasHeatHaze ); if ( m_bHasHeatHaze ) { SHeatHazeSync heatHaze ( m_HeatHazeSettings ); BitStream.Write ( &heatHaze ); } // Write the map hour BitStream.Write ( m_ucClockHour ); BitStream.Write ( m_ucClockMin ); BitStream.WriteCompressed ( m_ulMinuteDuration ); // Write the map flags SMapInfoFlagsSync flags; flags.data.bShowNametags = m_bShowNametags; flags.data.bShowRadar = m_bShowRadar; flags.data.bCloudsEnabled = m_bCloudsEnabled; BitStream.Write ( &flags ); // Write any other world conditions BitStream.Write ( m_fGravity ); if ( m_fGameSpeed == 1.0f ) BitStream.WriteBit ( true ); else { BitStream.WriteBit ( false ); BitStream.Write ( m_fGameSpeed ); } BitStream.Write ( m_fWaveHeight ); // Write world water level BitStream.Write ( m_WorldWaterLevelInfo.fSeaLevel ); BitStream.WriteBit ( m_WorldWaterLevelInfo.bNonSeaLevelSet ); if ( m_WorldWaterLevelInfo.bNonSeaLevelSet ) BitStream.Write ( m_WorldWaterLevelInfo.fNonSeaLevel ); BitStream.WriteCompressed ( m_usFPSLimit ); // Write the garage states for ( unsigned char i = 0 ; i < MAX_GARAGES ; i++ ) { const SGarageStates& garageStates = *m_pGarageStates; BitStream.WriteBit( garageStates[i] ); } // Write the fun bugs state SFunBugsStateSync funBugs; funBugs.data.bQuickReload = g_pGame->IsGlitchEnabled ( CGame::GLITCH_QUICKRELOAD ); funBugs.data.bFastFire = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTFIRE ); funBugs.data.bFastMove = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTMOVE ); funBugs.data.bCrouchBug = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CROUCHBUG ); funBugs.data.bCloseRangeDamage = g_pGame->IsGlitchEnabled ( CGame::GLITCH_CLOSEDAMAGE ); funBugs.data2.bHitAnim = g_pGame->IsGlitchEnabled ( CGame::GLITCH_HITANIM ); funBugs.data3.bFastSprint = g_pGame->IsGlitchEnabled ( CGame::GLITCH_FASTSPRINT ); BitStream.Write ( &funBugs ); BitStream.Write ( m_fJetpackMaxHeight ); BitStream.WriteBit ( m_bOverrideWaterColor ); if ( m_bOverrideWaterColor ) { BitStream.Write ( m_ucWaterRed ); BitStream.Write ( m_ucWaterGreen ); BitStream.Write ( m_ucWaterBlue ); BitStream.Write ( m_ucWaterAlpha ); } // Interior sounds BitStream.WriteBit ( m_bInteriorSoundsEnabled ); // Rain level BitStream.WriteBit ( m_bOverrideRainLevel ); if ( m_bOverrideRainLevel ) { BitStream.Write ( m_fRainLevel ); } // Moon size if ( BitStream.Version () >= 0x40 ) { BitStream.WriteBit ( m_bOverrideMoonSize ); if ( m_bOverrideMoonSize ) { BitStream.Write ( m_iMoonSize ); } } // Sun size BitStream.WriteBit ( m_bOverrideSunSize ); if ( m_bOverrideSunSize ) { BitStream.Write ( m_fSunSize ); } // Sun color BitStream.WriteBit ( m_bOverrideSunColor ); if ( m_bOverrideSunColor ) { BitStream.Write ( m_ucSunCoreR ); BitStream.Write ( m_ucSunCoreG ); BitStream.Write ( m_ucSunCoreB ); BitStream.Write ( m_ucSunCoronaR ); BitStream.Write ( m_ucSunCoronaG ); BitStream.Write ( m_ucSunCoronaB ); } // Wind velocity BitStream.WriteBit ( m_bOverrideWindVelocity ); if ( m_bOverrideWindVelocity ) { BitStream.Write ( m_fWindVelX ); BitStream.Write ( m_fWindVelY ); BitStream.Write ( m_fWindVelZ ); } // Far clip distance BitStream.WriteBit ( m_bOverrideFarClipDistance ); if ( m_bOverrideFarClipDistance ) { BitStream.Write ( m_fFarClip ); } // Fog distance BitStream.WriteBit ( m_bOverrideFogDistance ); if ( m_bOverrideFogDistance ) { BitStream.Write ( m_fFogDistance ); } BitStream.Write ( m_fAircraftMaxHeight ); if ( BitStream.Version () >= 0x3E ) BitStream.Write ( m_fAircraftMaxVelocity ); if ( BitStream.Version () >= 0x30 ) { for (int i = WEAPONTYPE_BRASSKNUCKLE; i < WEAPONTYPE_PISTOL; i++) { bool bEnabled; bEnabled = g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ); BitStream.WriteBit ( bEnabled ); } } for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_EXTINGUISHER;i++) { sWeaponPropertySync WeaponProperty; CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i ); BitStream.WriteBit ( true ); WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType(); WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy(); WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed(); WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange(); WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange(); WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo(); WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit(); WeaponProperty.data.nFlags = pWeaponStat->GetFlags(); WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart(); WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop(); WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime(); WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart(); WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop(); WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime(); WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime(); BitStream.Write( &WeaponProperty ); if ( BitStream.Version () >= 0x30 ) { BitStream.WriteBit ( g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ) ); } } for (int i = WEAPONTYPE_PISTOL;i <= WEAPONTYPE_TEC9;i++) { sWeaponPropertySync WeaponProperty; BitStream.WriteBit ( true ); for (int j = 0; j <= 2;j++) { CWeaponStat* pWeaponStat = g_pGame->GetWeaponStatManager ()->GetWeaponStats( (eWeaponType)i, (eWeaponSkill)j ); WeaponProperty.data.weaponType = (int)pWeaponStat->GetWeaponType(); WeaponProperty.data.fAccuracy = pWeaponStat->GetAccuracy(); WeaponProperty.data.fMoveSpeed = pWeaponStat->GetMoveSpeed(); WeaponProperty.data.fTargetRange = pWeaponStat->GetTargetRange(); WeaponProperty.data.fWeaponRange = pWeaponStat->GetWeaponRange(); WeaponProperty.data.nAmmo = pWeaponStat->GetMaximumClipAmmo(); WeaponProperty.data.nDamage = pWeaponStat->GetDamagePerHit(); WeaponProperty.data.nFlags = pWeaponStat->GetFlags(); WeaponProperty.data.anim_loop_start = pWeaponStat->GetWeaponAnimLoopStart(); WeaponProperty.data.anim_loop_stop = pWeaponStat->GetWeaponAnimLoopStop(); WeaponProperty.data.anim_loop_bullet_fire = pWeaponStat->GetWeaponAnimLoopFireTime(); WeaponProperty.data.anim2_loop_start = pWeaponStat->GetWeaponAnim2LoopStart(); WeaponProperty.data.anim2_loop_stop = pWeaponStat->GetWeaponAnim2LoopStop(); WeaponProperty.data.anim2_loop_bullet_fire = pWeaponStat->GetWeaponAnim2LoopFireTime(); WeaponProperty.data.anim_breakout_time = pWeaponStat->GetWeaponAnimBreakoutTime(); BitStream.Write( &WeaponProperty ); } if ( BitStream.Version () >= 0x36 ) { BitStream.WriteBit ( g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ) ); } } if ( BitStream.Version () >= 0x30 ) { for (int i = WEAPONTYPE_CAMERA; i <= WEAPONTYPE_PARACHUTE; i++) { bool bEnabled; bEnabled = g_pGame->GetJetpackWeaponEnabled ( (eWeaponType) i ); BitStream.WriteBit ( bEnabled ); } } multimap< unsigned short, CBuildingRemoval* >::const_iterator iter = g_pGame->GetBuildingRemovalManager ( )->IterBegin(); for (; iter != g_pGame->GetBuildingRemovalManager ( )->IterEnd();++iter) { CBuildingRemoval * pBuildingRemoval = (*iter).second; BitStream.WriteBit( true ); BitStream.Write( pBuildingRemoval->GetModel ( ) ); BitStream.Write( pBuildingRemoval->GetRadius ( ) ); BitStream.Write( pBuildingRemoval->GetPosition ( ).fX ); BitStream.Write( pBuildingRemoval->GetPosition ( ).fY ); BitStream.Write( pBuildingRemoval->GetPosition ( ).fZ ); if ( BitStream.Version() >= 0x039 ) { BitStream.Write ( pBuildingRemoval->GetInterior ( ) ); } } BitStream.WriteBit( false ); if ( BitStream.Version () >= 0x25 ) { bool bOcclusionsEnabled = g_pGame->GetOcclusionsEnabled (); BitStream.WriteBit( bOcclusionsEnabled ); } return true; }
