std::auto_ptr<OrientationMessage> OrientationMessageSenderSystem::GenerateOrientationMessage( Actor& actor ) { Opt<IPositionComponent> positionC = actor.Get<IPositionComponent>(); if ( !positionC.IsValid() ) { return std::auto_ptr<OrientationMessage>(); } std::auto_ptr<OrientationMessage> orientationMessage( new OrientationMessage ); orientationMessage->mOrientation = std::floor( positionC->GetOrientation() * PRECISION ); orientationMessage->mActorGUID = actor.GetGUID(); return orientationMessage; }
void WeaponItemSubSystem::AddProjectiles( Actor& actor, Projectiles_t& projectiles, Scatter& scatter, bool alt/*=false*/ ) { double actorOrientation = actor.Get<IPositionComponent>()->GetOrientation(); int scat = int( scatter.GetCalculated() * 1000 ); if( scat ) { double realScatter = ( RandomGenerator::global()() % ( scat + 1 ) - scat / 2. ); L2( "realScatter:%f\n", realScatter ); actorOrientation += ( RandomGenerator::global()() % ( scat + 1 ) - scat / 2. ) * 0.001 * boost::math::double_constants::pi; } L2( "calculated and updated scatter:%f\n", scatter.GetCalculated() ); Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>(); for( Projectiles_t::iterator i = projectiles.begin(), e = projectiles.end(); i != e; ++i ) { Actor& Proj = **i; SetProjectilePosition( Proj, actor ); Opt<ShotCollisionComponent> shotCC = Proj.Get<ICollisionComponent>(); if ( shotCC.IsValid() ) { shotCC->SetParentGUID( actor.GetGUID() ); } Opt<IOwnerComponent> ownerC = Proj.Get<IOwnerComponent>(); if ( ownerC.IsValid() && ownerC->GetOwnerGUID() == -1 ) //if proj owner is set, then not the given actor is the owner { ownerC->SetOwnerGUID( actor.GetGUID() ); } Opt<IPositionComponent> projPositionC = Proj.Get<IPositionComponent>(); projPositionC->SetOrientation( projPositionC->GetOrientation() + actorOrientation ); Opt<IMoveComponent> moveC( Proj.Get<IMoveComponent>() ); if ( moveC.IsValid() ) { moveC->SetHeading( projPositionC->GetOrientation() ); } mScene.AddActor( &Proj ); } }
void WeaponItemSubSystem::SetProjectilePosition(Actor& projectile, Actor& actor) { Opt<IPositionComponent> projPositionC = projectile.Get<IPositionComponent>(); Opt<IPositionComponent> actorPositionC = actor.Get<IPositionComponent>(); glm::vec2 rvec(0.0, 0.0); Opt<IInventoryComponent> inventoryC = actor.Get<IInventoryComponent>(); if (inventoryC.IsValid()) { Opt<Weapon> weapon = inventoryC->GetSelectedWeapon(); if (weapon.IsValid()) { rvec.x += weapon->GetPositionX(); rvec.y -= weapon->GetPositionY(); } } rvec=glm::rotate(rvec, float(actorPositionC->GetOrientation())); projPositionC->SetX( projPositionC->GetX() + actorPositionC->GetX() + rvec.x ); projPositionC->SetY( projPositionC->GetY() + actorPositionC->GetY() + rvec.y ); }
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)); } } } } }
void ParticleSystem::Update( double DeltaTime ) { for( auto actor: mScene.GetActorsFromMap( GetType_static() ) ) { Opt<IEmitterComponent> emitterC = actor->Get<IEmitterComponent>(); if (!emitterC.IsValid()) { continue; } Opt<IPositionComponent> positionC = actor->Get<IPositionComponent>(); if( !positionC.IsValid() ) { continue; } Opt<IMoveComponent> moveC = actor->Get<IMoveComponent>(); glm::vec2 distance(0); if ( moveC.IsValid() && moveC->IsMoving() && !moveC->IsRooted() ) { distance = glm::vec2(moveC->GetSpeedX()*DeltaTime, moveC->GetSpeedY()*DeltaTime); } emitterC->Update( DeltaTime ); std::vector<int32_t> const& emitted = emitterC->GetEmitTypes(); for( std::vector<int32_t>::const_iterator ie = emitted.begin(), ee = emitted.end(); ie != ee; ++ie ) { static ParticleEngine& pe( ParticleEngine::Get() ); pe.AddParticle( *ie, glm::vec2( positionC->GetX(), positionC->GetY() ), distance, positionC->GetOrientation() ); } emitterC->Emitted( emitted ); } }