Files
SA-MP/saco/net/localplayer.cpp
T

786 lines
18 KiB
C++

#include "../main.h"
#include "../game/util.h"
#include "../game/keystuff.h"
#include "../game/aimstuff.h"
extern CGame *pGame;
extern CNetGame *pNetGame;
extern CCmdWindow *pCmdWindow;
extern CUnkClass3 *pUnkClass3;
extern CUnkClass10 *pUnkClass10;
extern CDXUTDialog *pClassSelectDialog;
DWORD dword_100FE0A4 = -1;
DWORD dword_100FE0A8 = 30;
DWORD dword_100FE0AC = 30;
DWORD dword_101189A0;
DWORD dword_101189A4;
//----------------------------------------------------------
// layout locks for the fields split out of the pads
typedef char AssertLocalSize[sizeof(CLocalPlayer) == 0x324 ? 1 : -1];
typedef char AssertField14B[offsetof(CLocalPlayer, field_14B) == 0x14B ? 1 : -1];
typedef char AssertSpawnInfo[offsetof(CLocalPlayer, m_SpawnInfo) == 0x14F ? 1 : -1];
typedef char AssertField314[offsetof(CLocalPlayer, field_314) == 0x314 ? 1 : -1];
//----------------------------------------------------------
CLocalPlayer::CLocalPlayer()
{
field_147 = GetTickCount();
field_137 = GetTickCount();
field_13B = GetTickCount();
m_bInRCMode = FALSE;
field_2E2 = 0;
field_2D6 = GetTickCount();
field_2F6 = 0;
m_pPlayerPed = pGame->FindPlayerPed();
field_F0 = 0;
field_F4 = 0;
field_10D = 0;
field_30A = 0;
field_10F = GetTickCount();
field_113 = GetTickCount();
field_13F = GetTickCount();
field_117 = field_10F;
field_11B = field_10F;
m_bIsSpectating = FALSE;
field_30F = 0;
field_310 = -1;
field_306 = 0;
ResetAllSyncAttributes();
BYTE i;
for (i = 0; i < 13; i++)
{
m_byteLastWeapon[i] = 0;
m_dwLastAmmo[i] = 0;
}
m_byteTeam = NO_TEAM;
}
//----------------------------------------------------------
void CLocalPlayer::ResetAllSyncAttributes()
{
field_17D = 0;
m_bWantsAnotherClass = FALSE;
field_302 = 0;
field_2FE = 0;
field_1CF = 0;
field_FA = -1;
m_bInRCMode = FALSE;
field_318 = -1;
field_11F = -1;
field_121 = -1;
field_123 = -1;
memset(field_12B, 0, sizeof(field_12B));
memset(field_3F, 0, sizeof(field_3F));
memset(field_5E, 0, sizeof(field_5E));
//field_92 = 0;
memset(field_94, 0, sizeof(field_94));
memset(field_0, 0, sizeof(field_0));
//memset(field_3C, 0, sizeof(field_3C));
memset(field_D8, 0, sizeof(field_D8));
field_FC = 0;
field_100 = 0;
field_185 = -1;
field_187 = -1;
field_181 = GetTickCount();
field_189 = 0;
DWORD dwThisTick = GetTickCount();
field_2DA = 0;
field_2DE = 0;
field_127 = dwThisTick;
}
//----------------------------------------------------------
void CLocalPlayer::Say(PCHAR szText)
{
BYTE byteTextLength = strlen(szText);
RakNet::BitStream bsSend;
bsSend.Write(byteTextLength);
bsSend.Write(szText, byteTextLength);
pNetGame->GetRakClient()->RPC(RPC_Chat, &bsSend, HIGH_PRIORITY, RELIABLE, 0, FALSE);
}
//----------------------------------------------------------
void CLocalPlayer::SetPlayerColor(DWORD dwColor)
{
SetRadarColor(pNetGame->GetPlayerPool()->GetLocalPlayerID(),dwColor);
}
//----------------------------------------------------