bool CPlayerListPacket::Write ( NetBitStreamInterface& BitStream ) const { // bool - show the "X has joined the game" messages? // [ following repeats <number of players joined> times ] // unsigned char (1) - assigned player id // unsigned char (1) - player nick length // unsigned char (X) - player nick (X = player nick length) // bool - is he dead? // bool - spawned? (following data only if this is TRUE) // unsigned char (1) - model id // unsigned char (1) - team id // bool - in a vehicle? // unsigned short (2) - vehicle id (if vehicle) // unsigned char (1) - vehicle seat (if vehicle) // CVector (12) - position (if player) // float (4) - rotation (if player) // bool - has a jetpack? // unsigned short (2) - dimension // Write the global flags BitStream.WriteBit ( m_bShowInChat ); CPlayer* pPlayer = NULL; // Put each player in our list into the packet list < CPlayer* > ::const_iterator iter = m_List.begin (); for ( ; iter != m_List.end (); ++iter ) { // Grab the real pointer pPlayer = *iter; // Write the player ID ElementID PlayerID = pPlayer->GetID (); BitStream.Write ( PlayerID ); // Time sync context BitStream.Write ( pPlayer->GetSyncTimeContext () ); // Write the nick length const char* szNickPointer = pPlayer->GetNick (); unsigned char ucNickLength = static_cast < unsigned char > ( strlen ( szNickPointer ) ); if ( ucNickLength < MIN_NICK_LENGTH || ucNickLength > MAX_NICK_LENGTH ) { BitStream.Write ( static_cast < unsigned char > ( 3 ) ); BitStream.Write ( "???", 3 ); } else { BitStream.Write ( ucNickLength ); BitStream.Write ( szNickPointer, ucNickLength ); } // Version info if ( BitStream.Version () >= 0x34 ) { BitStream.Write ( pPlayer->GetBitStreamVersion () ); SString strBuild = pPlayer->GetPlayerVersion ().SubStr ( 8 ); uint uiBuildNumber = atoi ( strBuild ); BitStream.Write ( uiBuildNumber ); } // Flags bool bInVehicle = ( pPlayer->GetOccupiedVehicle () != NULL ); BitStream.WriteBit ( pPlayer->IsDead () ); // Currently unused by the client BitStream.WriteBit ( true ); // (Was IsSpawned) Used by the client to determine if extra info was sent (in this packet) BitStream.WriteBit ( bInVehicle ); BitStream.WriteBit ( pPlayer->HasJetPack () ); BitStream.WriteBit ( pPlayer->IsNametagShowing () ); BitStream.WriteBit ( pPlayer->IsNametagColorOverridden () ); BitStream.WriteBit ( pPlayer->IsHeadless() ); BitStream.WriteBit ( pPlayer->IsFrozen() ); // Nametag stuff unsigned char ucNametagTextLength = 0; char* szNametagText = pPlayer->GetNametagText (); if ( szNametagText ) ucNametagTextLength = static_cast < unsigned char > ( strlen ( szNametagText ) ); BitStream.Write ( ucNametagTextLength ); if ( ucNametagTextLength > 0 ) BitStream.Write ( szNametagText, ucNametagTextLength ); // Write nametag color if it's overridden if ( pPlayer->IsNametagColorOverridden () ) { unsigned char ucR, ucG, ucB; pPlayer->GetNametagColor ( ucR, ucG, ucB ); BitStream.Write ( ucR ); BitStream.Write ( ucG ); BitStream.Write ( ucB ); } // Move anim if ( BitStream.Version() > 0x4B ) { uchar ucMoveAnim = pPlayer->GetMoveAnim(); BitStream.Write ( ucMoveAnim ); } // Always send extra info (Was: "Write spawn info if he's spawned") if ( true ) { // Player model ID BitStream.WriteCompressed ( pPlayer->GetModel () ); // Team id CTeam* pTeam = pPlayer->GetTeam (); if ( pTeam ) { BitStream.WriteBit ( true ); BitStream.Write ( pTeam->GetID () ); } else BitStream.WriteBit ( false ); if ( bInVehicle ) { // Grab the occupied vehicle CVehicle* pVehicle = pPlayer->GetOccupiedVehicle (); // Vehicle ID and seat BitStream.Write ( pVehicle->GetID () ); SOccupiedSeatSync seat; seat.data.ucSeat = pPlayer->GetOccupiedVehicleSeat (); BitStream.Write ( &seat ); } else { // Player position SPositionSync position ( false ); position.data.vecPosition = pPlayer->GetPosition (); BitStream.Write ( &position ); // Player rotation SPedRotationSync rotation; rotation.data.fRotation = pPlayer->GetRotation (); BitStream.Write ( &rotation ); } BitStream.WriteCompressed ( pPlayer->GetDimension () ); BitStream.Write ( pPlayer->GetFightingStyle () ); SEntityAlphaSync alpha; alpha.data.ucAlpha = pPlayer->GetAlpha (); BitStream.Write ( &alpha ); BitStream.Write ( pPlayer->GetInterior () ); // Write the weapons of the player weapon slots for ( unsigned int i = 0; i < 16; ++i ) { CWeapon* pWeapon = pPlayer->GetWeapon ( i ); if ( pWeapon && pWeapon->ucType != 0 ) { BitStream.WriteBit ( true ); SWeaponTypeSync weaponType; weaponType.data.ucWeaponType = pWeapon->ucType; BitStream.Write ( &weaponType ); } else BitStream.WriteBit ( false ); } } } return true; }
bool CLuaArgument::ReadFromBitStream ( NetBitStreamInterface& bitStream, std::vector < CLuaArguments* > * pKnownTables ) { DeleteTableData (); SLuaTypeSync type; // Read out the type if ( bitStream.Read ( &type ) ) { // Depending on what type... switch ( type.data.ucType ) { // Nil type case LUA_TNIL: { m_iType = LUA_TNIL; break; } // Boolean type case LUA_TBOOLEAN: { bool bValue; if ( bitStream.ReadBit ( bValue ) ) ReadBool ( bValue ); break; } // Number type case LUA_TNUMBER: { if ( bitStream.Version() < 0x59 ) { // Old way bool bIsFloatingPoint; if ( bitStream.ReadBit ( bIsFloatingPoint ) && bIsFloatingPoint ) { // Should be in high precision mode dassert( g_pClientGame->IsHighFloatPrecision() ); float fNum; if ( bitStream.Read ( fNum ) ) ReadNumber ( RoundFromFloatSource( fNum ) ); } else { long lNum; if ( bitStream.ReadCompressed ( lNum ) ) ReadNumber ( lNum ); } } else { // New way - Maybe use double to better preserve > 32bit numbers if ( bitStream.ReadBit() ) { // Should be in high precision mode dassert( g_pClientGame->IsHighFloatPrecision() ); if ( bitStream.ReadBit() ) { double dNum; if ( bitStream.Read ( dNum ) ) ReadNumber ( dNum ); } else { float fNum; if ( bitStream.Read ( fNum ) ) ReadNumber ( RoundFromFloatSource( fNum ) ); } } else { long lNum; if ( bitStream.ReadCompressed ( lNum ) ) ReadNumber ( lNum ); } } break; } // Table type case LUA_TTABLE: { m_pTableData = new CLuaArguments ( bitStream, pKnownTables ); m_bWeakTableRef = false; m_iType = LUA_TTABLE; m_pTableData->ValidateTableKeys (); break; } // Table reference (self-referencing tables) case LUA_TTABLEREF: { unsigned long ulTableRef; if ( bitStream.ReadCompressed ( ulTableRef ) ) { if ( pKnownTables && ulTableRef < pKnownTables->size () ) { m_pTableData = pKnownTables->at ( ulTableRef ); m_bWeakTableRef = true; m_iType = LUA_TTABLE; } } break; } // String type case LUA_TSTRING: { // Read out the string length unsigned short usLength; if ( bitStream.ReadCompressed ( usLength ) && usLength ) { // Allocate a buffer and read the string into it char* szValue = new char [ usLength + 1 ]; if ( bitStream.Read ( szValue, usLength ) ) { // Put it into us ReadString ( std::string ( szValue, usLength ) ); } // Delete the buffer delete [] szValue; } else ReadString ( "" ); break; } // Long string type case LUA_TSTRING_LONG: { // Read out the string length uint uiLength; if ( bitStream.ReadCompressed ( uiLength ) && uiLength ) { bitStream.AlignReadToByteBoundary (); // Allocate a buffer and read the string into it char* szValue = new char [ uiLength + 1 ]; assert ( szValue ); if ( bitStream.Read ( szValue, uiLength ) ) { // Put it into us ReadString ( std::string ( szValue, uiLength ) ); } // Delete the buffer delete [] szValue; } else ReadString ( "" ); break; } // Element type case LUA_TLIGHTUSERDATA: case LUA_TUSERDATA: { // Read out the elemnt ID ElementID ElementID; if ( bitStream.Read ( ElementID ) ) { ReadElementID ( ElementID ); } break; } } } return true; }
