Пример #1
0
BOOL GetICCStatusDO(USHORT Ctn, UCHAR ucSlot, USHORT *lr, UCHAR *rsp)
{
  *lr = 0;
  if(ucSlot)
  {
    if(GetSlotState(Ctn, ucSlot, &rsp[2]) )
    {
      rsp[0] = 0x80;
      rsp[1] = 0x01;
      rsp[3] = 0x90;
      rsp[4] = 0x00;
      *lr=5;
    }
  }
  else
  {
    if(GetSlotState(Ctn, 1, &rsp[2]) &&
       GetSlotState(Ctn, 2, &rsp[3]) )
    {
      rsp[0] = 0x80;
      rsp[1] = 0x02;
      rsp[4] = 0x90;
      rsp[5] = 0x00;
      *lr=6;
    }
  }
  return (*lr>0);
}
Пример #2
0
void CVehicleManager::FlagForRespawn(EntityId vehicleID)
{
	if(GetSlotState(vehicleID)) {
		m_pVehicles[vehicleID]->SetWasted(TRUE);
		m_iRespawnDelay[vehicleID] = 150;
	}
}
Пример #3
0
void EvictAssetsAsNecessary(assets_s* assets)
{
    Assert(assets->memoryNeeded < assets->dyMemoryBlock.stack.size)
    uint64_t memoryEvicted = 0;
    cell_s* cellToCheck = assets->assetUseQueue.head;
    while(memoryEvicted < assets->memoryNeeded)
    {
        assetData_s* leastRecentlyUsedAsset = (assetData_s*) cellToCheck->data; //(assetData_s*) Pop(&assets->assetUseQueue);
        assetState_e state = GetSlotState(leastRecentlyUsedAsset);

        cell_s* nextCell;
        if(state == assetState_loaded && !IsLocked(leastRecentlyUsedAsset))
        {
            memoryEvicted += EvictAsset(assets, leastRecentlyUsedAsset);
            nextCell = cellToCheck->next;
            RemoveCell(&assets->assetUseQueue, cellToCheck);
        }
        else
        {
            nextCell = cellToCheck->next;
        }
        cellToCheck = nextCell;
    }
    assets->memoryNeeded = 0;
}
Пример #4
0
BOOL CVehiclePool::Delete(BYTE byteVehicleID)
{
	if(!GetSlotState(byteVehicleID) || !m_pVehicles[byteVehicleID]) {
		return FALSE;
	}

	m_bVehicleSlotState[byteVehicleID] = FALSE;
	delete m_pVehicles[byteVehicleID];
	m_pVehicles[byteVehicleID] = NULL;

	return TRUE;
}
Пример #5
0
BOOL CPickupPool::Delete(BYTE bytePickupID)
{
	if(!GetSlotState(bytePickupID) || !m_pPickups[bytePickupID])
	{
		return FALSE;
	}

	m_bPickupSlotState[bytePickupID] = FALSE;
	delete m_pPickups[bytePickupID];
	m_pPickups[bytePickupID] = NULL;

	return TRUE;
}
Пример #6
0
BOOL CPedPool::Delete(BYTE bytePedID)
{
	if(!GetSlotState(bytePedID) || !m_pPeds[bytePedID])
	{
		return FALSE;
	}

	m_bPedSlotState[bytePedID] = FALSE;
	delete m_pPeds[bytePedID];
	m_pPeds[bytePedID] = NULL;

	return TRUE;
}
Пример #7
0
BOOL CVehicleManager::Delete(EntityId vehicleID)
{
	if(!GetSlotState(vehicleID) || !m_pVehicles[vehicleID])
	{
		return FALSE;
	}

	m_bVehicleSlotState[vehicleID] = FALSE;
	delete m_pVehicles[vehicleID];
	m_pVehicles[vehicleID] = NULL;
	pScripts->onVehicleDestroy(vehicleID);

	return TRUE;
}
Пример #8
0
BOOL CVehiclePool::Delete(VEHICLEID VehicleID)
{
	if(!GetSlotState(VehicleID) || !m_pVehicles[VehicleID])
	{
		return FALSE; // Vehicle already deleted or not used.
	}

	m_bVehicleSlotState[VehicleID] = FALSE;
	delete m_pVehicles[VehicleID];
	m_pVehicles[VehicleID] = NULL;
	m_pGTAVehicles[VehicleID] = 0;

