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->timeLastUpdated = 0;
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18 | }
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19 |
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20 | Player::Player(const Player& p)
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21 | {
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22 | this->id = p.id;
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23 | this->name = p.name;
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24 | this->password = p.password;
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25 | this->pos.x = p.pos.x;
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26 | this->pos.y = p.pos.y;
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27 | this->target.x = p.target.x;
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28 | this->target.y = p.target.y;
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29 | this->addr = p.addr;
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30 | }
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31 |
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32 | Player::Player(string name, string password)
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33 | {
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34 | this->id = 0;
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35 | this->name = name;
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36 | this->password = password;
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37 | this->pos.x = this->target.x = 200;
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38 | this->pos.y = this->target.y = 200;
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39 | }
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40 |
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41 | Player::Player(string name, sockaddr_in addr)
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42 | {
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43 | this->id = 0;
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44 | this->name = name;
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45 | this->password = "";
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46 | this->pos.x = this->target.x = 200;
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47 | this->pos.y = this->target.y = 200;
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48 | this->addr = addr;
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49 | }
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50 |
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51 | Player::~Player()
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52 | {
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53 | }
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54 |
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55 | void Player::serialize(char* buffer)
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56 | {
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57 | memcpy(buffer, &this->id, 4);
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58 | memcpy(buffer+4, &this->pos.x, 4);
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59 | memcpy(buffer+8, &this->pos.y, 4);
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60 | memcpy(buffer+12, &this->target.x, 4);
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61 | memcpy(buffer+16, &this->target.y, 4);
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62 | strcpy(buffer+20, this->name.c_str());
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63 | }
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64 |
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65 | void Player::deserialize(char* buffer)
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66 | {
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67 | memcpy(&this->id, buffer, 4);
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68 | memcpy(&this->pos.x, buffer+4, 4);
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69 | memcpy(&this->pos.y, buffer+8, 4);
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70 | memcpy(&this->target.x, buffer+12, 4);
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71 | memcpy(&this->target.y, buffer+16, 4);
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72 | this->name.assign(buffer+20);
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73 | }
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74 |
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75 | void Player::setId(int id)
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76 | {
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77 | this->id = id;
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78 | }
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79 |
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80 | void Player::setAddr(sockaddr_in addr)
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81 | {
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82 | this->addr = addr;
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83 | }
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84 |
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85 | void Player::move(void) {
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86 | int speed = 100; // pixels per second
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87 | unsigned long long curTime = getCurrentMillis();
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88 |
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89 | // if we're at our target, don't move
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90 | if (pos.x != target.x || pos.y != target.y) {
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91 | float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
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92 |
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93 | double angle = atan2(target.y-pos.y, target.x-pos.x);
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94 |
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95 | float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
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96 | if (dist <= pixels) {
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97 | pos.x = target.x;
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98 | pos.y = target.y;
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99 | }else {
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100 | pos.x += cos(angle)*pixels;
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101 | pos.y += sin(angle)*pixels;
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102 | }
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103 | }
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104 |
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105 | timeLastUpdated = curTime;
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106 | }
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