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