本文整理汇总了C++中Projectile::getShooterId方法的典型用法代码示例。如果您正苦于以下问题:C++ Projectile::getShooterId方法的具体用法?C++ Projectile::getShooterId怎么用?C++ Projectile::getShooterId使用的例子?那么恭喜您, 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::getShooterId方法的4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: renderAndUpdate
void Client::renderAndUpdate()
{
//render
worldRenderer.setupProjection();
if (worldModel.getPlayerObjs().exists(playerId))
{
Tickf currentTickf = getStepTick();
Tickf playerObjRenderTickf = currentTickf - static_cast<Tickf>(currentObjLag);
worldModel.updatePlayerObjsToTickData(playerObjRenderTickf);
(worldModel.getPlayerObjs())[playerId]->updateToTickData(currentTickf);
WorldModel::Projectiles::Iterator projectilesIt = worldModel.getProjectiles().begin();
WorldModel::Projectiles::Iterator projectilesEnd = worldModel.getProjectiles().end();
for(; projectilesIt != projectilesEnd; ++projectilesIt)
{
Projectile *projectile = projectilesIt->second;
assert(projectile);
Tickf projectileRenderTickf;
if (projectile->getShooterId() == static_cast<GameObjId>(playerId))
{
projectileRenderTickf = currentTickf;
}
else
{
projectileRenderTickf = Projectile::RENDER_LAG_MODS.getRenderTick(currentTickf, projectile, currentObjLag);
}
projectile->updateToTickData(projectileRenderTickf);
projectile->render = (projectileRenderTickf >= projectile->getShootTick());
}
worldRenderer.render(worldModel, players, (worldModel.getPlayerObjs())[playerId]);//, timeHandler.getStepTick());
}
requestRender = false;
//update
handleServerMessages();
}
示例2: 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3: 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);
}
}
示例4: runStep
void Client::runStep()
{
assert(isConsistent());
link.retrieve(getTimeHandler()->getTime());
getTimeHandler()->nextStep();
if (connectionPhase == ClientPhase::RUNNING)
{
if (getTimeHandler()->isNewTick())
{
if ((static_cast<int>(getTimeHandler()->getStepTick()) % (6000/TimeHandler::TICK_DELTA_TIME)) == 0)
{
debugPrintState();
}
assert(predictionHandler->isConsistent());
int currentTick = static_cast<int>(getStepTick());
// calculate current objectLag
this->currentObjLag = calcCurrentObjLag();
// get userCmd
UserCmd userCmd;
getCurrentUserCmd(userCmd);
userCmd.objLag = this->currentObjLag; // send currentObjLag to server
// store userCmd
predictionHandler->setUserCmd(userCmd, currentTick);
// push userCmd to serverlink
link.pushMessage(userCmd, getTimeHandler()->getTime(), currentTick);
// transmit messages
link.transmit();
//perform shooting
PlayerObj *playerObj = (worldModel.getPlayerObjs())[playerId];
playerObj->updateToTickData(currentTick);
playerObj->setUserCmd(&userCmd);
worldModel.handlePlayerShooting(playerId, configHandler.getIntValue("client_create_projectile", CLIENT_CREATE_PROJECTILE_DEFAULT) == 1);
// perform prediction
predictionHandler->predict(currentTick + 1);
// remove projectiles that have hit something
std::vector<GameObjId> projectileRemoves;
WorldModel::Projectiles::Iterator projectilesIt(worldModel.getProjectiles().begin());
WorldModel::Projectiles::Iterator projectilesEnd(worldModel.getProjectiles().end());
for(; projectilesIt != projectilesEnd; ++projectilesIt)
{
GameObjId projectileId = projectilesIt->first;
Projectile *projectile = projectilesIt->second;
// predict hits of own projectiles
if ((projectile->getShooterId() == static_cast<GameObjId>(playerId)) && configHandler.getIntValue("client_remove_projectile", CLIENT_REMOVE_PROJECTILE_DEFAULT) == 1)
{
projectile->updateToTickData(currentTick - 1);
ProjectileHit projectileHit(projectileId, Pos(0.0f, 0.0f));
if (worldModel.performProjectileHit(projectileId, projectileHit))
{
projectile->setHit(currentTick, projectileHit.hitPosition);
}
}
// check hits and remove them later
int checkTick = currentTick;
if (projectile->getShooterId() != static_cast<GameObjId>(playerId)) checkTick -= this->currentObjLag;
if (projectile->getHitTick() <= checkTick)
projectileRemoves.push_back(projectileId);
}
for(size_t removeId = 0; removeId < projectileRemoves.size(); ++removeId)
{
projectileHit(projectileRemoves[removeId]);
}
}
else
{
requestRender = true;
}
}
else
{
handleServerMessages();
}
}