source: network-game/common/Player.cpp@ 4c00935

Last change on this file since 4c00935 was 53643ca, checked in by Dmitry Portnoy <dmp1488@…>, 10 years ago

Server loads user profile and game history info from the database, saves game history to the db after every game, and uses a lua settings file to load db settings

  • Property mode set to 100644
File size: 6.6 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->targetPlayer = 0;
18 this->timeLastUpdated = 0;
19 this->timeAttackStarted = 0;
20 this->timeDied = 0;
21 this->isChasing = false;
22 this->isAttacking = false;
23 this->isDead = false;
24
25 this->playerClass = CLASS_NONE;
26 this->maxHealth = 0;
27 this->health = 0;
28 this->attackType = ATTACK_NONE;
29 this->damage = 0;
30 this->range = 0;
31 this->attackCooldown = 0;
32 this->team = 0; // blue team by default
33 this->hasBlueFlag = false;
34 this->hasRedFlag = false;
35
36 this->level = 0;
37 this->experience = 0;
38 this->honor = 0;
39 this->wins = 0;
40 this->losses = 0;
41
42 this->currentGame = NULL;
43}
44
45Player::Player(const Player& p)
46{
47 this->id = p.id;
48 this->name = p.name;
49 this->password = p.password;
50 this->addr = p.addr;
51 this->pos.x = p.pos.x;
52 this->pos.y = p.pos.y;
53 this->target.x = p.target.x;
54 this->target.y = p.target.y;
55 this->targetPlayer = p.targetPlayer;
56 this->timeLastUpdated = p.timeLastUpdated;
57 this->timeAttackStarted = p.timeAttackStarted;
58 this->timeDied = p.timeDied;
59 this->isChasing = p.isChasing;
60 this->isAttacking = p.isAttacking;
61 this->isDead = p.isDead;
62
63 this->playerClass = p.playerClass;
64 this->maxHealth = p.maxHealth;
65 this->health = p.health;
66 this->attackType = p.attackType;
67 this->damage = p.damage;
68 this->range = p.range;
69 this->attackCooldown = p.attackCooldown;
70 this->team = p.team;
71 this->hasBlueFlag = p.hasBlueFlag;
72 this->hasRedFlag = p.hasRedFlag;
73
74 this->level = p.level;
75 this->experience = p.experience;
76 this->honor = p.honor;
77 this->wins = p.wins;
78 this->losses = p.losses;
79
80 this->currentGame = p.currentGame;
81}
82
83// eventually make this take a PlayerClass argument as well
84Player::Player(string name, string password)
85{
86 this->id = 0;
87 this->name = name;
88 this->password = password;
89 this->pos.x = this->target.x = 200;
90 this->pos.y = this->target.y = 200;
91 this->targetPlayer = 0;
92 this->timeLastUpdated = 0;
93 this->timeAttackStarted = 0;
94 this->timeDied = 0;
95 this->isChasing = false;
96 this->isAttacking = false;
97 this->isDead = false;
98
99 this->playerClass = CLASS_NONE;
100 this->maxHealth = 0;
101 this->health = 0;
102 this->attackType = ATTACK_NONE;
103 this->damage = 0;
104 this->range = 0;
105 this->attackCooldown = 0;
106 this->team = 0; // blue team by default
107 this->hasBlueFlag = false;
108 this->hasRedFlag = false;
109
110 this->level = 0;
111 this->experience = 0;
112 this->honor = 0;
113 this->wins = 0;
114 this->losses = 0;
115
116 this->currentGame = NULL;
117}
118
119Player::~Player()
120{
121}
122
123unsigned int Player::getId()
124{
125 return this->id;
126}
127
128unsigned int Player::getTargetPlayer()
129{
130 return this->targetPlayer;
131}
132
133void Player::setId(unsigned int id)
134{
135 this->id = id;
136}
137
138void Player::setTargetPlayer(unsigned int id)
139{
140 this->targetPlayer = id;
141}
142
143void Player::setAddr(sockaddr_in addr)
144{
145 this->addr = addr;
146}
147
148void Player::setClass(PlayerClass c)
149{
150 switch (c) {
151 case CLASS_WARRIOR:
