Merge branch 'master' into SQC-15_paquets
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@@ -7,11 +7,19 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime, int perframe) {
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> mapPlayer) {
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int max = 100 / perframe;
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float damage = 0.057f;
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for (int x = 0; x < max; ++x) {
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m_currentpos += m_velocity * elapsedtime;
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for (auto& [key, player] : mapPlayer) {
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if ((m_currentpos - player->GetPosition()).Length() < .4f) {
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player->InflictDamage(damage);
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return true;
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}
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}
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if (!world->ChunkAt(m_currentpos))
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return true;
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else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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@@ -20,6 +28,7 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe) {
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}
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else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
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}
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return false;
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}
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@@ -3,8 +3,12 @@
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#include "define.h"
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#include "vector3.h"
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#include <map>
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#include "player.h"
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class World;
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class Player;
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class Bullet {
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public:
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@@ -12,7 +16,7 @@ public:
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Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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~Bullet();
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bool Update(World* world, float elapsedtime, int perframe);
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bool Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> m_mapPlayer);
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void Transpose(int& x, int& z);
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Vector3f getPos() const;
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Vector3f getVel() const;
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@@ -23,6 +27,8 @@ private:
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m_currentpos,
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m_velocity;
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uint64_t m_tid = 0;
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};
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#endif // BULLET_H__
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@@ -4,7 +4,7 @@
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_airborne = true;
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m_hp = 0.75f; //TODO: Remettre <20> 1.0f
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m_hp = 1.0f; //TODO: Remettre <20> 1.0f
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m_username = "Zelda Bee-Bop56";
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}
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@@ -167,7 +167,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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m_position += m_velocity;
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static float bobbingtime = 0; // Gestion de la cam<61>ra
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static float bobbingtime = 0; // Gestion de la cam<61>ra
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static bool leftright = false;
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static bool isStep = false;
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if (bobbingtime <= 360.f)
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@@ -208,6 +208,26 @@ void Player::Teleport(int& x, int& z) {
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m_position.x -= x * CHUNK_SIZE_X;
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m_position.z -= z * CHUNK_SIZE_Z;
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}
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bool Player::AmIDead()
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{
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return m_hp <= 0;
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}
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void Player::InflictDamage(float hitPoints)
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{
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m_hp -= hitPoints;
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if (AmIDead())
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{ // Quand le joueur est mort.
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}
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}
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uint64_t Player::getId() const { return id; }
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@@ -28,6 +28,10 @@ public:
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float GetHP() const;
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void Teleport(int& x, int& z);
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bool AmIDead();
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void InflictDamage(float hitPoints);
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private:
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uint64_t getId() const;
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protected:
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