#include "bullet.h" #include "world.h" Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {} Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t shooter_id): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_shooter_id(shooter_id) {} Bullet::~Bullet() {} bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map mapPlayer, netprot::ChunkMod** chunkmod) { int max = 100 / perframe; float damage = 0.057f; for (int x = 0; x < max; ++x) { m_currentpos += m_velocity * elapsedtime; for (auto& [key, player] : mapPlayer) { bool hit = false; if ((m_currentpos - player->GetPosition()).Length() < .6f) { std::cout << "hit" << std::endl; hit = true; } if ((m_currentpos - player->GetPOV()).Length() < .2f) { std::cout << "headshot" << std::endl; damage *= 2; // HEADSHOT! hit = true; } if (hit && !player->AmIDead()) { player->InflictDamage(damage); player->m_hit = true; if (player->AmIDead()) player->Killer = m_shooter_id; return true; } } if (!world->ChunkAt(m_currentpos)) return true; else if (world->BlockAt(m_currentpos) != BTYPE_AIR) { if (chunkmod) { using namespace netprot; ChunkMod* cmod = *chunkmod; cmod = new ChunkMod(); cmod->old_b_type = world->BlockAt(m_currentpos); cmod->b_type = BTYPE_AIR; cmod->pos = m_currentpos; } world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos); return true; } else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true; } return false; } void Bullet::Transpose(int& x, int& z) { m_currentpos.x -= x * CHUNK_SIZE_X; m_currentpos.z -= z * CHUNK_SIZE_Z; m_startpos.x -= x * CHUNK_SIZE_X; m_startpos.z -= z * CHUNK_SIZE_Z; } Vector3f Bullet::getPos() const { return m_currentpos; } Vector3f Bullet::getVel() const { return m_velocity; } //uint64_t Bullet::getTeamID(){ // return m_tid; //}