152 this->playerClass = CLASS_WARRIOR;
153 this->maxHealth = this->health = 120;
154 this->attackType = ATTACK_MELEE;
155 this->damage = 10;
156 this->range = 30;
157 this->attackCooldown = 800;
158 break;
159 case CLASS_RANGER:
160 this->playerClass = CLASS_RANGER;
161 this->maxHealth = this->health = 60;
162 this->attackType = ATTACK_RANGED;
163 this->damage = 6;
164 this->range = 100;
165 this->attackCooldown = 1000;
166 break;
167 case CLASS_NONE:
168 cout << "No class" << endl;
169 break;
170 }
171}
172
173void Player::serialize(char* buffer)
174{
175 memcpy(buffer, &this->id, 4);
176 memcpy(buffer+4, &this->pos.x, 4);
177 memcpy(buffer+8, &this->pos.y, 4);
178 memcpy(buffer+12, &this->target.x, 4);
179 memcpy(buffer+16, &this->target.y, 4);
180
181 memcpy(buffer+20, &this->playerClass, 4);
182 memcpy(buffer+24, &this->maxHealth, 4);
183 memcpy(buffer+28, &this->health, 4);
184 memcpy(buffer+32, &this->attackType, 4);
185 memcpy(buffer+36, &this->damage, 4);
186 memcpy(buffer+40, &this->team, 4);
187 memcpy(buffer+44, &this->hasBlueFlag, 1);
188 memcpy(buffer+45, &this->hasRedFlag, 1);
189 memcpy(buffer+46, &this->range, 4);
190
191 strcpy(buffer+50, this->name.c_str());
192}
193
194void Player::deserialize(char* buffer)
195{
196 memcpy(&this->id, buffer, 4);
197 memcpy(&this->pos.x, buffer+4, 4);
198 memcpy(&this->pos.y, buffer+8, 4);
199 memcpy(&this->target.x, buffer+12, 4);
200 memcpy(&this->target.y, buffer+16, 4);
201
202 memcpy(&this->playerClass, buffer+20, 4);
203 memcpy(&this->maxHealth, buffer+24, 4);
204 memcpy(&this->health, buffer+28, 4);
205 memcpy(&this->attackType, buffer+32, 4);
206 memcpy(&this->damage, buffer+36, 4);
207 memcpy(&this->team, buffer+40, 4);
208 memcpy(&this->hasBlueFlag, buffer+44, 1);
209 memcpy(&this->hasRedFlag, buffer+45, 1);
210 memcpy(&this->range, buffer+46, 4);
211
212 this->name.assign(buffer+50);
213}
214
215bool Player::move(WorldMap *map) {
216 int speed = 100; // pixels per second. should probably be in the constructor
217 unsigned long long curTime = getCurrentMillis();
218
219 // if we're at our target, don't move
220 bool moving = (pos.x != target.x || pos.y != target.y);
221
222 if (moving) {
223 float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
224 double angle = atan2(target.y-pos.y, target.x-pos.x);
225 float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
226
227 if (dist <= pixels) {
228 pos.x = target.x;
229 pos.y = target.y;
230 }else {
231 pos.x = pos.x + cos(angle)*pixels;
232 pos.y = pos.y + sin(angle)*pixels;
233 }
234 }
235
236 timeLastUpdated = curTime;
237
238 return moving;
239}
240
241void Player::takeDamage(int damage) {
242 this->health -= damage;
243 if (this->health < 0)
244 this->health = 0;
245 if (this->health == 0) {
246 cout << "Player died" << endl;
247 this->isDead = true;
248 this->timeDied = getCurrentMillis();
249 }
250}
251
252bool Player::updateTarget(map<unsigned int, Player*>& players) {
253 Player* p = NULL;
254 if (this->targetPlayer > 0)
255 p =players[this->targetPlayer];
256
257 if (p != NULL && this->isChasing) {
258 this->target.x = p->pos.x;
259 this->target.y = p->pos.y;
260
261 if (posDistance(this->pos, this->target.toFloat()) <= this->range) {
262 this->target.x = this->pos.x;
263 this->target.y = this->pos.y;
264
265 this->isChasing = false;
266 this->isAttacking = true;
267 this->timeAttackStarted = getCurrentMillis();
268
269 return true;
270 }
271 }
272
273 return false;
274}
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