source: network-game/common/Player.cpp@ d03ec0f

Last change on this file since d03ec0f was 8dad966, checked in by dportnoy <dmp1488@…>, 11 years ago

Added server support for player attack animations and cooldowns and firing projectiles for ranged attacks

  • Property mode set to 100644
File size: 4.6 KB
Line 
1#include "Player.h"
2
3#include <iostream>
4#include <sstream>
5#include <cstring>
6#include <cmath>
7
8using namespace std;
9
10Player::Player()
11{
12 this->id = 0;
13 this->name = "";
14 this->password = "";
15 this->pos.x = this->target.x = 0;
16 this->pos.y = this->target.y = 0;
17 this->timeLastUpdated = 0;
18 this->timeAttackStarted = 0;
19 this->isAttacking = false;
20
21 this->playerClass = CLASS_NONE;
22 this->maxHealth = 0;
23 this->health = 0;
24 this->attackType = ATTACK_NONE;
25 this->damage = 0;
26 this->attackCooldown = 0;
27 this->team = 0; // blue team by default
28 this->hasBlueFlag = false;
29 this->hasRedFlag = false;
30}
31
32Player::Player(const Player& p)
33{
34 this->id = p.id;
35 this->name = p.name;
36 this->password = p.password;
37 this->addr = p.addr;
38 this->pos.x = p.pos.x;
39 this->pos.y = p.pos.y;
40 this->target.x = p.target.x;
41 this->target.y = p.target.y;
42 this->timeLastUpdated = p.timeLastUpdated;
43 this->timeAttackStarted = p.timeAttackStarted;
44 this->isAttacking = p.isAttacking;
45
46 this->playerClass = p.playerClass;
47 this->maxHealth = p.maxHealth;
48 this->health = p.health;
49 this->attackType = p.attackType;
50 this->damage = p.damage;
51 this->attackCooldown = p.attackCooldown;
52 this->team = p.team;
53 this->hasBlueFlag = p.hasBlueFlag;
54 this->hasRedFlag = p.hasRedFlag;
55}
56
57// eventually make this take a PlayerClass argument as well
58Player::Player(string name, string password)
59{
60 this->id = 0;
61 this->name = name;
62 this->password = password;
63 this->pos.x = this->target.x = 200;
64 this->pos.y = this->target.y = 200;
65 this->timeLastUpdated = 0;
66 this->timeAttackStarted = 0;
67 this->isAttacking = false;
68
69 this->playerClass = CLASS_NONE;
70 this->maxHealth = 0;
71 this->health = 0;
72 this->attackType = ATTACK_NONE;
73 this->damage = 0;
74 this->attackCooldown = 0;
75 this->team = 0; // blue team by default
76 this->hasBlueFlag = false;
77 this->hasRedFlag = false;
78}
79
80Player::~Player()
81{
82}
83
84void Player::setId(int id)
85{
86 this->id = id;
87}
88
89void Player::setAddr(sockaddr_in addr)
90{
91 this->addr = addr;
92}
93
94void Player::setClass(PlayerClass c)
95{
96 switch (c) {
97 case CLASS_WARRIOR:
98 this->playerClass = CLASS_WARRIOR;
99 this->maxHealth = this->health = 120;
100 this->attackType = ATTACK_MELEE;
101 this->damage = 10;
102 this->attackCooldown = 800;
103 break;
104 case CLASS_RANGER:
105 this->playerClass = CLASS_RANGER;
106 this->maxHealth = this->health = 60;
107 this->attackType = ATTACK_RANGED;
108 this->damage = 6;
109 this->attackCooldown = 1000;
110 break;
111 case CLASS_NONE:
112 cout << "No clas" << endl;
113 break;
114 dafault:
115 cout << "nvalid class" << endl;
116 break;
117 }
118}
119
120void Player::serialize(char* buffer)
121{
122 memcpy(buffer, &this->id, 4);
123 memcpy(buffer+4, &this->pos.x, 4);
124 memcpy(buffer+8, &this->pos.y, 4);
125 memcpy(buffer+12, &this->target.x, 4);
126 memcpy(buffer+16, &this->target.y, 4);
127
128 memcpy(buffer+20, &this->playerClass, 4);
129 memcpy(buffer+24, &this->maxHealth, 4);
130 memcpy(buffer+28, &this->health, 4);
131 memcpy(buffer+32, &this->attackType, 4);
132 memcpy(buffer+36, &this->damage, 4);
133 memcpy(buffer+40, &this->team, 4);
134 memcpy(buffer+44, &this->hasBlueFlag, 1);
135 memcpy(buffer+45, &this->hasRedFlag, 1);
136
137 strcpy(buffer+46, this->name.c_str());
138}
139
140void Player::deserialize(char* buffer)
141{
142 memcpy(&this->id, buffer, 4);
143 memcpy(&this->pos.x, buffer+4, 4);
144 memcpy(&this->pos.y, buffer+8, 4);
145 memcpy(&this->target.x, buffer+12, 4);
146 memcpy(&this->target.y, buffer+16, 4);
147
148 memcpy(&this->playerClass, buffer+20, 4);
149 memcpy(&this->maxHealth, buffer+24, 4);
150 memcpy(&this->health, buffer+28, 4);
151 memcpy(&this->attackType, buffer+32, 4);
152 memcpy(&this->damage, buffer+36, 4);
153 memcpy(&this->team, buffer+40, 4);
154 memcpy(&this->hasBlueFlag, buffer+44, 1);
155 memcpy(&this->hasRedFlag, buffer+45, 1);
156
157 this->name.assign(buffer+46);
158}
159
160bool Player::move(WorldMap *map) {
161 int speed = 100; // pixels per second. should probably be in the constructor
162 unsigned long long curTime = getCurrentMillis();
163
164 // if we're at our target, don't move
165 bool moving = (pos.x != target.x || pos.y != target.y);
166
167 if (moving) {
168 float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
169 double angle = atan2(target.y-pos.y, target.x-pos.x);
170 float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
171
172 if (dist <= pixels) {
173 pos.x = target.x;
174 pos.y = target.y;
175 }else {
176 pos.x = pos.x + cos(angle)*pixels;
177 pos.y = pos.y + sin(angle)*pixels;
178 }
179 }
180
181 timeLastUpdated = curTime;
182
183 return moving;
184}
Note: See TracBrowser for help on using the repository browser.