bool CLuaArgument::WriteToBitStream ( NetBitStreamInterface& bitStream, CFastHashMap < CLuaArguments*, unsigned long > * pKnownTables ) const { SLuaTypeSync type; switch ( GetType () ) { // Nil type case LUA_TNIL: { type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); break; } // Boolean type case LUA_TBOOLEAN: { type.data.ucType = LUA_TBOOLEAN; bitStream.Write ( &type ); // Write the boolean to it bitStream.WriteBit ( GetBoolean () ); break; } // Table argument case LUA_TTABLE: { ulong* pTableId; if ( pKnownTables && ( pTableId = MapFind ( *pKnownTables, m_pTableData ) ) ) { // Self-referencing table type.data.ucType = LUA_TTABLEREF; bitStream.Write ( &type ); bitStream.WriteCompressed ( *pTableId ); } else { type.data.ucType = LUA_TTABLE; bitStream.Write ( &type ); // Write the subtable to the bitstream m_pTableData->WriteToBitStream ( bitStream, pKnownTables ); } break; } // Number argument? case LUA_TNUMBER: { type.data.ucType = LUA_TNUMBER; bitStream.Write ( &type ); if ( bitStream.Version() < 0x59 ) { // Old way int iNumber; if ( !ShouldUseInt( GetNumber(), &iNumber ) ) { bitStream.WriteBit ( true ); bitStream.Write ( static_cast < float > ( GetNumber() ) ); } else { bitStream.WriteBit ( false ); bitStream.WriteCompressed ( iNumber ); } } else { // New way - Maybe use double to better preserve > 32bit numbers int iNumber; float fNumber; double dNumber; EDataType dataType = GetDataTypeToUse( GetNumber(), &iNumber, &fNumber, &dNumber ); if ( dataType == DATA_TYPE_INT ) { bitStream.WriteBit ( false ); bitStream.WriteCompressed ( iNumber ); } else if ( dataType == DATA_TYPE_FLOAT ) { bitStream.WriteBit ( true ); bitStream.WriteBit ( false ); bitStream.Write ( fNumber ); } else { bitStream.WriteBit ( true ); bitStream.WriteBit ( true ); bitStream.Write ( dNumber ); } } break; } // String argument case LUA_TSTRING: { // Grab the string and its length. Is it short enough to be sendable? const char* szTemp = m_strString.c_str (); size_t sizeTemp = m_strString.length (); unsigned short usLength = static_cast < unsigned short > ( sizeTemp ); if ( sizeTemp == usLength ) { // This is a string argument type.data.ucType = LUA_TSTRING; bitStream.Write ( &type ); // Write its length bitStream.WriteCompressed ( usLength ); // Write the content too if it's not empty if ( usLength > 0 ) { bitStream.Write ( szTemp, usLength ); } } else { // This is a long string argument type.data.ucType = LUA_TSTRING_LONG; bitStream.Write ( &type ); // Write its length uint uiLength = sizeTemp; bitStream.WriteCompressed ( uiLength ); // Write the content too if it's not empty if ( uiLength > 0 ) { bitStream.AlignWriteToByteBoundary (); bitStream.Write ( szTemp, uiLength ); } } break; } // Element packet case LUA_TLIGHTUSERDATA: case LUA_TUSERDATA: { // Got a valid element to send? CClientEntity* pElement = GetElement (); if ( pElement ) { // Clientside element? if ( !pElement->IsLocalEntity () ) { type.data.ucType = LUA_TLIGHTUSERDATA; bitStream.Write ( &type ); bitStream.Write ( pElement->GetID () ); } else { // Write a nil though so other side won't get out of sync type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); return false; } } else { // Write a nil though so other side won't get out of sync type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); return false; } break; } // Unpacketizable type. default: { // Unpacketizable LogUnableToPacketize ( "Couldn't packetize argument list, unknown type specified." ); // Write a nil though so other side won't get out of sync type.data.ucType = LUA_TNIL; bitStream.Write ( &type ); return false; } } // Success return true; }
bool CPlayerPuresyncPacket::Read ( NetBitStreamInterface& BitStream ) { if ( m_pSourceElement ) { CPlayer * pSourcePlayer = static_cast < CPlayer * > ( m_pSourceElement ); // Read out the time context unsigned char ucTimeContext = 0; if ( !BitStream.Read ( ucTimeContext ) ) return false; // Only read this packet if it matches the current time context that // player is in. if ( !pSourcePlayer->CanUpdateSync ( ucTimeContext ) ) { return false; } // Read out keys CControllerState ControllerState; ReadFullKeysync ( ControllerState, BitStream ); pSourcePlayer->GetPad ()->NewControllerState ( ControllerState ); // Read the flags SPlayerPuresyncFlags flags; if ( !BitStream.Read ( &flags ) ) return false; pSourcePlayer->SetInWater ( flags.data.bIsInWater ); pSourcePlayer->SetOnGround ( flags.data.bIsOnGround ); pSourcePlayer->SetHasJetPack ( flags.data.bHasJetPack ); pSourcePlayer->SetDucked ( flags.data.bIsDucked ); pSourcePlayer->SetWearingGoggles ( flags.data.bWearsGoogles ); pSourcePlayer->SetChoking ( flags.data.bIsChoking ); pSourcePlayer->SetAkimboArmUp ( flags.data.bAkimboTargetUp ); pSourcePlayer->SetOnFire ( flags.data.bIsOnFire ); pSourcePlayer->SetStealthAiming ( flags.data.bStealthAiming ); // Contact element CElement* pContactElement = NULL; if ( flags.data.bHasContact ) { ElementID Temp; if ( !BitStream.ReadCompressed ( Temp ) ) return false; pContactElement = CElementIDs::GetElement ( Temp ); } CElement * pPreviousContactElement = pSourcePlayer->GetContactElement (); pSourcePlayer->SetContactElement ( pContactElement ); if ( pPreviousContactElement != pContactElement ) { // Call our onPlayerContact event CLuaArguments Arguments; if ( pPreviousContactElement ) Arguments.PushElement ( pPreviousContactElement ); else Arguments.PushNil (); if ( pContactElement ) Arguments.PushElement ( pContactElement ); else Arguments.PushNil (); pSourcePlayer->CallEvent ( "onPlayerContact", Arguments ); } // Player position SPositionSync position ( false ); if ( !BitStream.Read ( &position ) ) return false; if ( pContactElement ) { pSourcePlayer->SetContactPosition ( position.data.vecPosition ); // Get the true position CVector vecTempPos = pContactElement->GetPosition (); position.data.vecPosition += vecTempPos; } pSourcePlayer->SetPosition ( position.data.vecPosition ); // Player rotation SPedRotationSync rotation; if ( !BitStream.Read ( &rotation ) ) return false; pSourcePlayer->SetRotation ( rotation.data.fRotation ); // Move speed vector if ( flags.data.bSyncingVelocity ) { SVelocitySync velocity; if ( !BitStream.Read ( &velocity ) ) return false; pSourcePlayer->SetVelocity ( velocity.data.vecVelocity ); } // Health ( stored with damage ) SPlayerHealthSync health; if ( !BitStream.Read ( &health ) ) return false; float fHealth = health.data.fValue; // Armor SPlayerArmorSync armor; if ( !BitStream.Read ( &armor ) ) return false; float fArmor = armor.data.fValue; float fOldArmor = pSourcePlayer->GetArmor (); float fArmorLoss = fOldArmor - fArmor; pSourcePlayer->SetArmor ( fArmor ); // Read out and set the camera rotation float fCameraRotation; if ( !BitStream.Read ( fCameraRotation ) ) return false; pSourcePlayer->SetCameraRotation ( fCameraRotation ); if ( flags.data.bHasAWeapon ) { if ( BitStream.Version () >= 0x0d ) { // Check client has the weapon we think he has unsigned char ucWeaponType; if ( !BitStream.Read ( ucWeaponType ) ) return false; if ( pSourcePlayer->GetWeaponType () != ucWeaponType ) return false; } // Current weapon slot SWeaponSlotSync slot; if ( !BitStream.Read ( &slot ) ) return false; unsigned int uiSlot = slot.data.uiSlot; pSourcePlayer->SetWeaponSlot ( uiSlot ); if ( CWeaponNames::DoesSlotHaveAmmo ( uiSlot ) ) { // Read out the ammo states SWeaponAmmoSync ammo ( pSourcePlayer->GetWeaponType (), true, true ); if ( !BitStream.Read ( &ammo ) ) return false; pSourcePlayer->SetWeaponAmmoInClip ( ammo.data.usAmmoInClip ); pSourcePlayer->SetWeaponTotalAmmo ( ammo.data.usTotalAmmo ); // Read out the aim data SWeaponAimSync sync ( pSourcePlayer->GetWeaponRange (), ( ControllerState.RightShoulder1 || ControllerState.ButtonCircle ) ); if ( !BitStream.Read ( &sync ) ) return false; // Set the arm directions and whether or not arms are up pSourcePlayer->SetAimDirection ( sync.data.fArm ); // Read the aim data only if he's shooting or aiming if ( sync.isFull() ) { pSourcePlayer->SetSniperSourceVector ( sync.data.vecOrigin ); pSourcePlayer->SetTargettingVector ( sync.data.vecTarget ); } } else { pSourcePlayer->SetWeaponAmmoInClip ( 1 ); pSourcePlayer->SetWeaponTotalAmmo ( 1 ); } } else { pSourcePlayer->SetWeaponSlot ( 0 ); pSourcePlayer->SetWeaponAmmoInClip ( 1 ); pSourcePlayer->SetWeaponTotalAmmo ( 1 ); } // Read out damage info if changed if ( BitStream.ReadBit () == true ) { ElementID DamagerID; if ( !BitStream.ReadCompressed ( DamagerID ) ) return false; SWeaponTypeSync weaponType; if ( !BitStream.Read ( &weaponType ) ) return false; SBodypartSync bodyPart; if ( !BitStream.Read ( &bodyPart ) ) return false; pSourcePlayer->SetDamageInfo ( DamagerID, weaponType.data.ucWeaponType, bodyPart.data.uiBodypart ); } // If we know the player's dead, make sure the health we send on is 0 if ( pSourcePlayer->IsDead () ) fHealth = 0.0f; float fOldHealth = pSourcePlayer->GetHealth (); float fHealthLoss = fOldHealth - fHealth; pSourcePlayer->SetHealth ( fHealth ); // Less than last packet's frame? if ( fHealthLoss > 0 || fArmorLoss > 0 ) { float fDamage = 0.0f; if ( fHealthLoss > 0 ) fDamage += fHealthLoss; if ( fArmorLoss > 0 ) fDamage += fArmorLoss; // Call the onPlayerDamage event CLuaArguments Arguments; CElement* pKillerElement = CElementIDs::GetElement ( pSourcePlayer->GetPlayerAttacker () ); if ( pKillerElement ) Arguments.PushElement ( pKillerElement ); else Arguments.PushNil (); Arguments.PushNumber ( pSourcePlayer->GetAttackWeapon () ); Arguments.PushNumber ( pSourcePlayer->GetAttackBodyPart () ); Arguments.PushNumber ( fDamage ); pSourcePlayer->CallEvent ( "onPlayerDamage", Arguments ); } // Success return true; } return false; }
bool CResourceStartPacket::Write(NetBitStreamInterface& BitStream) const { if (!m_strResourceName.empty()) { // Write the resource name unsigned char sizeResourceName = static_cast<unsigned char>(m_strResourceName.size()); BitStream.Write(sizeResourceName); if (sizeResourceName > 0) { BitStream.Write(m_strResourceName.c_str(), sizeResourceName); } // Write the resource id BitStream.Write(m_pResource->GetNetID()); // Write the resource element id BitStream.Write(m_pResource->GetResourceRootElement()->GetID()); // Write the resource dynamic element id BitStream.Write(m_pResource->GetDynamicElementRoot()->GetID()); // Count the amount of 'no client cache' scripts unsigned short usNoClientCacheScriptCount = 0; if (m_pResource->IsClientScriptsOn() == true) { list<CResourceFile*>::iterator iter = m_pResource->IterBegin(); for (; iter != m_pResource->IterEnd(); ++iter) { if ((*iter)->GetType() == CResourceScriptItem::RESOURCE_FILE_TYPE_CLIENT_SCRIPT && static_cast<CResourceClientScriptItem*>(*iter)->IsNoClientCache() == true) { ++usNoClientCacheScriptCount; } } } BitStream.Write(usNoClientCacheScriptCount); // Write the declared min client version for this resource if (BitStream.Version() >= 0x32) { BitStream.WriteString(m_pResource->GetMinServerReqFromMetaXml()); BitStream.WriteString(m_pResource->GetMinClientReqFromMetaXml()); } if (BitStream.Version() >= 0x45) { BitStream.WriteBit(m_pResource->IsOOPEnabledInMetaXml()); } if (BitStream.Version() >= 0x62) { BitStream.Write(m_pResource->GetDownloadPriorityGroup()); } // Send the resource files info list<CResourceFile*>::iterator iter = m_pResource->IterBegin(); for (; iter != m_pResource->IterEnd(); iter++) { if (((*iter)->GetType() == CResourceScriptItem::RESOURCE_FILE_TYPE_CLIENT_CONFIG && m_pResource->IsClientConfigsOn()) || ((*iter)->GetType() == CResourceScriptItem::RESOURCE_FILE_TYPE_CLIENT_SCRIPT && m_pResource->IsClientScriptsOn() && static_cast<CResourceClientScriptItem*>(*iter)->IsNoClientCache() == false) || ((*iter)->GetType() == CResourceScriptItem::RESOURCE_FILE_TYPE_CLIENT_FILE && m_pResource->IsClientFilesOn())) { // Write the Type of chunk to read (F - File, E - Exported Function) BitStream.Write(static_cast<unsigned char>('F')); // Write the map name const char* szFileName = (*iter)->GetWindowsName(); size_t sizeFileName = strlen(szFileName); // Make sure we don't have any backslashes in the name char* szCleanedFilename = new char[sizeFileName + 1]; strcpy(szCleanedFilename, szFileName); for (unsigned int i = 0; i < sizeFileName; i++) { if (szCleanedFilename[i] == '\\') szCleanedFilename[i] = '/'; } BitStream.Write(static_cast<unsigned char>(sizeFileName)); if (sizeFileName > 0) { BitStream.Write(szCleanedFilename, sizeFileName); } // ChrML: Don't forget this... delete[] szCleanedFilename; BitStream.Write(static_cast<unsigned char>((*iter)->GetType())); CChecksum checksum = (*iter)->GetLastChecksum(); BitStream.Write(checksum.ulCRC); BitStream.Write((const char*)checksum.md5.data, sizeof(checksum.md5.data)); BitStream.Write((*iter)->GetApproxSize()); if ((*iter)->GetType() == CResourceScriptItem::RESOURCE_FILE_TYPE_CLIENT_FILE) { CResourceClientFileItem* pRCFItem = reinterpret_cast<CResourceClientFileItem*>(*iter); // write bool whether to download or not BitStream.WriteBit(pRCFItem->IsAutoDownload()); } } } // Loop through the exported functions list<CExportedFunction>::iterator iterExportedFunction = m_pResource->IterBeginExportedFunctions(); for (; iterExportedFunction != m_pResource->IterEndExportedFunctions(); iterExportedFunction++) { // Check to see if the exported function is 'client' if (iterExportedFunction->GetType() == CExportedFunction::EXPORTED_FUNCTION_TYPE_CLIENT) { // Write the Type of chunk to read (F - File, E - Exported Function) BitStream.Write(static_cast<unsigned char>('E')); // Write the exported function std::string strFunctionName = iterExportedFunction->GetFunctionName(); size_t sizeFunctionName = strFunctionName.length(); BitStream.Write(static_cast<unsigned char>(sizeFunctionName)); if (sizeFunctionName > 0) { BitStream.Write(strFunctionName.c_str(), sizeFunctionName); } } } return true; } return false; }