DWORD CLocalPlayer::GetPlayerColorAsRGBA()
{
return TranslateColorCodeToRGBA(pNetGame->GetPlayerPool()->GetLocalPlayerID());
}
//----------------------------------------------------
DWORD CLocalPlayer::GetPlayerColorAsARGB()
{
return (TranslateColorCodeToRGBA(pNetGame->GetPlayerPool()->GetLocalPlayerID()) >> 8) | 0xFF000000;
}
//----------------------------------------------------
//----------------------------------------------------
// the damage reports scale the amount down to a third before sending
void CLocalPlayer::FUNC_100068A0(WORD a1, float a2, int a3, int a4)
{
a2 *= 0.33f;
RakNet::BitStream bsSend;
bsSend.Write1();
bsSend.Write(a1);
bsSend.Write(a2);
bsSend.Write(a3);
bsSend.Write(a4);
pNetGame->GetRakClient()->RPC(RPC_PlayerDamage, &bsSend, HIGH_PRIORITY, RELIABLE_ORDERED, 0, FALSE);
}
//----------------------------------------------------
void CLocalPlayer::FUNC_100069B0(WORD a1, float a2, int a3, int a4)
{
a2 *= 0.33f;
RakNet::BitStream bsSend;
bsSend.Write0();
bsSend.Write(a1);
bsSend.Write(a2);
bsSend.Write(a3);
bsSend.Write(a4);
pNetGame->GetRakClient()->RPC(RPC_PlayerDamage, &bsSend, HIGH_PRIORITY, RELIABLE_ORDERED, 0, FALSE);
}
//----------------------------------------------------
void CLocalPlayer::FUNC_10006AC0(WORD a1, float a2, int a3, int a4)
{
RakNet::BitStream bsSend;
bsSend.Write0();
bsSend.Write(a1);
bsSend.Write(a2);
bsSend.Write(a3);
bsSend.Write(a4);
pNetGame->GetRakClient()->RPC(RPC_ActorDamage, &bsSend, HIGH_PRIORITY, RELIABLE_ORDERED, 0, FALSE);
}
//----------------------------------------------------
void CLocalPlayer::RequestClass(int iClass)
{
RakNet::BitStream bsSend;
bsSend.Write(iClass);
pNetGame->GetRakClient()->RPC(RPC_RequestClass, &bsSend, HIGH_PRIORITY, RELIABLE, 0, FALSE);
}
//----------------------------------------------------
void CLocalPlayer::SendStatsUpdate()
{
RakNet::BitStream bsSend;
int iMoney = pGame->FUNC_100A0F90();
int iDrunkLevel = m_pPlayerPed->sub_100ADFA0();
bsSend.Write((BYTE)ID_STATS_UPDATE);
bsSend.Write(iMoney);
bsSend.Write(iDrunkLevel);
pNetGame->GetRakClient()->Send(&bsSend, HIGH_PRIORITY, UNRELIABLE, 0);
}
//----------------------------------------------------
// class selection cycles field_2FE and re-requests on every step
void CLocalPlayer::SelectNextClass()
{
if(!field_306)
return;
MATRIX4X4 mat;
field_143 = 0;
m_pPlayerPed->GetMatrix(&mat);
if(field_2FE == pNetGame->GetSettings()->field_23 - 1)
field_2FE = 0;
else
field_2FE++;
pGame->m_pGameAudio->PlaySound(1052, mat.pos.X, mat.pos.Y, mat.pos.Z);
RequestClass(field_2FE);
}
//----------------------------------------------------
void CLocalPlayer::SelectPreviousClass()
{
if(!field_306)
return;
MATRIX4X4 mat;
field_143 = 0;
m_pPlayerPed->GetMatrix(&mat);
DWORD dwClass = field_2FE;
if(!dwClass)
dwClass = pNetGame->GetSettings()->field_23;
field_2FE = dwClass - 1;
pGame->m_pGameAudio->PlaySound(1053, mat.pos.X, mat.pos.Y, mat.pos.Z);
