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Last change
on this file since e103b51 was e6c26b8, checked in by Dmitry Portnoy <dportnoy@…>, 12 years ago |
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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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