bool CPlayerScreenShotPacket::Read ( NetBitStreamInterface& BitStream ) { m_pResource = NULL; CPlayer* pPlayer = GetSourcePlayer (); if ( !pPlayer ) return false; bool bHasGrabTime = false; uint uiServerGrabTime; // Read status BitStream.Read ( m_ucStatus ); if ( m_ucStatus != EPlayerScreenShotResult::SUCCESS ) { // minimized, disabled or error bHasGrabTime = true; BitStream.Read ( uiServerGrabTime ); if ( BitStream.Version() >= 0x053 ) { ushort usResourceNetId; BitStream.Read ( usResourceNetId ); m_pResource = g_pGame->GetResourceManager ()->GetResourceFromNetID ( usResourceNetId ); } else { SString strResourceName; BitStream.ReadString ( strResourceName ); m_pResource = g_pGame->GetResourceManager ()->GetResource ( strResourceName ); } if ( !BitStream.ReadString ( m_strTag ) ) return false; if ( BitStream.Version() >= 0x53 ) BitStream.ReadString ( m_strError ); } else if ( m_ucStatus == EPlayerScreenShotResult::SUCCESS ) { // Read info BitStream.Read ( m_usScreenShotId ); BitStream.Read ( m_usPartNumber ); // Read data ushort usNumBytes = 0; if ( !BitStream.Read ( usNumBytes ) ) return false; m_buffer.SetSize ( usNumBytes ); if ( !BitStream.Read ( m_buffer.GetData (), m_buffer.GetSize () ) ) return false; // Read more info if first part if ( m_usPartNumber == 0 ) { bHasGrabTime = true; BitStream.Read ( uiServerGrabTime ); BitStream.Read ( m_uiTotalBytes ); BitStream.Read ( m_usTotalParts ); if ( BitStream.Version() >= 0x053 ) { ushort usResourceNetId; BitStream.Read ( usResourceNetId ); m_pResource = g_pGame->GetResourceManager ()->GetResourceFromNetID ( usResourceNetId ); } else { SString strResourceName; BitStream.ReadString ( strResourceName ); m_pResource = g_pGame->GetResourceManager ()->GetResource ( strResourceName ); } if ( !BitStream.ReadString ( m_strTag ) ) return false; } } // Fixup grab time if ( bHasGrabTime ) { uiServerGrabTime += pPlayer->GetPing () / 2; uint uiTimeSinceGrab = GetTickCount32 () - uiServerGrabTime; m_llServerGrabTime = GetTickCount64_ () - uiTimeSinceGrab; } return true; }
bool CEntityAddPacket::Write ( NetBitStreamInterface& BitStream ) const { SPositionSync position ( false ); // Check that we have any entities if ( m_Entities.size () > 0 ) { // Write the number of entities BitStream.WriteCompressed ( ( ElementID ) m_Entities.size () ); // For each entity ... CVector vecTemp; vector < CElement* > ::const_iterator iter = m_Entities.begin (); for ( ; iter != m_Entities.end (); iter++ ) { // Entity id CElement* pElement = *iter; BitStream.WriteCompressed ( pElement->GetID () ); // Entity type id unsigned char ucEntityTypeID = static_cast < unsigned char > ( pElement->GetType () ); BitStream.Write ( ucEntityTypeID ); // Entity parent CElement* pParent = pElement->GetParentEntity (); ElementID ParentID = INVALID_ELEMENT_ID; if ( pParent ) ParentID = pParent->GetID (); BitStream.WriteCompressed ( ParentID ); // Entity interior BitStream.Write ( pElement->GetInterior () ); // Entity dimension BitStream.WriteCompressed ( pElement->GetDimension () ); // Entity attached to CElement* pElementAttachedTo = pElement->GetAttachedToElement (); if ( pElementAttachedTo ) { BitStream.WriteBit ( true ); BitStream.WriteCompressed ( pElementAttachedTo->GetID () ); // Attached position and rotation SPositionSync attachedPosition ( false ); SRotationDegreesSync attachedRotation ( false ); pElement->GetAttachedOffsets ( attachedPosition.data.vecPosition, attachedRotation.data.vecRotation ); BitStream.Write ( &attachedPosition ); BitStream.Write ( &attachedRotation ); } else BitStream.WriteBit ( false ); // Write custom data CCustomData* pCustomData = pElement->GetCustomDataPointer (); assert ( pCustomData ); BitStream.WriteCompressed ( pCustomData->CountOnlySynchronized () ); map < string, SCustomData > :: const_iterator iter = pCustomData->IterBegin (); for ( ; iter != pCustomData->IterEnd (); iter++ ) { const char* szName = iter->first.c_str (); const CLuaArgument* pArgument = &iter->second.Variable; bool bSynchronized = iter->second.bSynchronized; if ( bSynchronized ) { unsigned char ucNameLength = static_cast < unsigned char > ( strlen ( szName ) ); BitStream.Write ( ucNameLength ); BitStream.Write ( szName, ucNameLength ); pArgument->WriteToBitStream ( BitStream ); } } // Grab its name char szEmpty [1]; szEmpty [0] = 0; const char* szName = pElement->GetName ().c_str (); if ( !szName ) szName = szEmpty; // Write the name. It can be empty. unsigned short usNameLength = static_cast < unsigned short > ( strlen ( szName ) ); BitStream.WriteCompressed ( usNameLength ); if ( usNameLength > 0 ) { BitStream.Write ( const_cast < char * > ( szName ), usNameLength ); } // Write the sync time context BitStream.Write ( pElement->GetSyncTimeContext () ); // Write the rest depending on the type switch ( ucEntityTypeID ) { case CElement::OBJECT: { CObject* pObject = static_cast < CObject* > ( pElement ); // Position position.data.vecPosition = pObject->GetPosition (); BitStream.Write ( &position ); // Rotation SRotationRadiansSync rotationRadians ( false ); pObject->GetRotation ( rotationRadians.data.vecRotation ); BitStream.Write ( &rotationRadians ); // Object id BitStream.WriteCompressed ( pObject->GetModel () ); // Alpha SEntityAlphaSync alpha; alpha.data.ucAlpha = pObject->GetAlpha (); BitStream.Write ( &alpha ); if ( BitStream.Version () >= 0x0c ) { bool bIsDoubleSided = pObject->IsDoubleSided (); BitStream.WriteBit ( bIsDoubleSided ); } bool bIsMoving = pObject->IsMoving (); BitStream.WriteBit ( bIsMoving ); if ( bIsMoving ) { BitStream.WriteCompressed ( pObject->GetMoveTimeLeft () ); position.data.vecPosition = pObject->m_moveData.vecStopPosition; BitStream.Write ( &position ); rotationRadians.data.vecRotation = pObject->m_moveData.vecStopRotation - rotationRadians.data.vecRotation; BitStream.Write ( &rotationRadians ); } break; } case CElement::PICKUP: { CPickup* pPickup = static_cast < CPickup* > ( pElement ); // Position position.data.vecPosition = pPickup->GetPosition (); BitStream.Write ( &position ); // Grab the model and write it unsigned short usModel = pPickup->GetModel (); BitStream.WriteCompressed ( usModel ); // Write if it's visible bool bVisible = pPickup->IsVisible (); BitStream.WriteBit ( bVisible ); // Write the type SPickupTypeSync