RequestClass(field_2FE);
}
//----------------------------------------------------
// leaving a vehicle; every guard shares one exit so the nesting has to stay
void CLocalPlayer::FUNC_10005BF0(WORD a1)
{
RakNet::BitStream bsSend;
CVehiclePool *pVehiclePool = pNetGame->GetVehiclePool();
if(a1 < MAX_VEHICLES && pVehiclePool->field_3074[a1])
{
int pVehicle = pVehiclePool->field_1134[a1];
if(pVehicle)
{
if(!m_pPlayerPed->FUNC_100ABFC0())
field_FA = a1;
if(((CVehicle *)pVehicle)->FUNC_100B7460())
pGame->m_pGameCamera->FUNC_1009D740();
if(!((CVehicle *)pVehicle)->FUNC_100B7E00())
{
bsSend.Write(a1);
pNetGame->GetRakClient()->RPC(RPC_ExitVehicle, &bsSend, HIGH_PRIORITY, RELIABLE_SEQUENCED, 0, FALSE);
}
}
}
}
//----------------------------------------------------
// entering a vehicle; the camera hand-off only runs for the vehicles that ask
void CLocalPlayer::FUNC_10005AD0(WORD a1, int a2)
{
RakNet::BitStream bsSend;
BYTE byteFlag = 0;
if(a2)
byteFlag = 1;
bsSend.Write(a1);
bsSend.Write(byteFlag);
pNetGame->GetRakClient()->RPC(RPC_EnterVehicle, &bsSend, HIGH_PRIORITY, RELIABLE_SEQUENCED, 0, FALSE);
CVehiclePool *pVehiclePool = pNetGame->GetVehiclePool();
if(a1 < MAX_VEHICLES && pVehiclePool->field_3074[a1])
{
CVehicle *pVehicle = (CVehicle *)pVehiclePool->field_1134[a1];
if(pVehicle && pVehicle->FUNC_100B7460())
{
DWORD dwGtaId = pVehicle->m_dwGTAId;
ScriptCommand(&camera_on_vehicle, dwGtaId, 3, 2);
dword_100FE0A4 = GetTickCount();
}
}
}
//----------------------------------------------------
// the enter-vehicle key handler; 46 is the parachute, which has to be put away
void CLocalPlayer::FUNC_10006FE0()
{
GTA_CONTROLSET *pKeys = GameGetInternalKeys();
CVehiclePool *pVehiclePool = pNetGame->GetVehiclePool();
if(pKeys->wKeys1[8] && !pKeys->wKeys2[8])
{
WORD wVehicleId = pVehiclePool->FUNC_1001EC00();
if(wVehicleId < MAX_VEHICLES && pVehiclePool->field_3074[wVehicleId])
{
CVehicle *pVehicle = (CVehicle *)pVehiclePool->FUNC_10001120(wVehicleId);
if(pVehicle->FUNC_1009F0C0() < 8.0f)
{
if(m_pPlayerPed->FUNC_100ABC50() == 46)
m_pPlayerPed->SetArmedWeapon(0, 0);
m_pPlayerPed->FUNC_100AC410(pVehicle->m_dwGTAId, 1);
FUNC_10005AD0(wVehicleId, 1);
}
}
}
}
//----------------------------------------------------
void CLocalPlayer::sub_10003710(int a1, int a2)
{
field_2DA = a1;
field_2DE = a2;
}
//----------------------------------------------------
void CLocalPlayer::sub_10004060()
{
if(field_306)
{
RequestSpawn();
field_302 = 1;
}
}
//----------------------------------------------------
// on foot and in a vehicle report their update rate separately
int CLocalPlayer::FUNC_10003B30()
{
if(m_pPlayerPed)
{
if(m_pPlayerPed->IsInVehicle())
return FUNC_10003AB0();
return FUNC_10003AF0();
}
return 1000;
}
//----------------------------------------------------
// the three words live inside field_0, so they are read through it
BOOL CLocalPlayer::FUNC_10004340(WORD a1, WORD a2, WORD a3)
