1 | #include "Player.h"
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2 |
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3 | #include <iostream>
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4 | #include <sstream>
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5 | #include <cstring>
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6 | #include <cmath>
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7 |
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8 | using namespace std;
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9 |
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10 | Player::Player()
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11 | {
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12 | this->id = 0;
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13 | this->name = "";
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14 | this->password = "";
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15 | this->pos.x = this->target.x = 0;
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16 | this->pos.y = this->target.y = 0;
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17 | this->targetPlayer = 0;
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18 | this->timeLastUpdated = 0;
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19 | this->timeAttackStarted = 0;
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20 | this->timeDied = 0;
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21 | this->isChasing = false;
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22 | this->isAttacking = false;
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23 | this->isDead = false;
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24 |
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25 | this->playerClass = CLASS_NONE;
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26 | this->maxHealth = 0;
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27 | this->health = 0;
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28 | this->attackType = ATTACK_NONE;
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29 | this->damage = 0;
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30 | this->range = 0;
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31 | this->attackCooldown = 0;
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32 | this->team = 0; // blue team by default
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33 | this->hasBlueFlag = false;
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34 | this->hasRedFlag = false;
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35 |
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36 | this->level = 0;
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37 | this->experience = 0;
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38 | this->honor = 0;
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39 | this->wins = 0;
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40 | this->losses = 0;
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41 |
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42 | this->currentGame = NULL;
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43 | }
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44 |
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45 | Player::Player(const Player& p)
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46 | {
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47 | this->id = p.id;
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48 | this->name = p.name;
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49 | this->password = p.password;
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50 | this->addr = p.addr;
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51 | this->pos.x = p.pos.x;
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52 | this->pos.y = p.pos.y;
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53 | this->target.x = p.target.x;
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54 | this->target.y = p.target.y;
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55 | this->targetPlayer = p.targetPlayer;
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56 | this->timeLastUpdated = p.timeLastUpdated;
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57 | this->timeAttackStarted = p.timeAttackStarted;
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58 | this->timeDied = p.timeDied;
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59 | this->isChasing = p.isChasing;
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60 | this->isAttacking = p.isAttacking;
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61 | this->isDead = p.isDead;
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62 |
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63 | this->playerClass = p.playerClass;
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64 | this->maxHealth = p.maxHealth;
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65 | this->health = p.health;
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66 | this->attackType = p.attackType;
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67 | this->damage = p.damage;
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68 | this->range = p.range;
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69 | this->attackCooldown = p.attackCooldown;
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70 | this->team = p.team;
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71 | this->hasBlueFlag = p.hasBlueFlag;
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72 | this->hasRedFlag = p.hasRedFlag;
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73 |
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74 | this->level = p.level;
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75 | this->experience = p.experience;
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76 | this->honor = p.honor;
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77 | this->wins = p.wins;
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78 | this->losses = p.losses;
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79 |
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80 | this->currentGame = p.currentGame;
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81 | }
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82 |
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83 | // eventually make this take a PlayerClass argument as well
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84 | Player::Player(string name, string password)
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85 | {
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86 | this->id = 0;
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87 | this->name = name;
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88 | this->password = password;
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89 | this->pos.x = this->target.x = 200;
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90 | this->pos.y = this->target.y = 200;
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91 | this->targetPlayer = 0;
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92 | this->timeLastUpdated = 0;
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93 | this->timeAttackStarted = 0;
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94 | this->timeDied = 0;
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95 | this->isChasing = false;
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96 | this->isAttacking = false;
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97 | this->isDead = false;
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98 |
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99 | this->playerClass = CLASS_NONE;
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100 | this->maxHealth = 0;
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101 | this->health = 0;
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102 | this->attackType = ATTACK_NONE;
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103 | this->damage = 0;
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104 | this->range = 0;
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105 | this->attackCooldown = 0;
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106 | this->team = 0; // blue team by default
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107 | this->hasBlueFlag = false;
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108 | this->hasRedFlag = false;
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109 |
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110 | this->level = 0;
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111 | this->experience = 0;
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112 | this->honor = 0;
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113 | this->wins = 0;
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114 | this->losses = 0;
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115 |
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116 | this->currentGame = NULL;
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117 | }
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118 |
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119 | Player::~Player()
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120 | {
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121 | }
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122 |
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123 | unsigned int Player::getId()
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124 | {
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125 | return this->id;
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126 | }
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127 |
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128 | unsigned int Player::getTargetPlayer()
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129 | {
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130 | return this->targetPlayer;
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131 | }
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132 |
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133 | void Player::setId(unsigned int id)
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134 | {
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135 | this->id = id;
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136 | }
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137 |
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138 | void Player::setTargetPlayer(unsigned int id)
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139 | {
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140 | this->targetPlayer = id;
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141 | }
