[d03ec0f] | 1 | #include "Projectile.h"
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| 2 |
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| 3 | #include <iostream>
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| 4 | #include <sstream>
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| 5 | #include <cstring>
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| 6 | #include <cmath>
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| 7 |
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| 8 | using namespace std;
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| 9 |
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| 10 | Projectile::Projectile()
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| 11 | {
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| 12 | this->id = 0;
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| 13 | this->pos.x = 0;
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| 14 | this->pos.y = 0;
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| 15 | this->target = 0;
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| 16 | this->speed = 0;
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| 17 | this->damage = 0;
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| 18 | this->timeLastUpdated = 0;
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| 19 | }
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| 20 |
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| 21 | Projectile::Projectile(const Projectile& p)
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| 22 | {
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| 23 | this->id = p.id;
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| 24 | this->pos.x = p.pos.x;
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| 25 | this->pos.y = p.pos.y;
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| 26 | this->target = p.target;
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| 27 | this->speed = p.speed;
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| 28 | this->damage = p.damage;
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| 29 | this->timeLastUpdated = p.timeLastUpdated;
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| 30 | }
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| 31 |
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| 32 | Projectile::Projectile(int x, int y, int targetId, int damage)
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| 33 | {
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| 34 | this->id = 0; // the server probably sets this by calling setId passing in the length of the current projectile list
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| 35 | this->pos.x = x;
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| 36 | this->pos.y = y;
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| 37 | this->target = targetId;
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| 38 | this->speed = 400;
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| 39 | this->damage = damage;
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| 40 | this->timeLastUpdated = 0;
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| 41 | }
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| 42 |
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| 43 | Projectile::~Projectile()
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| 44 | {
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| 45 | }
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| 46 |
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| 47 | void Projectile::setId(int id)
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| 48 | {
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| 49 | this->id = id;
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| 50 | }
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| 51 |
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| 52 | void Projectile::serialize(char* buffer)
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| 53 | {
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| 54 | memcpy(buffer, &this->id, 4);
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| 55 | memcpy(buffer+4, &this->pos.x, 4);
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| 56 | memcpy(buffer+8, &this->pos.y, 4);
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| 57 | memcpy(buffer+12, &this->target, 4);
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| 58 | memcpy(buffer+16, &this->speed, 4);
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| 59 | memcpy(buffer+20, &this->damage, 4);
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| 60 | }
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| 61 |
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| 62 | void Projectile::deserialize(char* buffer)
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| 63 | {
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| 64 | memcpy(&this->id, buffer, 4);
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| 65 | memcpy(&this->pos.x, buffer+4, 4);
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| 66 | memcpy(&this->pos.y, buffer+8, 4);
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| 67 | memcpy(&this->target, buffer+12, 4);
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| 68 | memcpy(&this->speed, buffer+16, 4);
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| 69 | memcpy(buffer+16, &this->speed, 4);
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| 70 | memcpy(buffer+20, &this->damage, 4);
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| 71 | }
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| 72 |
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| 73 | bool Projectile::move(map<unsigned int, Player>& mapPlayers) {
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| 74 | unsigned long long curTime = getCurrentMillis();
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| 75 | Player targetP = mapPlayers[target];
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| 76 |
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| 77 | if (timeLastUpdated == 0) {
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| 78 | timeLastUpdated = curTime;
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| 79 | return false;
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| 80 | }
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| 81 |
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| 82 |
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| 83 | float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
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| 84 | double angle = atan2(targetP.pos.y-pos.y, targetP.pos.x-pos.x);
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| 85 | float dist = sqrt(pow(targetP.pos.x-pos.x, 2) + pow(targetP.pos.y-pos.y, 2));
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| 86 |
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| 87 | if (dist <= pixels) {
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| 88 | pos.x = targetP.pos.x;
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| 89 | pos.y = targetP.pos.y;
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| 90 | return true;
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| 91 | }else {
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| 92 | pos.x = pos.x + cos(angle)*pixels;
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| 93 | pos.y = pos.y + sin(angle)*pixels;
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| 94 | return false;
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| 95 | }
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| 96 | }
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