static short check_team_exists(t_env *e, t_players *player, char *team) { t_teams *current; current = e->params->teams; while (current) { if (strcmp(team, current->name) == 0) return (current->id_team); else if (strcmp(team, CLIENT_GRAPHIC) == 0) return (add_graphic(e, player)); current = current->next; } return (0); }
// ********************************************************************************************** // // // // ********************************************************************************************** // classPlayer::classPlayer(std::string set_name, int playerNumber) : teleporter_n(-1), selected_weapon(WEAPON_DEFAULT), l_key_released(true), r_key_released(true) { _number = playerNumber-1; max_projectiles = game_data.players[_number].max_shots; //std::cout << "classPlayer::classPlayer - max_projectiles: " << max_projectiles << std::endl; position.y = -TILESIZE; position.x = 80; hit_duration = 2500; //hitPoints.total = game_data.players[_number].HP; hitPoints.total = PLAYER_INITIAL_HP; hitPoints.current = hitPoints.total; name = set_name; add_graphic(); init_weapon_colors(); initFrames(); shield_type = SHIELD_FRONT; /// @TODO: from editor // load items from save if (game_data.players[_number].can_slide == true) { slide_type = 1; } _jump_accel = game_data.players[_number].jump_gravity; move_speed = game_data.players[_number].move_speed/10; double temp_move_speed = game_data.players[_number].move_speed; temp_move_speed = temp_move_speed / 10; double intpart; double fractpart = modf(temp_move_speed , &intpart); if (fractpart > 0) { // calculates how many frames we need to give an extra pixel movement _fractional_move_speed = 10 - fractpart*10; } std::cout << ">>>>>>>>>>>>> move_speed: " << move_speed << ", fractpart: " << fractpart << ", _fractional_move_speed: " << _fractional_move_speed << std::endl; _touch_damage_reductor = game_data.players[_number].touch_damage_reduction; if (_touch_damage_reductor > 0) { _hit_move_back_dist = TILESIZE; } _charged_shot_projectile_id = game_data.players[_number].full_charged_projectile_id; //std::cout << "Player[" << name << "].jump_gravity: " << _jump_accel << std::endl; _simultaneous_shots = game_data.players[_number].simultaneous_shots; }