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142 |
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143 | void Player::setAddr(sockaddr_in addr)
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144 | {
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145 | this->addr = addr;
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146 | }
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147 |
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148 | void Player::setClass(PlayerClass c)
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149 | {
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150 | switch (c) {
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151 | case CLASS_WARRIOR:
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152 | this->playerClass = CLASS_WARRIOR;
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153 | this->maxHealth = this->health = 120;
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154 | this->attackType = ATTACK_MELEE;
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155 | this->damage = 10;
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156 | this->range = 30;
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157 | this->attackCooldown = 800;
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158 | break;
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159 | case CLASS_RANGER:
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160 | this->playerClass = CLASS_RANGER;
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161 | this->maxHealth = this->health = 60;
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162 | this->attackType = ATTACK_RANGED;
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163 | this->damage = 6;
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164 | this->range = 100;
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165 | this->attackCooldown = 1000;
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166 | break;
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167 | case CLASS_NONE:
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168 | cout << "No class" << endl;
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169 | break;
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170 | }
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171 | }
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172 |
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173 | void Player::serialize(char* buffer)
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174 | {
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175 | memcpy(buffer, &this->id, 4);
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176 | memcpy(buffer+4, &this->pos.x, 4);
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177 | memcpy(buffer+8, &this->pos.y, 4);
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178 | memcpy(buffer+12, &this->target.x, 4);
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179 | memcpy(buffer+16, &this->target.y, 4);
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180 |
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181 | memcpy(buffer+20, &this->playerClass, 4);
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182 | memcpy(buffer+24, &this->maxHealth, 4);
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183 | memcpy(buffer+28, &this->health, 4);
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184 | memcpy(buffer+32, &this->attackType, 4);
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185 | memcpy(buffer+36, &this->damage, 4);
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186 | memcpy(buffer+40, &this->team, 4);
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187 | memcpy(buffer+44, &this->hasBlueFlag, 1);
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188 | memcpy(buffer+45, &this->hasRedFlag, 1);
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189 | memcpy(buffer+46, &this->range, 4);
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190 |
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191 | strcpy(buffer+50, this->name.c_str());
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192 | }
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193 |
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194 | void Player::deserialize(char* buffer)
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195 | {
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196 | memcpy(&this->id, buffer, 4);
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197 | memcpy(&this->pos.x, buffer+4, 4);
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198 | memcpy(&this->pos.y, buffer+8, 4);
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199 | memcpy(&this->target.x, buffer+12, 4);
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200 | memcpy(&this->target.y, buffer+16, 4);
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201 |
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202 | memcpy(&this->playerClass, buffer+20, 4);
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203 | memcpy(&this->maxHealth, buffer+24, 4);
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204 | memcpy(&this->health, buffer+28, 4);
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205 | memcpy(&this->attackType, buffer+32, 4);
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206 | memcpy(&this->damage, buffer+36, 4);
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207 | memcpy(&this->team, buffer+40, 4);
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208 | memcpy(&this->hasBlueFlag, buffer+44, 1);
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209 | memcpy(&this->hasRedFlag, buffer+45, 1);
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210 | memcpy(&this->range, buffer+46, 4);
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211 |
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212 | this->name.assign(buffer+50);
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213 | }
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214 |
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215 | bool Player::move(WorldMap *map) {
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216 | int speed = 100; // pixels per second. should probably be in the constructor
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217 | unsigned long long curTime = getCurrentMillis();
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218 |
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219 | // if we're at our target, don't move
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220 | bool moving = (pos.x != target.x || pos.y != target.y);
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221 |
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222 | if (moving) {
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223 | float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
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224 | double angle = atan2(target.y-pos.y, target.x-pos.x);
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225 | float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
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226 |
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227 | if (dist <= pixels) {
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228 | pos.x = target.x;
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229 | pos.y = target.y;
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230 | }else {
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231 | pos.x = pos.x + cos(angle)*pixels;
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232 | pos.y = pos.y + sin(angle)*pixels;
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233 | }
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234 | }
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235 |
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236 | timeLastUpdated = curTime;
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237 |
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238 | return moving;
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239 | }
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240 |
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241 | void Player::takeDamage(int damage) {
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242 | this->health -= damage;
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243 | if (this->health < 0)
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244 | this->health = 0;
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245 | if (this->health == 0) {
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246 | cout << "Player died" << endl;
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247 | this->isDead = true;
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248 | this->timeDied = getCurrentMillis();
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249 | }
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250 | }
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251 |
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252 | bool Player::updateTarget(map<unsigned int, Player*>& players) {
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253 | Player* p = NULL;
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254 | if (this->targetPlayer > 0)
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255 | p =players[this->targetPlayer];
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256 |
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257 | if (p != NULL && this->isChasing) {
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258 | this->target.x = p->pos.x;
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259 | this->target.y = p->pos.y;
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260 |
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261 | if (posDistance(this->pos, this->target.toFloat()) <= this->range) {
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262 | this->target.x = this->pos.x;
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263 | this->target.y = this->pos.y;
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264 |
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265 | this->isChasing = false;
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266 | this->isAttacking = true;
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267 | this->timeAttackStarted = getCurrentMillis();
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268 |
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269 | return true;
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270 | }
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271 | }
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272 |
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273 | return false;
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274 | }
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