2023-09-18 15:56:17 -04:00
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#include "bullet.h"
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#include "world.h"
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2023-09-29 17:02:57 -04:00
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Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {}
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Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_tid(tid) {}
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2023-09-18 15:56:17 -04:00
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Bullet::~Bullet() {}
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2023-10-30 14:36:44 -04:00
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::map<uint64_t, Player*> mapPlayer) {
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2023-10-16 12:02:37 -04:00
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int max = 100 / perframe;
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2023-10-30 14:58:17 -04:00
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float damage = 0.057f;
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2023-10-16 12:02:37 -04:00
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for (int x = 0; x < max; ++x) {
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2023-09-18 15:56:17 -04:00
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m_currentpos += m_velocity * elapsedtime;
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2023-10-30 15:42:02 -04:00
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for (auto& [key, player] : mapPlayer) {
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if ((m_currentpos - player->GetPosition()).Length() < .4f) {
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2023-10-30 14:36:44 -04:00
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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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2023-09-18 15:56:17 -04:00
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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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world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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return true;
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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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2023-10-30 14:36:44 -04:00
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2023-09-18 15:56:17 -04:00
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return false;
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}
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void Bullet::Transpose(int& x, int& z) {
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m_currentpos.x -= x * CHUNK_SIZE_X;
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m_currentpos.z -= z * CHUNK_SIZE_Z;
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m_startpos.x -= x * CHUNK_SIZE_X;
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m_startpos.z -= z * CHUNK_SIZE_Z;
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}
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2023-09-29 12:04:08 -04:00
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2023-10-16 12:02:37 -04:00
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Vector3f Bullet::getPos() const {
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2023-09-29 12:04:08 -04:00
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return m_currentpos;
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}
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2023-09-29 17:02:57 -04:00
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2023-10-16 12:02:37 -04:00
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Vector3f Bullet::getVel() const {
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return m_velocity;
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}
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2023-09-29 17:02:57 -04:00
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uint64_t Bullet::getTeamID(){
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return m_tid;
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}
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