本文整理汇总了C++中Projectile::getObjLag方法的典型用法代码示例。如果您正苦于以下问题:C++ Projectile::getObjLag方法的具体用法?C++ Projectile::getObjLag怎么用?C++ Projectile::getObjLag使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Projectile
的用法示例。
在下文中一共展示了Projectile::getObjLag方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: performProjectileHits
void ServerWorldModel::performProjectileHits(ServerPlayers &players, WorldRenderer *worldRenderer)
{
int currentTick = getTimeHandler()->getTick();
std::vector<ProjectileHit> projectilesHit;
Projectiles::Iterator projectileIt(getProjectiles().begin());
Projectiles::Iterator projectileEnd(getProjectiles().end());
for(; projectileIt != projectileEnd; ++projectileIt)
{
Projectile *projectile = projectileIt->second;
int objLag = projectile->getObjLag();
// update the opponents and shooter to the correct tick
if (objLag != 0)
{
updatePlayerObjsToTickData(currentTick - objLag);
(getPlayerObjs())[projectile->getShooterId()]->updateToTickData(currentTick);
}
// test projectile hit
ProjectileHit projectileHit(projectileIt->first, Pos(0.0f, 0.0f));
if (performProjectileHit(projectileIt->first, projectileHit))
{
// push projectile hit for later
projectilesHit.push_back(projectileHit);
// render explosion at server
assert(worldRenderer);
worldRenderer->projectileHit(projectile, projectileHit.hitPosition);
}
}
// update playerObjs back to current tick
updatePlayerObjsToTickData(currentTick);
// perform killing (playerObjs have already been hurt)
PlayerObjs::Iterator playerObjsIt(getPlayerObjs().begin());
PlayerObjs::Iterator playerObjsEnd(getPlayerObjs().end());
for(; playerObjsIt != playerObjsEnd; ++playerObjsIt)
{
PlayerObj *playerObj = playerObjsIt->second;
if (playerObj->isDead())
{
std::cout << "!!! a player was killed !!! " << std::endl;
// player was kiled
PlayerId killerId = playerObj->lastHurter;
// produce an unpredictable respawn place
Pos tmpPos = playerObj->pos;
size_t respawnPosId = static_cast<size_t>(abs(playerObj->health + static_cast<int>(tmpPos.x + tmpPos.y)) + getTimeHandler()->getTick()) % respawnPoss.size();
Pos &respawnPos = respawnPoss[respawnPosId];
playerObj->respawn(respawnPos);
// send kill message to all players
Kill kill(killerId, playerObjsIt->first, respawnPos);
pushMessageToAll(players, kill, getTimeHandler()->getTime(), getTimeHandler()->getTick());
}
}
// send hits and remove projectiles
if (projectilesHit.size() > 0)
{
std::vector<ProjectileHit>::iterator it = projectilesHit.begin();
std::vector<ProjectileHit>::iterator end = projectilesHit.end();
for(; it != end ; ++it)
{
bool result = projectiles.remove(it->projectileId);
assert(result);
// send message
pushMessageToAll(players, *it, getTimeHandler()->getTime(), getTimeHandler()->getTick());
}
}
}
示例2: handlePlayerShooting
void ServerWorldModel::handlePlayerShooting(PlayerId playerId, ServerPlayers &players)
{
int currentTick = getTimeHandler()->getTick();
Tickf currentTickf = static_cast<Tickf>(currentTick);
PlayerObj *playerObj = getPlayerObjs()[playerId];
// Copy userCmd, we must have a seperate copy to alter while original is intact.
UserCmd userCmd(playerObj->getUserCmd());
ClientIdGenerator *clientIdGenerator = players[playerId]->getIdGenerator();
int clientNShots = userCmd.nShots;
assert(userCmd.firstShotTick >= currentTickf);
assert(playerObj->getNextShootTick() >= currentTickf);
// remove projectiles if client created projectiles which we did't notice before
while (userCmd.firstProjectileId > clientIdGenerator->getNextId())
{
RemoveProjectile removeProjectile(clientIdGenerator->generateGameObjId());
players[playerId]->link.pushMessage(removeProjectile, getTimeHandler()->getTime(), getTimeHandler()->getTick());
}
assert(userCmd.firstProjectileId == clientIdGenerator->getNextId());
if (clientNShots > 0)
{
assert(userCmd.firstShotTick >= playerObj->getNextShootTick());
// Do any shooting
int serverNShots = 0;
Tickf shotTick;
Projectile::Type weapon = userCmd.weapon;
for(int i=0; i<clientNShots; ++i)
{
GameObjId projectileId = clientIdGenerator->generateGameObjId();
if (playerTryShoot(playerId, currentTick, i, projectileId, shotTick))
{
if (serverNShots == 0) userCmd.firstShotTick = shotTick;
Projectile *projectile = (getProjectiles())[projectileId];
std::cout << "server tick: " << getTimeHandler()->getTick() << " projectile shot, objLag = " << projectile->getObjLag() << std::endl;
// send projectile to all clients
AddProjectile addProjectile(projectileId, projectile->getType(), projectile->getPos(),
projectile->getAngle().getFloat(), projectile->getShooterId(),
projectile->getShootTick(), projectile->getObjLag());
pushMessageToAll(players, addProjectile, getTimeHandler()->getTime(), getTimeHandler()->getTick());
++serverNShots;
}
else
{
RemoveProjectile removeProjectile(projectileId);
players[playerId]->link.pushMessage(removeProjectile, getTimeHandler()->getTime(), getTimeHandler()->getTick());
}
}
userCmd.nShots = serverNShots;
// Safe to overwrite PlayerObj.userCmd now, write changes
playerObj->setUserCmd(&userCmd);
}
}