std::auto_ptr<Actor> CtfSoldierSpawnSystem::Spawn( ::core::ClientData& clientData, Team::Type team ) { map::SpawnPoints_t spawnPoints( map::ctf::CtfSoldierSpawnPointMapElementSystem::Get()->GetActiveSpawnPoints( team ) ); map::SpawnPoint spawnPoint( spawnPoints[rand() % spawnPoints.size()] ); std::auto_ptr<Actor> player( mActorFactory( mPlayerAutoId ) ); Opt<ITeamComponent> teamC( player->Get<ITeamComponent>() ); if ( teamC.IsValid() ) { teamC->SetTeam( team ); } return SoldierSpawnSystem::Get()->Spawn( clientData, spawnPoint, player ); }
void WeaponItemSubSystem::Update( Actor& actor, double DeltaTime ) { Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>(); Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if ( !weapon.IsValid() ) { return; } double cd = weapon->GetCooldown(); cd -= DeltaTime; if( cd < 0 ) { cd = 0; } weapon->SetCooldown( cd ); //scatter updated on client Opt<IAccuracyComponent> accuracyC = actor.Get<IAccuracyComponent>(); weapon->GetScatter().Update( DeltaTime, accuracyC.IsValid() ? accuracyC->GetAccuracy().Get() : 0 ); if ( weapon->CanReload() //Not enough bullet for current shot Need to see if the player wants to shoot alt: && ( weapon->GetShoot() && weapon->GetBullets() < weapon->GetShotCost() && weapon->GetCooldown() <= 0 //Not enough bullet for current alt shot. Need to see if the player wants to shoot normal: || weapon->GetShootAlt() && weapon->GetBullets() < weapon->GetShotCostAlt() && weapon->GetCooldown() <= 0 //Not enough bullet at all. This time the reload is a sure thing: || weapon->GetBullets() < weapon->GetShotCost() && weapon->GetBullets() < weapon->GetShotCostAlt() ) ) { weapon->SetBullets( 0.0 ); weapon->SetReloadTime( weapon->GetReloadTimeMax() ); EventServer<ItemPropertiesChangedEvent>::Get().SendEvent( ItemPropertiesChangedEvent( *weapon ) ); } weapon->SetReloadTime( weapon->GetReloadTime() - DeltaTime ); if ( weapon->GetBullets() <= 0.0 ) { if ( weapon->GetReloadTime() <= 0 && weapon->GetStaticReload() == 0.0 ) { //todo: need to sync reloading with the server (-1 could occur, if a shot comes too fast, then it is reset by the end of the reload missing one bullet) weapon->SetBullets( weapon->GetBullets() + weapon->GetBulletsMax() ); weapon->SetReloadTime( 0.0 ); } } if ( weapon->GetReloadTime() <= 0 && weapon->GetStaticReload() > 0.0 ) { weapon->SetBullets( std::min( ( weapon->GetBullets() + weapon->GetStaticReload()/**DeltaTime*/ ) , weapon->GetBulletsMax() ) ); weapon->SetReloadTime( weapon->GetReloadTimeMax() ); } BindIds_t::iterator itemssIt = mSubSystems.get<SubSystemHolder::AllByBindId>().find( weapon->GetId() ); if ( itemssIt != mSubSystems.get<SubSystemHolder::AllByBindId>().end() ) { itemssIt->mSystem->Update( actor, DeltaTime ); } if (mProgramState.mMode != core::ProgramState::Client) { if (weapon->GetCooldown() <= 0.0) //not synced to client { Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>(); if (actorPositionC.IsValid()) { if (weapon->IsShooting() && weapon->GetBullets() >= weapon->GetShotCost()) { if (weapon->GetMuzzleId() != -1) { std::auto_ptr<Actor> muzzle(mActorFactory(weapon->GetMuzzleId())); SetProjectilePosition(*muzzle, actor); BOOST_ASSERT(muzzle->Get<IPositionComponent>().IsValid()); muzzle->Get<IPositionComponent>()->SetOrientation(actorPositionC->GetOrientation()); mScene.AddActor(muzzle.release()); } EventServer<core::ShotEvent>::Get().SendEvent(core::ShotEvent(actor.GetGUID(), glm::vec2(actorPositionC->GetX(), actorPositionC->GetY()), false)); } else if (weapon->IsShootingAlt() && weapon->GetBullets() >= weapon->GetShotCostAlt()) { if (weapon->GetMuzzleAltId() != -1) { std::auto_ptr<Actor> muzzle(mActorFactory(weapon->GetMuzzleAltId())); SetProjectilePosition(*muzzle, actor); BOOST_ASSERT(muzzle->Get<IPositionComponent>().IsValid()); muzzle->Get<IPositionComponent>()->SetOrientation(actorPositionC->GetOrientation()); mScene.AddActor(muzzle.release()); } EventServer<core::ShotEvent>::Get().SendEvent(core::ShotEvent(actor.GetGUID(), glm::vec2(actorPositionC->GetX(), actorPositionC->GetY()), true)); } } } } }
std::auto_ptr<Actor> SoldierSpawnSystem::Spawn( core::ClientData& clientData, map::SpawnPoint spawnPoint ) { std::auto_ptr<Actor> player( mActorFactory( mPlayerAutoId ) ); return Spawn( clientData, spawnPoint, player ); }