{
if(a1 == *(WORD *)&field_0[6] && a2 == *(WORD *)&field_0[4] && a3 == *(WORD *)&field_0[2])
return FALSE;
return TRUE;
}
//----------------------------------------------------
// the sync interval, 15ms while the server asks for it and 30ms otherwise
int CLocalPlayer::FUNC_10003AB0()
{
if(m_pPlayerPed)
{
if(pNetGame->GetField239())
return 15;
return dword_100FE0AC + pGame->FUNC_100A00F0();
}
return 1000;
}
//----------------------------------------------------
int CLocalPlayer::FUNC_10003AF0()
{
if(m_pPlayerPed)
{
if(pNetGame->GetField239())
return 15;
return dword_100FE0A8 + pGame->FUNC_100A00F0();
}
return 1000;
}
//----------------------------------------------------
BOOL CLocalPlayer::FUNC_10004300(WORD a1, WORD a2, WORD a3)
{
if(a1 == *(WORD *)&field_94[4] && a2 == *(WORD *)&field_94[2] && a3 == *(WORD *)&field_94[0])
return FALSE;
return TRUE;
}
//----------------------------------------------------
PLAYERID CLocalPlayer::FUNC_10004B70()
{
if(!m_pPlayerPed)
return -1;
int iPed = m_pPlayerPed->FUNC_100AEF60();
if(!iPed)
return -1;
CPlayerPool *pPlayerPool = pNetGame->GetPlayerPool();
if(!pPlayerPool)
return -1;
return pPlayerPool->FUNC_100138C0(iPed);
}
//----------------------------------------------------
ACTORID CLocalPlayer::FUNC_10004BB0()
{
if(!m_pPlayerPed)
return -1;
int iPed = m_pPlayerPed->FUNC_100AEF60();
if(!iPed)
return -1;
CActorPool *pActorPool = pNetGame->GetActorPool();
if(!pActorPool)
return -1;
return pActorPool->FUNC_100018B0(iPed);
}
//----------------------------------------------------
// only accepts a spawn point the game says is inside the world
void CLocalPlayer::sub_10003BE0(SPAWN_INFO *pSpawnInfo)
{
if(FUNC_100B4B50(&pSpawnInfo->vecPos))
{
memcpy(&m_SpawnInfo, pSpawnInfo, sizeof(SPAWN_INFO));
field_17D = 1;
}
}
//----------------------------------------------------
void CLocalPlayer::sub_100040E0(BOOL bSpawn)
{
if(bSpawn)
{
if(m_pPlayerPed)
{
m_pPlayerPed->FUNC_100AC010();
m_pPlayerPed->SetSkin(m_SpawnInfo.iSkin);
}
field_143 = 1;
}
}
//----------------------------------------------------
void CLocalPlayer::FUNC_10004080()
{
field_143 = 0;
if(m_pPlayerPed)
{
m_pPlayerPed->FUNC_100ABBD0();
m_pPlayerPed->FUNC_100ABD70(100.0f);
m_pPlayerPed->FUNC_100AC790(0);
}
field_14B = GetTickCount();
field_147 = GetTickCount();
}
//----------------------------------------------------
// resends at most twice a second unless the block actually changed
BOOL CLocalPlayer::FUNC_10003A60(void *a2, void *a3, unsigned int a4)
{
if(GetTickCount() - field_13F > 500)
{
field_13F = GetTickCount();
return TRUE;
}
if(memcmp(a2, a3, a4))
{
field_13F = GetTickCount();
return TRUE;
}
return FALSE;
}
//----------------------------------------------------
void CLocalPlayer::FUNC_10004230(WORD a1)
{
CVehiclePool *pVehiclePool = pNetGame->GetVehiclePool();
if(pVehiclePool && a1 < MAX_VEHICLES && pVehiclePool->field_3074[a1])
{
field_30F = 2;
