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 | bool Player::move(WorldMap *map) {
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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 | bool moveCanceled = false;
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89 |
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90 | // if we're at our target, don't move
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91 | if (pos.x != target.x || pos.y != target.y) {
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92 | float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
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93 | double angle = atan2(target.y-pos.y, target.x-pos.x);
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94 | float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
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95 | POSITION newPos;
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96 |
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97 | //cout << "pos.x: " << pos.x << endl;
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98 | //cout << "pos.y: " << pos.y << endl;
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99 | //cout << "target.x: " << target.x << endl;
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100 | //cout << "target.y: " << target.y << endl;
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101 |
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102 | if (dist <= pixels) {
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103 | newPos.x = target.x;
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104 | newPos.y = target.y;
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105 | }else {
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106 | newPos.x = int(pos.x + cos(angle)*pixels);
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107 | newPos.y = int(pos.y + sin(angle)*pixels);
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108 | }
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109 |
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110 | //cout << "newPos.x: " << newPos.x << endl;
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111 | //cout << "newPos.y: " << newPos.y << endl;
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112 | //cout << "newPos.x/25: " << newPos.x/25 << endl;
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113 | //cout << "newPos.y/25: " << newPos.y/25 << endl;
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114 |
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115 | switch(map->getElement(newPos.x/25, newPos.y/25)) {
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116 | case WorldMap::TERRAIN_NONE:
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117 | case WorldMap::TERRAIN_ROCK:
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118 | cout << "Encountered invalid terrain" << endl;
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119 | target.x = pos.x;
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120 | target.y = pos.y;
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121 | moveCanceled = true;
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122 | cout << "move canceled" << endl;
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123 | break;
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124 | default: // if there are no obstacles
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125 | pos.x = newPos.x;
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126 | pos.y = newPos.y;
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127 | break;
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128 | }
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129 | }
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130 |
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131 | timeLastUpdated = curTime;
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132 |
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133 | if (moveCanceled)
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134 | cout << "moveCancled == true" << endl;
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135 |
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136 | return !moveCanceled;
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137 | }
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