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()); } } }
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); } }