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field.cpp
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91 lines (76 loc) · 2.51 KB
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#include "field.h"
#include "server.h"
Field::Field(QObject *parent) :
QObject(parent){
maxX = MAX_FIELD_X;
maxY = MAX_FIELD_Y;
maxZ = MAX_FIELD_Z;
srand(time(NULL));
//regenerateMap();
}
void Field::setRespawnPos(Player & p, int face){
bool b = true;
int f = face == 0 ? rand() % 6 + 1 : face;
while(b){
switch(f){
case 1:
p.setPosX(rand()%(this->maxX - (int)p.getRadius()));
p.setPosZ(rand()%(this->maxZ - (int)p.getRadius()));
p.setPosY(p.getRadius());
p.setCube(1);
break;
case 2:
p.setPosX(rand()%(this->maxX - (int)p.getRadius()));
p.setPosY(rand()%(this->maxY - (int)p.getRadius()));
p.setPosZ(p.getRadius());
p.setCube(2);
break;
case 3:
p.setPosZ(rand()%(this->maxX - (int)p.getRadius()));
p.setPosY(rand()%(this->maxY - (int)p.getRadius()));
p.setPosX(this->maxX - p.getRadius());
p.setCube(3);
break;
case 4:
p.setPosX(rand()%(this->maxX - (int)p.getRadius()));
p.setPosY(rand()%(this->maxY - (int)p.getRadius()));
p.setPosZ(this->maxZ - p.getRadius());
p.setCube(4);
break;
case 5:
p.setPosX(rand()%(this->maxX - (int)p.getRadius()));
p.setPosZ(rand()%(this->maxZ - (int)p.getRadius()));
p.setPosY(this->maxY - p.getRadius());
p.setCube(5);
break;
case 6:
p.setPosZ(rand()%(this->maxX - (int)p.getRadius()));
p.setPosY(rand()%(this->maxY - (int)p.getRadius()));
p.setPosX(p.getRadius());
p.setCube(6);
break;
}
p.setOldPosX(p.getPosX());
p.setOldPosY(p.getPosY());
p.setOldPosZ(p.getPosZ());
b = Server::getServer()->getGameEngine().colideObject(&p);
}
}
void Field::regenerateMap(){
foreach(Obstacle *o, this->obstacles){
Server::getServer()->addObjectToClear(o->id);
o->deleteLater();
}
this->obstacles.clear();
int nbObjects = (MAX_FIELD_X / 1000) * (MAX_FIELD_Z / 1000) * (MAX_FIELD_Z / 1000) * OBJECTS_DENSITY;
for(int i = 0; i < nbObjects; i++){
Obstacle * o = new Obstacle(this);
o->setPosX(rand()%this->maxX);
o->setPosY(rand()%this->maxY);
o->setPosZ(rand()%this->maxY);
o->setWidth((rand() % (OBJECTS_MAX_WIDTH - OBJECTS_MIN_WIDTH)) + OBJECTS_MIN_WIDTH);
o->setHeight((rand() % (OBJECTS_MAX_HEIGHT - OBJECTS_MIN_HEIGHT)) + OBJECTS_MIN_HEIGHT);
o->setLength((rand() % (OBJECTS_MAX_DEPTH - OBJECTS_MIN_DEPTH)) + OBJECTS_MIN_DEPTH);
this->obstacles << o;
}
}