field_310 = a1;
field_314 = 0;
}
}
//----------------------------------------------------
void CLocalPlayer::RequestSpawn()
{
RakNet::BitStream bsSend;
pNetGame->GetRakClient()->RPC(RPC_RequestSpawn, &bsSend, HIGH_PRIORITY, RELIABLE, 0, FALSE);
}
//----------------------------------------------------
// straying outside the server boundary disarms and nags
void CLocalPlayer::FUNC_10003F50()
{
if(!pGame->FUNC_100A0EE0() && m_pPlayerPed->FUNC_1009F420(pNetGame->GetSettings()->fWorldBoundryPX,
pNetGame->GetSettings()->fWorldBoundryZX, pNetGame->GetSettings()->fWorldBoundryPY,
pNetGame->GetSettings()->fWorldBoundryNY))
{
m_pPlayerPed->SetArmedWeapon(0, 0);
pGame->DisplayGameText("Stay within the ~r~world boundries", 1000, 5);
}
}
//----------------------------------------------------
// leaving spectate only resets the spawn state when another class is pending
void CLocalPlayer::FUNC_100041C0(BOOL bSpectating)
{
if(m_bIsSpectating && !m_bWantsAnotherClass && !bSpectating)
sub_10003C20();
else if(m_bWantsAnotherClass && !bSpectating)
{
field_F0 = 0;
field_17D = 0;
}
m_bIsSpectating = bSpectating;
field_30F = 0;
field_314 = 0;
field_310 = -1;
}
//----------------------------------------------------
// picks a player to spectate; state 32 is not a spectatable one
void CLocalPlayer::FUNC_10004280(PLAYERID playerId)
{
CPlayerPool *pPlayerPool = pNetGame->GetPlayerPool();
if(pPlayerPool && pPlayerPool->GetSlotState(playerId) && pPlayerPool->GetAt(playerId)->field_10A
&& pPlayerPool->GetAt(playerId)->field_10A != 32)
{
field_30F = 1;
field_310 = playerId;
field_314 = 0;
}
}
//----------------------------------------------------
// the in-vehicle half of the boundary check, keyed off the driven vehicle
void CLocalPlayer::FUNC_10003FC0()
{
CVehiclePool *pVehiclePool = pNetGame->GetVehiclePool();
WORD wVehicleId = pVehiclePool->FUNC_1001EB90((int)m_pPlayerPed->GetGtaVehicle());
if(!pGame->FUNC_100A0EE0() && wVehicleId != INVALID_VEHICLE_ID && wVehicleId < MAX_VEHICLES
&& pVehiclePool->field_3074[wVehicleId])
{
CVehicle *pVehicle = (CVehicle *)pVehiclePool->field_1134[wVehicleId];
if(pVehicle && pVehicle->FUNC_1009F420(pNetGame->GetSettings()->fWorldBoundryPX,
pNetGame->GetSettings()->fWorldBoundryZX, pNetGame->GetSettings()->fWorldBoundryPY,
pNetGame->GetSettings()->fWorldBoundryNY))
pGame->DisplayGameText("Stay within the ~r~world boundries", 1000, 5);
}
}
//----------------------------------------------------
// counts the spawned players, recomputed once every 30 calls
int FUNC_10004120()
{
CPlayerPool *pPlayerPool = pNetGame->GetPlayerPool();
WORD i = 0;
if(dword_101189A4)
{
dword_101189A4--;
return dword_101189A0;
}
int iCount = 0;
dword_101189A4 = 30;
dword_101189A0 = 0;
if(pPlayerPool)
{
int iMax = pPlayerPool->field_2F3A;
for(; i <= iMax; i++)
{
if(pPlayerPool->GetSlotState(i))
{
CRemotePlayer *pRemotePlayer = pPlayerPool->GetAt(i);
