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 | #include <allegro5/allegro.h>
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9 | #include <allegro5/allegro_primitives.h>
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10 |
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11 | using namespace std;
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12 |
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13 | Player::Player()
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14 | {
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15 | this->id = 0;
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16 | this->name = "";
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17 | this->password = "";
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18 | this->pos.x = this->target.x = 0;
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19 | this->pos.y = this->target.y = 0;
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20 | this->timeLastUpdated = 0;
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21 | this->team = 0; // blue team by default
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22 | this->hasBlueFlag = false;
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23 | this->hasRedFlag = false;
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24 | }
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25 |
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26 | Player::Player(const Player& p)
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27 | {
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28 | this->id = p.id;
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29 | this->name = p.name;
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30 | this->password = p.password;
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31 | this->pos.x = p.pos.x;
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32 | this->pos.y = p.pos.y;
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33 | this->target.x = p.target.x;
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34 | this->target.y = p.target.y;
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35 | this->addr = p.addr;
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36 | this->team = 0; // blue team by default
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37 | this->hasBlueFlag = false;
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38 | this->hasRedFlag = false;
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39 | }
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40 |
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41 | Player::Player(string name, string password)
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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 = 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->team = 0; // blue team by default
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49 | this->hasBlueFlag = true;
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50 | this->hasRedFlag = true;
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51 | }
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52 |
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53 | Player::~Player()
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54 | {
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55 | }
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56 |
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57 | void Player::serialize(char* buffer)
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58 | {
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59 | memcpy(buffer, &this->id, 4);
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60 | memcpy(buffer+4, &this->pos.x, 4);
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61 | memcpy(buffer+8, &this->pos.y, 4);
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62 | memcpy(buffer+12, &this->target.x, 4);
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63 | memcpy(buffer+16, &this->target.y, 4);
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64 | memcpy(buffer+20, &this->team, 4);
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65 | memcpy(buffer+24, &this->hasBlueFlag, 1);
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66 | memcpy(buffer+25, &this->hasRedFlag, 1);
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67 | strcpy(buffer+26, this->name.c_str());
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68 | }
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69 |
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70 | void Player::deserialize(char* buffer)
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71 | {
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72 | memcpy(&this->id, buffer, 4);
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73 | memcpy(&this->pos.x, buffer+4, 4);
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74 | memcpy(&this->pos.y, buffer+8, 4);
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75 | memcpy(&this->target.x, buffer+12, 4);
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76 | memcpy(&this->target.y, buffer+16, 4);
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77 | memcpy(&this->team, buffer+20, 4);
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78 | memcpy(&this->hasBlueFlag, buffer+24, 1);
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79 | memcpy(&this->hasRedFlag, buffer+25, 1);
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80 | this->name.assign(buffer+26);
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81 | }
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82 |
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83 | void Player::setId(int id)
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84 | {
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85 | this->id = id;
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86 | }
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87 |
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88 | void Player::setAddr(sockaddr_in addr)
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89 | {
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90 | this->addr = addr;
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91 | }
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92 |
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93 | void Player::draw(POSITION pos, bool curPlayer) {
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94 | if (curPlayer)
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95 | al_draw_filled_circle(pos.x, pos.y, 12, al_map_rgb(255, 0, 0));
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96 | else
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97 | al_draw_filled_circle(pos.x, pos.y, 12, al_map_rgb(191, 0, 0));
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98 |
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99 | if (this->hasBlueFlag)
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100 | al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(0, 0, 255));
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101 | else if(this->hasRedFlag)
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102 | al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(255, 0, 0));
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103 | }
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104 |
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105 | bool Player::move(WorldMap *map) {
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106 | int speed = 100; // pixels per second
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107 | unsigned long long curTime = getCurrentMillis();
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108 | bool moveCanceled = false;
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109 |
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110 | // if we're at our target, don't move
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111 | if (pos.x != target.x || pos.y != target.y) {
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112 | float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
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113 | double angle = atan2(target.y-pos.y, target.x-pos.x);
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114 | float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
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115 | FLOAT_POSITION newPos;
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116 |
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117 | //cout << "pos.x: " << pos.x << endl;
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118 | //cout << "pos.y: " << pos.y << endl;
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119 | //cout << "target.x: " << target.x << endl;
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120 | //cout << "target.y: " << target.y << endl;
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121 |
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122 | if (dist <= pixels) {
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123 | newPos.x = target.x;
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124 | newPos.y = target.y;
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125 | }else {
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126 | newPos.x = pos.x + cos(angle)*pixels;
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127 | newPos.y = pos.y + sin(angle)*pixels;
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128 | }
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129 |
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130 | //cout << "newPos.x: " << newPos.x << endl;
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131 | //cout << "newPos.y: " << newPos.y << endl;
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132 | //cout << "newPos.x/25: " << newPos.x/25 << endl;
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133 | //cout << "newPos.y/25: " << newPos.y/25 << endl;
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134 |
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135 | switch(map->getElement(newPos.x/25, newPos.y/25)) {
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136 | case WorldMap::TERRAIN_NONE:
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137 | case WorldMap::TERRAIN_ROCK:
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138 | cout << "Encountered invalid terrain" << endl;
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139 | target.x = pos.x;
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140 | target.y = pos.y;
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141 | moveCanceled = true;
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142 | cout << "move canceled" << endl;
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143 | break;
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144 | default: // if there are no obstacles
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145 | pos.x = newPos.x;
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146 | pos.y = newPos.y;
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147 | break;
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148 | }
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149 | }
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150 |
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151 | timeLastUpdated = curTime;
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152 |
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153 | if (moveCanceled)
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154 | cout << "moveCancled == true" << endl;
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155 |
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156 | return !moveCanceled;
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157 | }
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