	return TRUE;
}
Пример #9
0
void CVehiclePool::AssignSpecialParamsToVehicle(VEHICLEID VehicleID, BYTE byteObjective, BYTE byteDoorsLocked)
{
	if(!GetSlotState(VehicleID)) return;
	CVehicle *pVehicle = m_pVehicles[VehicleID];

	if(pVehicle && m_bIsActive[VehicleID]) {
		if (byteObjective)
		{
			pVehicle->m_byteObjectiveVehicle = 1;
			pVehicle->m_bSpecialMarkerEnabled = false;
		}
		pVehicle->SetDoorState(byteDoorsLocked);
	}
}
Пример #10
0
BOOL CPlayerPool::Delete(BYTE bytePlayerID, BYTE byteReason)
{
	if(!GetSlotState(bytePlayerID) || !m_pPlayers[bytePlayerID]) {
		return FALSE;
	}

	m_bPlayerSlotState[bytePlayerID] = FALSE;
	delete m_pPlayers[bytePlayerID];
	m_pPlayers[bytePlayerID] = NULL;

	if(pChatWindow) {
		pChatWindow->AddInfoMessage("*** %s left the server. (%s)",
		m_szPlayerNames[bytePlayerID],szQuitReasons[byteReason]);
	}

	return TRUE;
}
Пример #11
0
int CVehiclePool::FindNearestToLocalPlayerPed()
{
	float fLeastDistance=10000.0f;
	float fThisDistance;
	VEHICLEID ClosestSoFar=INVALID_VEHICLE_ID;

	VEHICLEID x=0;
	while(x < MAX_VEHICLES) {
		if(GetSlotState(x) && m_bIsActive[x]) {
			fThisDistance = m_pVehicles[x]->GetDistanceFromLocalPlayerPed();
			if(fThisDistance < fLeastDistance) {
				fLeastDistance = fThisDistance;
				ClosestSoFar = x;
			}
		}
		x++;
	}

	return ClosestSoFar;
}
Пример #12
0
uint64_t EvictAsset(assets_s* assets, assetData_s* assetSlot)
{
    Assert(GetSlotState(assetSlot) == assetState_loaded);

    uint64_t memoryEvicted;
    void* start;
    uint32_t memorySize;
    {
        assetSlotType_e type = GetSlotType(assetSlot);
        switch(type)
        {
            case(assetSlotType_bitmap):
            {
                start = assetSlot->bitmap.memory;
                break;
            }
            case(assetSlotType_sound):
            {
                start = assetSlot->sound.samples[0];
                break;
            }
            default:
            {
                memoryEvicted = 0;
                return memoryEvicted;
            }
        }
        memorySize = assetSlot->memorySize;
        ContractMemory(&assets->dyMemoryBlock.stack, start, memorySize);
        SetSlotState(assetSlot, assetState_unloaded);
    }

    memoryEvicted = memorySize;

    for(cell_s* cell = assets->assetUseQueue.head; cell != NULL; cell = cell->next)
    {
        assetData_s* slotToMove = (assetData_s*) cell->data;
        assetSlotType_e type = GetSlotType(slotToMove);

        uint8_t* memory;
        switch(type)
        {
            case(assetSlotType_bitmap):
            {
                memory = (uint8_t*) slotToMove->bitmap.memory;
                break;
            }
            case(assetSlotType_sound):
            {
                memory = (uint8_t*) slotToMove->sound.samples[0];
                break;
            }
            default:
            {
                memory = NULL;
                break;
            }
        }
        if(memory > start)
        {
            memory = memory - memorySize;
        }        
    }
    ShiftBlocksBack(&assets->dyMemoryBlock, (uint8_t*) start, memorySize);
    return memoryEvicted;
}
Пример #13
0
CVehicle* CVehiclePool::GetVehicle( _VehicleID vehicleID )
{
	if( GetSlotState( vehicleID ) == false ) return (CVehicle*)0;
	return this->vehicles[ vehicleID ];
}
Пример #14
0
void CVehiclePool::Process()
{
	BYTE x=0;
	CVehicle *pVehicle;
	DWORD dwThisTime = GetTickCount();

	while(x != MAX_VEHICLES)
	{
		if(GetSlotState(x) == TRUE) { // It's inuse.
			pVehicle = m_pVehicles[x];