if(pRemotePlayer->m_pPlayerPed && pRemotePlayer->field_10A)
dword_101189A0 = ++iCount;
}
}
}
return iCount;
}
//----------------------------------------------------
// reports the death reason and who did it
void CLocalPlayer::SendDeath()
{
RakNet::BitStream bsSend;
WORD wKiller;
BYTE byteReason = m_pPlayerPed->FUNC_100AC850(&wKiller);
bsSend.Write(byteReason);
bsSend.Write(wKiller);
pNetGame->GetRakClient()->RPC(RPC_Death, &bsSend, HIGH_PRIORITY, RELIABLE_ORDERED, 0, FALSE);
}
//----------------------------------------------------
void CLocalPlayer::SetInteriorId(BYTE byteInteriorId)
{
field_1CF = byteInteriorId;
RakNet::BitStream bsSend;
bsSend.Write(byteInteriorId);
pNetGame->GetRakClient()->RPC(RPC_SetInteriorId, &bsSend, HIGH_PRIORITY, RELIABLE, 0, FALSE);
}
//----------------------------------------------------
// drives class selection: centres the dialog on entry, then steps on the arrows
void CLocalPlayer::FUNC_10006100()
{
if(!pGame->sub_100A0920())
{
pGame->sub_100A1DB0(0);
pGame->ToggleKeyInputsDisabled(2, 0);
}
if(pUnkClass3 && pUnkClass3->GetField28())
return;
if(!field_306)
{
RECT rect;
pClassSelectDialog->SetVisible(true);
GetClientRect(pGame->GetMainWindowHwnd(), &rect);
pClassSelectDialog->SetLocation(rect.right / 2 - pClassSelectDialog->GetWidth() / 2,
rect.bottom - pClassSelectDialog->GetHeight() - 50);
field_306 = 1;
RequestClass(field_2FE);
return;
}
if(GetTickCount() - field_14B < 2000)
return;
if(!field_302)
{
if(!field_143)
return;
if((GetAsyncKeyState(VK_SHIFT) & 0x8000) && !pCmdWindow->GetField14E0())
{
sub_10004060();
return;
}
}
if(!field_143)
return;
DWORD dwElapsed = GetTickCount() - field_147;
if((GetAsyncKeyState(VK_LEFT) & 0x8000) && dwElapsed > 250)
{
field_147 = GetTickCount();
SelectPreviousClass();
return;
}
if((GetAsyncKeyState(VK_RIGHT) & 0x8000) && dwElapsed > 250)
{
field_147 = GetTickCount();
SelectNextClass();
}
}
//----------------------------------------------------
// keeps the FollowPedSA marker on the aim point, refreshed five times a second
void CLocalPlayer::FUNC_10002FA0()
{
if(m_pPlayerPed && (!pGame || pGame->m_bHeadMove) && !m_pPlayerPed->FUNC_100ADC90()
&& (!pUnkClass10 || !pUnkClass10->GetField80()))
{
MATRIX4X4 mat;
m_pPlayerPed->GetMatrix(&mat);
DWORD dwTick = GetTickCount();
if(dwTick - field_137 > 1000)
{
CAMERA_AIM *pAim = GameGetInternalAim();
float fX = pAim->f1x * 20.0f + mat.pos.X;
float fY = pAim->f1y * 20.0f + mat.pos.Y;
float fZ = pAim->f1z * 20.0f + mat.pos.Z;
field_137 = dwTick;
*(float *)&field_12B[0] = fX - mat.pos.X;
*(float *)&field_12B[4] = fY - mat.pos.Y;
*(float *)&field_12B[8] = fZ - mat.pos.Z;
}
if(dwTick - field_13B > 200)
{
VECTOR vecTarget;
vecTarget.X = mat.pos.X + *(float *)&field_12B[0];
vecTarget.Y = mat.pos.Y + *(float *)&field_12B[4];
vecTarget.Z = mat.pos.Z + *(float *)&field_12B[8];
m_pPlayerPed->FUNC_100ADFD0("FollowPedSA", 0, 2000, -1, &vecTarget, 0, 0.1f, 500, 3, 0);
field_13B = dwTick;
}
}
}