pickupType; pickupType.data.ucType = pPickup->GetPickupType (); BitStream.Write ( &pickupType ); switch ( pPickup->GetPickupType () ) { case CPickup::ARMOR: { SPlayerArmorSync armor; armor.data.fValue = pPickup->GetAmount (); BitStream.Write ( &armor ); break; } case CPickup::HEALTH: { SPlayerHealthSync health; health.data.fValue = pPickup->GetAmount (); BitStream.Write ( &health ); break; } case CPickup::WEAPON: { SWeaponTypeSync weaponType; weaponType.data.ucWeaponType = pPickup->GetWeaponType (); BitStream.Write ( &weaponType ); SWeaponAmmoSync ammo ( weaponType.data.ucWeaponType, true, false ); ammo.data.usTotalAmmo = pPickup->GetAmmo (); BitStream.Write ( &ammo ); break; } default: break; } break; } case CElement::VEHICLE: { CVehicle* pVehicle = static_cast < CVehicle* > ( pElement ); // Write the vehicle position and rotation position.data.vecPosition = pVehicle->GetPosition (); SRotationDegreesSync rotationDegrees ( false ); pVehicle->GetRotationDegrees ( rotationDegrees.data.vecRotation ); // Write it BitStream.Write ( &position ); BitStream.Write ( &rotationDegrees ); // Vehicle id as a char // I'm assuming the "-400" is for adjustment so that all car values can // fit into a char? Why doesn't someone document this? // // --slush BitStream.Write ( static_cast < unsigned char > ( pVehicle->GetModel () - 400 ) ); // Health SVehicleHealthSync health; health.data.fValue = pVehicle->GetHealth (); BitStream.Write ( &health ); // Color as 4 unsigned chars BitStream.Write ( pVehicle->GetColor ().GetColor1 () ); BitStream.Write ( pVehicle->GetColor ().GetColor2 () ); BitStream.Write ( pVehicle->GetColor ().GetColor3 () ); BitStream.Write ( pVehicle->GetColor ().GetColor4 () ); // Paintjob SPaintjobSync paintjob; paintjob.data.ucPaintjob = pVehicle->GetPaintjob (); BitStream.Write ( &paintjob ); // Write the damage model SVehicleDamageSync damage ( true, true, true, true, false ); memcpy ( damage.data.ucDoorStates, pVehicle->m_ucDoorStates, MAX_DOORS ); memcpy ( damage.data.ucWheelStates, pVehicle->m_ucWheelStates, MAX_WHEELS ); memcpy ( damage.data.ucPanelStates, pVehicle->m_ucPanelStates, MAX_PANELS ); memcpy ( damage.data.ucLightStates, pVehicle->m_ucLightStates, MAX_LIGHTS ); BitStream.Write ( &damage ); // If the vehicle has a turret, send its position too unsigned short usModel = pVehicle->GetModel (); if ( CVehicleManager::HasTurret ( usModel ) ) { SVehicleSpecific specific; specific.data.fTurretX = pVehicle->GetTurretPositionX (); specific.data.fTurretY = pVehicle->GetTurretPositionY (); BitStream.Write ( &specific ); } // If the vehicle has an adjustable property send its value if ( CVehicleManager::HasAdjustableProperty ( usModel ) ) { BitStream.WriteCompressed ( pVehicle->GetAdjustableProperty () ); } // Write all the upgrades CVehicleUpgrades* pUpgrades = pVehicle->GetUpgrades (); unsigned char ucNumUpgrades = pUpgrades->Count (); unsigned short* usSlotStates = pUpgrades->GetSlotStates (); BitStream.Write ( ucNumUpgrades ); if ( ucNumUpgrades > 0 ) { unsigned char ucSlot = 0; for ( ; ucSlot < VEHICLE_UPGRADE_SLOTS ; ucSlot++ ) { unsigned short usUpgrade = usSlotStates [ ucSlot ]; /* * This is another retarded modification in an attempt to save * a byte. We're apparently subtracting 1000 so we can store the * information in a single byte instead of two. This only gives us * a maximum of 256 vehicle slots. * * --slush * -- ChrML: Ehm, GTA only has 17 upgrade slots... This is a valid optimization. */ if ( usUpgrade ) BitStream.Write ( static_cast < unsigned char > ( usSlotStates [ ucSlot ] - 1000 ) ); } } // Get the vehicle's reg plate as 8 bytes of chars with the not used bytes // nulled. const char* cszRegPlate = pVehicle->GetRegPlate (); BitStream.Write ( cszRegPlate, 8 ); // Light override SOverrideLightsSync overrideLights; overrideLights.data.ucOverride = pVehicle->GetOverrideLights (); BitStream.Write ( &overrideLights ); // Grab various vehicle flags BitStream.WriteBit ( pVehicle->IsLandingGearDown () ); BitStream.WriteBit ( pVehicle->IsSirenActive () ); BitStream.WriteBit ( pVehicle->IsFuelTankExplodable () ); BitStream.WriteBit ( pVehicle->IsEngineOn () ); BitStream.WriteBit ( pVehicle->IsLocked () ); BitStream.WriteBit ( pVehicle->AreDoorsUndamageable () ); BitStream.WriteBit ( pVehicle->IsDamageProof () ); BitStream.WriteBit ( pVehicle->IsFrozen () ); BitStream.WriteBit ( pVehicle->IsDerailed () ); BitStream.WriteBit ( pVehicle->IsDerailable () ); BitStream.WriteBit ( pVehicle->GetTrainDirection () ); BitStream.WriteBit ( pVehicle->IsTaxiLightOn () ); // Write alpha SEntityAlphaSync alpha; alpha.data.ucAlpha = pVehicle->GetAlpha (); BitStream.Write ( &alpha ); // Write headlight color SColor color = pVehicle->GetHeadLightColor (); if ( color.R != 255 || color.G != 255 || color.B != 255 ) { BitStream.WriteBit ( true ); BitStream.Write ( color.R ); BitStream.Write ( color.G ); BitStream.Write ( color.B ); } else BitStream.WriteBit ( false ); break; } case CElement::MARKER: { CMarker* pMarker = static_cast < CMarker* > ( pElement ); // Position position.data.vecPosition = pMarker->GetPosition (); BitStream.Write ( &position ); // Type SMarkerTypeSync markerType; markerType.data.ucType = pMarker->GetMarkerType (); BitStream.Write ( &markerType ); // Size float fSize = pMarker->GetSize (); BitStream.Write ( fSize ); // Colour SColorSync color; color = pMarker->GetColor (); BitStream.Write ( &color ); // Write the target position vector eventually if ( markerType.data.ucType == CMarker::TYPE_CHECKPOINT || markerType.data.ucType == CMarker::TYPE_RING ) { if ( pMarker->HasTarget () ) { BitStream.WriteBit ( true ); position.data.vecPosition = pMarker->GetTarget (); BitStream.Write ( &position ); } else BitStream.WriteBit ( false ); } break; } case CElement::BLIP: { CBlip* pBlip = static_cast < CBlip* > ( pElement ); // Grab the blip position position.data.vecPosition = pBlip->GetPosition (); BitStream.Write ( &position ); // Write the ordering id BitStream.WriteCompressed ( pBlip->m_sOrdering ); // Write the visible distance BitStream.Write ( pBlip->m_fVisibleDistance ); // Write the icon unsigned char ucIcon = pBlip->m_ucIcon; BitStream.Write ( ucIcon ); if ( ucIcon == 0 ) { // Write the size BitStream.Write ( pBlip->m_ucSize ); // Write the color SColorSync color; color = pBlip->GetColor (); BitStream.Write ( &color ); } break; } case CElement::RADAR_AREA: { CRadarArea* pArea = static_cast < CRadarArea* > ( pElement ); // Write the position SPosition2DSync position2D ( false ); position2D.data.vecPosition = pArea->GetPosition (); BitStream.Write ( &position2D ); // Write the size SPosition2DSync size2D ( false ); size2D.data.vecPosition = pArea->GetSize (); BitStream.Write ( &size2D ); // And the color SColor color = pArea->GetColor (); BitStream.Write ( color.R ); BitStream.Write ( color.G ); BitStream.Write ( color.B ); BitStream.Write ( color.A ); // Write whether it is flashing bool bIsFlashing = pArea->IsFlashing (); BitStream.WriteBit ( bIsFlashing ); break; } case CElement::WORLD_MESH: { /* CWorldMesh* pMesh = static_cast < CWorldMesh* > ( pElement ); // Write the name char* szName = pMesh->GetName (); unsigned short usNameLength = static_cast < unsigned short > ( strlen ( szName ) ); BitStream.Write ( usNameLength ); BitStream.Write ( szName, static_cast < int > ( usNameLength ) ); // Write the position and rotation CVector vecTemp = pMesh->GetPosition (); BitStream.Write ( vecTemp.fX ); BitStream.Write ( vecTemp.fY ); BitStream.Write ( vecTemp.fZ ); vecTemp = pMesh->GetRotation (); BitStream.Write ( vecTemp.fX ); BitStream.Write ( vecTemp.fY ); BitStream.Write ( vecTemp.fZ ); */ break; } case CElement::TEAM: { CTeam* pTeam = static_cast < CTeam* > ( pElement ); // Write the name char* szTeamName = pTeam->GetTeamName (); unsigned short usNameLength = static_cast < unsigned short > ( strlen ( szTeamName ) ); unsigned char ucRed, ucGreen, ucBlue; pTeam->GetColor ( ucRed, ucGreen, ucBlue ); bool bFriendlyFire = pTeam->GetFriendlyFire (); BitStream.WriteCompressed ( usNameLength ); BitStream.Write ( szTeamName, usNameLength ); BitStream.Write ( ucRed ); BitStream.Write ( ucGreen ); BitStream.Write ( ucBlue ); BitStream.WriteBit ( bFriendlyFire ); break; } case CElement::PED: { CPed* pPed = static_cast < CPed* > ( pElement ); // position position.data.vecPosition = pPed->GetPosition (); BitStream.Write ( &position ); // model unsigned short usModel = pPed->GetModel (); BitStream.WriteCompressed ( usModel ); // rotation SPedRotationSync pedRotation; pedRotation.data.fRotation = pPed->GetRotation (); BitStream.Write ( &pedRotation ); // health SPlayerHealthSync health; health.data.fValue = pPed->GetHealth (); BitStream.Write ( &health ); // Armor SPlayerArmorSync armor; armor.data.fValue = pPed->GetArmor (); BitStream.Write ( &armor ); // vehicle CVehicle * pVehicle = pPed->GetOccupiedVehicle (); if ( pVehicle ) { BitStream.WriteBit ( true ); BitStream.WriteCompressed ( pVehicle->GetID () ); SOccupiedSeatSync seat; seat.data.ucSeat = pPed->GetOccupiedVehicleSeat (); BitStream.Write ( &seat ); } else BitStream.WriteBit ( false ); // flags BitStream.WriteBit ( pPed->HasJetPack () ); BitStream.WriteBit ( pPed->IsSyncable () ); BitStream.WriteBit ( pPed->IsHeadless () ); BitStream.WriteBit ( pPed->IsFrozen () ); // alpha SEntityAlphaSync alpha; alpha.data.ucAlpha = pPed->GetAlpha (); BitStream.Write ( &alpha ); if ( BitStream.Version () < 0x07 ) break; // clothes unsigned char ucNumClothes = 0; CPlayerClothes* pClothes = pPed->GetClothes ( ); for ( unsigned char ucType = 0 ; ucType < PLAYER_CLOTHING_SLOTS ; ucType++ ) { SPlayerClothing* pClothing = pClothes->GetClothing ( ucType ); if ( pClothing ) { ucNumClothes++; } } BitStream.Write ( ucNumClothes ); for ( unsigned char ucType = 0 ; ucType < PLAYER_CLOTHING_SLOTS ; ucType++ ) { SPlayerClothing* pClothing = pClothes->GetClothing ( ucType ); if ( pClothing ) { unsigned char ucTextureLength = strlen ( pClothing->szTexture ); unsigned char ucModelLength = strlen ( pClothing->szModel ); BitStream.Write ( ucTextureLength ); BitStream.Write ( pClothing->szTexture, ucTextureLength ); BitStream.Write ( ucModelLength ); BitStream.Write ( pClothing->szModel, ucModelLength ); BitStream.Write ( ucType ); } } break; } case CElement::DUMMY: { CDummy* pDummy = static_cast < CDummy* > ( pElement ); // Type Name const char* szTypeName = pDummy->GetTypeName ().c_str (); unsigned short usTypeNameLength = static_cast < unsigned short > ( strlen ( szTypeName ) ); BitStream.WriteCompressed ( usTypeNameLength ); BitStream.Write ( const_cast < char* > ( szTypeName ), usTypeNameLength ); // Position position.data.vecPosition = pDummy->GetPosition(); if ( position.data.vecPosition != CVector ( 0.0f, 0.0f, 0.0f ) ) { BitStream.WriteBit ( true ); BitStream.Write ( &position ); } else BitStream.WriteBit ( false ); break; } case CElement::PLAYER: { break; } case CElement::SCRIPTFILE: { // No extra data break; } case CElement::COLSHAPE: { CColShape* pColShape = static_cast < CColShape* > ( pElement ); if ( !pColShape->GetParentEntity () ) { // Jax: i'm pretty sure this is f*****g up our packet somehow.. // all valid col-shapes should have a parent! assert ( false ); } // Type SColshapeTypeSync colType; colType.data.ucType = static_cast < unsigned char > ( pColShape->GetShapeType () ); BitStream.Write ( &colType ); // Position position.data.vecPosition = pColShape->GetPosition (); BitStream.Write ( &position ); // Enabled BitStream.WriteBit ( pColShape->IsEnabled () ); // Auto Call Event BitStream.WriteBit ( pColShape->GetAutoCallEvent () ); switch ( pColShape->GetShapeType () ) { case COLSHAPE_CIRCLE: { BitStream.Write ( static_cast < CColCircle* > ( pColShape )->GetRadius () ); break; } case COLSHAPE_CUBOID: { SPositionSync size ( false ); size.data.vecPosition = static_cast < CColCuboid* > ( pColShape )->GetSize (); BitStream.Write ( &size ); break; } case COLSHAPE_SPHERE: { BitStream.Write ( static_cast < CColSphere* > ( pColShape )->GetRadius () ); break; } case COLSHAPE_RECTANGLE: { SPosition2DSync size ( false ); size.data.vecPosition = static_cast < CColRectangle* > ( pColShape )->GetSize (); BitStream.Write ( &size ); break; } case COLSHAPE_TUBE: { BitStream.Write ( static_cast < CColTube* > ( pColShape )->GetRadius () ); BitStream.Write ( static_cast < CColTube* > ( pColShape )->GetHeight () ); break; } case COLSHAPE_POLYGON: { CColPolygon* pPolygon = static_cast < CColPolygon* > ( pColShape ); BitStream.WriteCompressed ( pPolygon->CountPoints() ); std::vector < CVector2D > ::const_iterator iter = pPolygon->IterBegin(); for ( ; iter != pPolygon->IterEnd () ; iter++ ) { SPosition2DSync vertex ( false ); vertex.data.vecPosition = *iter; BitStream.Write ( &vertex ); } break; } default: break; } break; } case CElement::HANDLING: { // Cast to handling class CHandling* pHandling = static_cast < CHandling* > ( pElement ); bool bMass, bTurnMass, bDragCoeff, bCenterOfMass, bPercentSubmerged; bool bTractionMultiplier, bDriveType, bEngineType, bNumberOfGears; bool bEngineAccelleration, bEngineInertia, bMaxVelocity, bBrakeDecelleration; bool bBrakeBias, bABS, bSteeringLock, bTractionLoss, bTractionBias; bool bSuspensionForceLevel, bSuspensionDamping, bSuspensionHighSpeedDamping; bool bSuspensionUpperLimit, bSuspensionLowerLimit, bSuspensionFrontRearBias; bool bSuspensionAntidiveMultiplier, bCollisionDamageMultiplier; bool bSeatOffsetDistance, bHandlingFlags, bModelFlags, bHeadLight; bool bTailLight, bAnimGroup; // Write all the details about the handling float fMass = pHandling->GetMass ( bMass ); float fTurnMass = pHandling->GetTurnMass ( bTurnMass ); float fDragCoeff = pHandling->GetDragCoeff ( bDragCoeff ); const CVector& vecCenterOfMass = pHandling->GetCenterOfMass ( bCenterOfMass ); unsigned int uiPercentSubmerged = pHandling->GetPercentSubmerged ( bPercentSubmerged ); float fTractionMultiplier = pHandling->GetTractionMultiplier ( bTractionMultiplier ); unsigned char ucDriveType = pHandling->GetDriveType ( bDriveType ); unsigned char ucEngineType = pHandling->GetEngineType ( bEngineType ); unsigned char ucNumberOfGears = pHandling->GetNumberOfGears ( bNumberOfGears ); float fEngineAccelleration = pHandling->GetEngineAccelleration ( bEngineAccelleration ); float fEngineInertia = pHandling->GetEngineInertia ( bEngineInertia ); float fMaxVelocity = pHandling->GetMaxVelocity ( bMaxVelocity ); float fBrakeDecelleration = pHandling->GetBrakeDecelleration ( bBrakeDecelleration ); float fBrakeBias = pHandling->GetBrakeBias ( bBrakeBias ); unsigned char ucABS = pHandling->GetABS ( bABS ) ? 