Last change
on this file since e437a19 was e6c26b8, checked in by Dmitry Portnoy <dportnoy@…>, 11 years ago |
The client dynamically allocates memory for players and passes around a map with player pointers and some includes are now in individual files instead of in Common.h
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Property mode
set to
100644
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File size:
890 bytes
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1 | #ifndef _PROJECTILE_H
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2 | #define _PROJECTILE_H
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3 |
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4 | #include <string>
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5 | #include <map>
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6 |
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7 | #include "Common.h"
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8 | #include "WorldMap.h"
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9 | #include "Player.h"
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10 |
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11 | using namespace std;
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12 |
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13 | class Projectile {
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14 | public:
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15 |
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16 | Projectile();
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17 | Projectile(const Projectile& p);
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18 | Projectile(int x, int y, int targetId, int damage);
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19 |
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20 | ~Projectile();
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21 |
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22 | void setId(int id);
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23 |
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24 | void serialize(char* buffer);
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25 | void deserialize(char* buffer);
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26 |
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27 | // returns true if it reached the target and should be deleted
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28 | bool move(map<unsigned int, Player*>& mapPlayers);
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29 |
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30 | /*
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31 | * target should become a Player*. When this object gets serialized, the player's id should be sent.
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32 | * Deserialization in this case might be tricky since it will require a playerMap to turn the id into a Plauyer*
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33 | */
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34 |
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35 | int id;
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36 | POSITION pos;
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37 | int target;
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38 | int speed;
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39 | int damage;
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40 | unsigned long long timeLastUpdated;
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41 | };
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42 |
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43 | #endif
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