SQCSimulator2023/SQCSim-common/player.h

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#ifndef PLAYER_H__
#define PLAYER_H__
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#include <cmath>
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#include "transformation.h"
#include "vector3.h"
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class World;
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class Player {
public:
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enum Sound { NOSOUND, STEP, FALL };
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enum Booster { SPEED, HEAL, DAMAGE, INVINCIBLE };
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Player(const Vector3f& position, float rotX = 0, float rotY = 0);
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~Player();
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void TurnLeftRight(float value);
void TurnTopBottom(float value);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
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Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
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void GetBooster(Booster boosttype);
void RemoveBooster(float elapsedtime);
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void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
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void SetDirection(Vector3f dir);
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void Move(Vector3f diff);
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Vector3f GetPosition() const;
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Vector3f GetPositionAbs() const;
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Vector3f GetDirection() const;
Vector3f GetVelocity() const;
Vector3f GetPOV() const;
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std::string GetUsername() const;
float GetHP() const;
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void Teleport(int& x, int& z);
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bool AmIDead();
void InflictDamage(float hitPoints);
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int getScore() const;
void addPoint();
uint64_t Killer = 0;
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std::string m_username;
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private:
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uint64_t getId() const;
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protected:
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Vector3f m_position;
Vector3f m_velocity;
Vector3f m_direction;
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uint64_t id = 0;
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int m_score = 0;
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float m_rotX = 0;
float m_rotY = 0;
float m_POV;
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float timeboostspeed;
float timeboostdamage;
float timeboostinvincible;
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float m_hp;
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bool m_airborne;
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bool boostspeed;
bool boostdamage;
bool boostinvincible;
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Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
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};
#endif //_PLAYER_H__