1 : 0; float fSteeringLock = pHandling->GetSteeringLock ( bSteeringLock ); float fTractionLoss = pHandling->GetTractionLoss ( bTractionLoss ); float fTractionBias = pHandling->GetTractionBias ( bTractionBias ); float fSuspensionForceLevel = pHandling->GetSuspensionForceLevel ( bSuspensionForceLevel ); float fSuspensionDamping = pHandling->GetSuspensionDamping ( bSuspensionDamping ); float fSuspensionHighSpeedDamping = pHandling->GetSuspensionHighSpeedDamping ( bSuspensionHighSpeedDamping ); float fSuspensionUpperLimit = pHandling->GetSuspensionUpperLimit ( bSuspensionUpperLimit ); float fSuspensionLowerLimit = pHandling->GetSuspensionLowerLimit ( bSuspensionLowerLimit ); float fSuspensionFrontRearBias = pHandling->GetSuspensionFrontRearBias ( bSuspensionFrontRearBias ); float fSuspensionAntidiveMultiplier = pHandling->GetSuspensionAntidiveMultiplier ( bSuspensionAntidiveMultiplier ); float fCollisionDamageMultiplier = pHandling->GetCollisionDamageMultiplier ( bCollisionDamageMultiplier ); float fSeatOffsetDistance = pHandling->GetSeatOffsetDistance ( bSeatOffsetDistance ); unsigned int uiHandlingFlags = pHandling->GetHandlingFlags ( bHandlingFlags ); unsigned int uiModelFlags = pHandling->GetModelFlags ( bModelFlags ); unsigned char ucHeadLight = pHandling->GetHeadLight ( bHeadLight ); unsigned char ucTailLight = pHandling->GetTailLight ( bTailLight ); unsigned char ucAnimGroup = pHandling->GetAnimGroup ( bAnimGroup ); // Put all the bools in a long so the client knows what it's going to // receive unsigned long ulChanged = static_cast < unsigned long > ( bMass ) | static_cast < unsigned long > ( bTurnMass ) << 1 | static_cast < unsigned long > ( bDragCoeff ) << 2 | static_cast < unsigned long > ( bCenterOfMass ) << 3 | static_cast < unsigned long > ( bPercentSubmerged ) << 4 | static_cast < unsigned long > ( bTractionMultiplier ) << 5 | static_cast < unsigned long > ( bDriveType ) << 6 | static_cast < unsigned long > ( bEngineType ) << 7 | static_cast < unsigned long > ( bNumberOfGears ) << 8 | static_cast < unsigned long > ( bEngineAccelleration ) << 9 | static_cast < unsigned long > ( bEngineInertia ) << 10 | static_cast < unsigned long > ( bMaxVelocity ) << 11 | static_cast < unsigned long > ( bBrakeDecelleration ) << 12 | static_cast < unsigned long > ( bBrakeBias ) << 13 | static_cast < unsigned long > ( bABS ) << 14 | static_cast < unsigned long > ( bSteeringLock ) << 15 | static_cast < unsigned long > ( bTractionLoss ) << 16 | static_cast < unsigned long > ( bTractionBias ) << 17 | static_cast < unsigned long > ( bSuspensionForceLevel ) << 18 | static_cast < unsigned long > ( bSuspensionDamping ) << 19 | static_cast < unsigned long > ( bSuspensionHighSpeedDamping ) << 20 | static_cast < unsigned long > ( bSuspensionUpperLimit ) << 21 | static_cast < unsigned long > ( bSuspensionLowerLimit ) << 22 | static_cast < unsigned long > ( bSuspensionFrontRearBias ) << 23 | static_cast < unsigned long > ( bSuspensionAntidiveMultiplier ) << 24 | static_cast < unsigned long > ( bCollisionDamageMultiplier ) << 25 | static_cast < unsigned long > ( bSeatOffsetDistance ) << 26 | static_cast < unsigned long > ( bHandlingFlags ) << 27 | static_cast < unsigned long > ( bModelFlags ) << 28 | static_cast < unsigned long > ( bHeadLight ) << 29 | static_cast < unsigned long > ( bTailLight ) << 30 | static_cast < unsigned long > ( bAnimGroup ) << 31; BitStream.Write ( ulChanged ); if ( bMass ) BitStream.Write ( fMass ); if ( bTurnMass ) BitStream.Write ( fTurnMass ); if ( bDragCoeff ) BitStream.Write ( fDragCoeff ); if ( bCenterOfMass ) { BitStream.Write ( vecCenterOfMass.fX ); BitStream.Write ( vecCenterOfMass.fY ); BitStream.Write ( vecCenterOfMass.fZ ); } if ( bPercentSubmerged ) BitStream.Write ( uiPercentSubmerged ); if ( bTractionMultiplier ) BitStream.Write ( fTractionMultiplier ); if ( bDriveType ) BitStream.Write ( ucDriveType ); if ( bEngineType ) BitStream.Write ( ucEngineType ); if ( bNumberOfGears ) BitStream.Write ( ucNumberOfGears ); if ( bEngineAccelleration ) BitStream.Write ( fEngineAccelleration ); if ( bEngineInertia ) BitStream.Write ( fEngineInertia ); if ( bMaxVelocity ) BitStream.Write ( fMaxVelocity ); if ( bBrakeDecelleration ) BitStream.Write ( fBrakeDecelleration ); if ( bBrakeBias ) BitStream.Write ( fBrakeBias ); if ( bABS ) BitStream.Write ( ucABS ); if ( bSteeringLock ) BitStream.Write ( fSteeringLock ); if ( bTractionLoss ) BitStream.Write ( fTractionLoss ); if ( bTractionBias ) BitStream.Write ( fTractionBias ); if ( bSuspensionForceLevel ) BitStream.Write ( fSuspensionForceLevel ); if ( bSuspensionDamping ) BitStream.Write ( fSuspensionDamping ); if ( bSuspensionHighSpeedDamping ) BitStream.Write ( fSuspensionHighSpeedDamping ); if ( bSuspensionUpperLimit ) BitStream.Write ( fSuspensionUpperLimit ); if ( bSuspensionLowerLimit ) BitStream.Write ( fSuspensionLowerLimit ); if ( bSuspensionFrontRearBias ) BitStream.Write ( fSuspensionFrontRearBias ); if ( bSuspensionAntidiveMultiplier ) BitStream.Write ( fSuspensionAntidiveMultiplier ); if ( bCollisionDamageMultiplier ) BitStream.Write ( fCollisionDamageMultiplier ); if ( bSeatOffsetDistance ) BitStream.Write ( fSeatOffsetDistance ); if ( bHandlingFlags ) BitStream.Write ( uiHandlingFlags ); if ( bModelFlags ) BitStream.Write ( uiModelFlags ); if ( bHeadLight ) BitStream.Write ( ucHeadLight ); if ( bTailLight ) BitStream.Write ( ucTailLight ); if ( bAnimGroup ) BitStream.Write ( ucAnimGroup ); // Write number of vehicles that have this handling applied as default unsigned char ucCount = static_cast < unsigned char > ( pHandling->CountDefaultTo () ); BitStream.Write ( ucCount ); // Write their ID's as bytes (real id - 400) std::list < unsigned short > ::const_iterator iter = pHandling->IterDefaultToBegin (); for ( ; iter != pHandling->IterDefaultToEnd (); iter++ ) { // Grab the ID unsigned char ucID = (*iter) - 400; BitStream.Write ( ucID ); } // Done break; } case CElement::WATER: { CWater* pWater = static_cast < CWater* > ( pElement ); unsigned char ucNumVertices = (unsigned char)pWater->GetNumVertices (); BitStream.Write ( ucNumVertices ); CVector vecVertex; for ( int i = 0; i < ucNumVertices; i++ ) { pWater->GetVertex ( i, vecVertex ); BitStream.Write ( (short)vecVertex.fX ); BitStream.Write ( (short)vecVertex.fY ); BitStream.Write ( vecVertex.fZ ); } break; } default: { assert ( 0 ); CLogger::LogPrintf ( "not sending this element - id: %i\n", pElement->GetType () ); } } } // Success return true; } return false; }