			if(m_bIsActive[x]) {
	
				if(pVehicle->GetHealth() == 0.0f) { // It's dead
					SetForRespawn(x);
				}
				else if(pVehicle->HasExceededWorldBoundries(
					pNetGame->m_WorldBounds[0],pNetGame->m_WorldBounds[1],
					pNetGame->m_WorldBounds[2],pNetGame->m_WorldBounds[3]))
				{
					if(pVehicle->IsOkToRespawn()) {
						SetForRespawn(x);
					}
				}
				else if(pVehicle->GetVehicleSubtype() != VEHICLE_SUBTYPE_BOAT &&
						pVehicle->GetVehicleSubtype() != VEHICLE_SUBTYPE_PLANE &&
						pVehicle->HasSunk()) // Not boat and has sunk.
				{
					SetForRespawn(x);
				}
				else 
				{
					if(pVehicle->IsDriverLocalPlayer()) {
						pVehicle->SetInvulnerable(FALSE);
					} else {
						pVehicle->SetInvulnerable(TRUE);
					}

					// Lock vehicles beyond given radius.
					if(pVehicle->GetDistanceFromLocalPlayerPed() > 300.0f) {
						pVehicle->SetLockedState(1);
					} else {
						pVehicle->SetLockedState(0);
					}

					if(pVehicle->GetVehicleSubtype() == VEHICLE_SUBTYPE_BIKE) {
						pVehicle->VerifyControlState();
					}

					// code to respawn vehicle after it has been idle for 4 minutes
					pVehicle->UpdateLastDrivenTime();

					if(pVehicle->m_bHasBeenDriven) {
						if((dwThisTime - pVehicle->m_dwTimeSinceLastDriven) > 250000) {
							SetForRespawn(x);
						}
					}						
				}
			}
			else // !m_bIsActive
			{
				if(m_iRespawnDelay[x] != 0) {
					m_iRespawnDelay[x]--;
				}
				else {
					if(pVehicle->IsOkToRespawn()) {
						Spawn(x,m_SpawnInfo[x].byteVehicleType,&m_SpawnInfo[x].vecPos,
							m_SpawnInfo[x].fRotation,m_SpawnInfo[x].iColor1,m_SpawnInfo[x].iColor2);
					}
				}	
			}		
		}

		x++;

	}
}
Пример #15
0
void CVehiclePool::Process()
{
	// Process all vehicles in the vehicle pool.
	CVehicle *pVehicle;
	DWORD dwThisTime = GetTickCount();
	
	CPlayerPool* pPlayerPool = pNetGame->GetPlayerPool();
	CLocalPlayer* pLocalPlayer = pPlayerPool->GetLocalPlayer();

	int iLocalPlayersInRange = 0;
	if (pLocalPlayer)
		iLocalPlayersInRange = pLocalPlayer->DetermineNumberOfPlayersInLocalRange();

	ProcessWaitingList();

	for(VEHICLEID x = 0; x != MAX_VEHICLES; x++)
	{
		if(GetSlotState(x) == TRUE)
		{
			// It's in use.
			pVehicle = m_pVehicles[x];

			if(m_bIsActive[x])
			{
				if(pVehicle->IsDriverLocalPlayer()) {
					pVehicle->SetInvulnerable(FALSE);
				} else {
					pVehicle->SetInvulnerable(TRUE);
				}

				if (pVehicle->GetHealth() == 0.0f) // || pVehicle->IsWrecked()) // It's dead
				{
					if (pLocalPlayer->m_LastVehicle == x) // Notify server of death
					{
						NotifyVehicleDeath(x);
					}
					continue;
				}
	
				if( pVehicle->GetVehicleSubtype() != VEHICLE_SUBTYPE_BOAT &&
					pVehicle->HasSunk() ) // Not boat and has sunk.
				{
					if (pLocalPlayer->m_LastVehicle == x) {
						NotifyVehicleDeath(x);
					}
					continue;
				}
									
				// Active and in world.
				pLocalPlayer->ProcessUndrivenSync(x, pVehicle, iLocalPlayersInRange); // sync unoccupied vehicle if needed

				/* This has an impact on undriven passenger sync. check for driver instead 
				// Kye: This the source of the audio bug?
				if(!pVehicle->IsOccupied()) {
					pVehicle->SetEngineState(FALSE);
				} else {
					pVehicle->SetEngineState(TRUE);
				}*/

				// Update the actual ingame pointer if it's not the same as the one we have listed.
				if(pVehicle->m_pVehicle != m_pGTAVehicles[x]) {
					m_pGTAVehicles[x] = pVehicle->m_pVehicle;
				}

				pVehicle->ProcessMarkers();
			}
		}
	}
}