#include "Player.h" #include #include #include #include using namespace std; Player::Player() { this->id = 0; this->name = ""; this->password = ""; this->pos.x = this->target.x = 0; this->pos.y = this->target.y = 0; this->timeLastUpdated = 0; this->timeAttackStarted = 0; this->timeDied = 0; this->isChasing = false; this->isAttacking = false; this->isDead = false; this->playerClass = CLASS_NONE; this->maxHealth = 0; this->health = 0; this->attackType = ATTACK_NONE; this->damage = 0; this->range = 0; this->attackCooldown = 0; this->team = 0; // blue team by default this->hasBlueFlag = false; this->hasRedFlag = false; } Player::Player(const Player& p) { this->id = p.id; this->name = p.name; this->password = p.password; this->addr = p.addr; this->pos.x = p.pos.x; this->pos.y = p.pos.y; this->target.x = p.target.x; this->target.y = p.target.y; this->timeLastUpdated = p.timeLastUpdated; this->timeAttackStarted = p.timeAttackStarted; this->timeDied = p.timeDied; this->isChasing = p.isChasing; this->isAttacking = p.isAttacking; this->isDead = p.isDead; this->playerClass = p.playerClass; this->maxHealth = p.maxHealth; this->health = p.health; this->attackType = p.attackType; this->damage = p.damage; this->range = p.range; this->attackCooldown = p.attackCooldown; this->team = p.team; this->hasBlueFlag = p.hasBlueFlag; this->hasRedFlag = p.hasRedFlag; } // eventually make this take a PlayerClass argument as well Player::Player(string name, string password) { this->id = 0; this->name = name; this->password = password; this->pos.x = this->target.x = 200; this->pos.y = this->target.y = 200; this->timeLastUpdated = 0; this->timeAttackStarted = 0; this->timeDied = 0; this->isChasing = false; this->isAttacking = false; this->isDead = false; this->playerClass = CLASS_NONE; this->maxHealth = 0; this->health = 0; this->attackType = ATTACK_NONE; this->damage = 0; this->range = 0; this->attackCooldown = 0; this->team = 0; // blue team by default this->hasBlueFlag = false; this->hasRedFlag = false; } Player::~Player() { } void Player::setId(int id) { this->id = id; } void Player::setAddr(sockaddr_in addr) { this->addr = addr; } void Player::setClass(PlayerClass c) { switch (c) { case CLASS_WARRIOR: this->playerClass = CLASS_WARRIOR; this->maxHealth = this->health = 120; this->attackType = ATTACK_MELEE; this->damage = 10; this->range = 30; this->attackCooldown = 800; break; case CLASS_RANGER: this->playerClass = CLASS_RANGER; this->maxHealth = this->health = 60; this->attackType = ATTACK_RANGED; this->damage = 6; this->range = 100; this->attackCooldown = 1000; break; case CLASS_NONE: cout << "No clas" << endl; break; dafault: cout << "nvalid class" << endl; break; } } void Player::serialize(char* buffer) { memcpy(buffer, &this->id, 4); memcpy(buffer+4, &this->pos.x, 4); memcpy(buffer+8, &this->pos.y, 4); memcpy(buffer+12, &this->target.x, 4); memcpy(buffer+16, &this->target.y, 4); memcpy(buffer+20, &this->playerClass, 4); memcpy(buffer+24, &this->maxHealth, 4); memcpy(buffer+28, &this->health, 4); memcpy(buffer+32, &this->attackType, 4); memcpy(buffer+36, &this->damage, 4); memcpy(buffer+40, &this->team, 4); memcpy(buffer+44, &this->hasBlueFlag, 1); memcpy(buffer+45, &this->hasRedFlag, 1); memcpy(buffer+46, &this->range, 4); strcpy(buffer+50, this->name.c_str()); } void Player::deserialize(char* buffer) { memcpy(&this->id, buffer, 4); memcpy(&this->pos.x, buffer+4, 4); memcpy(&this->pos.y, buffer+8, 4); memcpy(&this->target.x, buffer+12, 4); memcpy(&this->target.y, buffer+16, 4); memcpy(&this->playerClass, buffer+20, 4); memcpy(&this->maxHealth, buffer+24, 4); memcpy(&this->health, buffer+28, 4); memcpy(&this->attackType, buffer+32, 4); memcpy(&this->damage, buffer+36, 4); memcpy(&this->team, buffer+40, 4); memcpy(&this->hasBlueFlag, buffer+44, 1); memcpy(&this->hasRedFlag, buffer+45, 1); memcpy(&this->range, buffer+46, 4); this->name.assign(buffer+50); } bool Player::move(WorldMap *map) { int speed = 100; // pixels per second. should probably be in the constructor unsigned long long curTime = getCurrentMillis(); // if we're at our target, don't move bool moving = (pos.x != target.x || pos.y != target.y); if (moving) { float pixels = speed * (curTime-timeLastUpdated) / 1000.0; double angle = atan2(target.y-pos.y, target.x-pos.x); float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2)); if (dist <= pixels) { pos.x = target.x; pos.y = target.y; }else { pos.x = pos.x + cos(angle)*pixels; pos.y = pos.y + sin(angle)*pixels; } } timeLastUpdated = curTime; return moving; } bool Player::updateTarget(map& mapPlayers) { if (this->isChasing) { this->target.x = mapPlayers[this->targetPlayer].pos.x; this->target.y = mapPlayers[this->targetPlayer].pos.y; if (posDistance(this->pos, this->target.toFloat()) <= this->range) { this->target.x = this->pos.x; this->target.y = this->pos.y; this->isChasing = false; this->isAttacking = true; this->timeAttackStarted = getCurrentMillis(); return true; } } return false; }