source: network-game/common/Player.cpp@ 227baaa

Last change on this file since 227baaa was 227baaa, checked in by dportnoy <dmp1488@…>, 11 years ago

Fixed some syntax errors related to the player move method

  • Property mode set to 100644
File size: 2.6 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}
19
20Player::Player(const Player& p)
21{
22 this->id = p.id;
23 this->name = p.name;
24 this->password = p.password;
25 this->pos.x = p.pos.x;
26 this->pos.y = p.pos.y;
27 this->target.x = p.target.x;
28 this->target.y = p.target.y;
29 this->addr = p.addr;
30}
31
32Player::Player(string name, string password)
33{
34 this->id = 0;
35 this->name = name;
36 this->password = password;
37 this->pos.x = this->target.x = 200;
38 this->pos.y = this->target.y = 200;
39}
40
41Player::Player(string name, sockaddr_in addr)
42{
43 this->id = 0;
44 this->name = name;
45 this->password = "";
46 this->pos.x = this->target.x = 200;
47 this->pos.y = this->target.y = 200;
48 this->addr = addr;
49}
50
51Player::~Player()
52{
53}
54
55void Player::serialize(char* buffer)
56{
57 memcpy(buffer, &this->id, 4);
58 memcpy(buffer+4, &this->pos.x, 4);
59 memcpy(buffer+8, &this->pos.y, 4);
60 memcpy(buffer+12, &this->target.x, 4);
61 memcpy(buffer+16, &this->target.y, 4);
62 strcpy(buffer+20, this->name.c_str());
63}
64
65void Player::deserialize(char* buffer)
66{
67 memcpy(&this->id, buffer, 4);
68 memcpy(&this->pos.x, buffer+4, 4);
69 memcpy(&this->pos.y, buffer+8, 4);
70 memcpy(&this->target.x, buffer+12, 4);
71 memcpy(&this->target.y, buffer+16, 4);
72 this->name.assign(buffer+20);
73}
74
75void Player::setId(int id)
76{
77 this->id = id;
78}
79
80void Player::setAddr(sockaddr_in addr)
81{
82 this->addr = addr;
83}
84
85bool Player::move(WorldMap *map) {
86 int speed = 100; // pixels per second
87 unsigned long long curTime = getCurrentMillis();
88 bool moveCanceled = false;
89
90 // if we're at our target, don't move
91 if (pos.x != target.x || pos.y != target.y) {
92 float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
93 double angle = atan2(target.y-pos.y, target.x-pos.x);
94 float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
95 POSITION newPos;
96
97 if (dist <= pixels) {
98 pos.x = target.x;
99 pos.y = target.y;
100 }else {
101 newPos.x = int(pos.x + cos(angle)*pixels);
102 newPos.y = int(pos.y + sin(angle)*pixels);
103
104 switch(map->getElement(newPos.x/25, newPos.y/25)) {
105 case WorldMap::TERRAIN_NONE:
106 case WorldMap::TERRAIN_ROCK:
107 target.x = pos.x;
108 target.y = pos.y;
109 moveCanceled = true;
110 break;
111 }
112 }
113 }
114
115 timeLastUpdated = curTime;
116 return !moveCanceled;
117}
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