source: network-game/common/Player.cpp@ f41a7f9

Last change on this file since f41a7f9 was f41a7f9, checked in by dportnoy <dmp1488@…>, 11 years ago

Each player now holds a reference to their current game

  • Property mode set to 100644
File size: 5.7 KB
Line 
1#include "Player.h"
2
3#include <iostream>
4#include <sstream>
5#include <cstring>
6#include <cmath>
7
8using namespace std;
9
10Player::Player()
11{
12 this->id = 0;
13 this->name = "";
14 this->password = "";
15 this->pos.x = this->target.x = 0;
16 this->pos.y = this->target.y = 0;
17 this->timeLastUpdated = 0;
18 this->timeAttackStarted = 0;
19 this->timeDied = 0;
20 this->isChasing = false;
21 this->isAttacking = false;
22 this->isDead = false;
23
24 this->playerClass = CLASS_NONE;
25 this->maxHealth = 0;
26 this->health = 0;
27 this->attackType = ATTACK_NONE;
28 this->damage = 0;
29 this->range = 0;
30 this->attackCooldown = 0;
31 this->team = 0; // blue team by default
32 this->hasBlueFlag = false;
33 this->hasRedFlag = false;
34
35 this->currentGame = NULL;
36}
37
38Player::Player(const Player& p)
39{
40 this->id = p.id;
41 this->name = p.name;
42 this->password = p.password;
43 this->addr = p.addr;
44 this->pos.x = p.pos.x;
45 this->pos.y = p.pos.y;
46 this->target.x = p.target.x;
47 this->target.y = p.target.y;
48 this->timeLastUpdated = p.timeLastUpdated;
49 this->timeAttackStarted = p.timeAttackStarted;
50 this->timeDied = p.timeDied;
51 this->isChasing = p.isChasing;
52 this->isAttacking = p.isAttacking;
53 this->isDead = p.isDead;
54
55 this->playerClass = p.playerClass;
56 this->maxHealth = p.maxHealth;
57 this->health = p.health;
58 this->attackType = p.attackType;
59 this->damage = p.damage;
60 this->range = p.range;
61 this->attackCooldown = p.attackCooldown;
62 this->team = p.team;
63 this->hasBlueFlag = p.hasBlueFlag;
64 this->hasRedFlag = p.hasRedFlag;
65
66 this->currentGame = p.currentGame;
67}
68
69// eventually make this take a PlayerClass argument as well
70Player::Player(string name, string password)
71{
72 this->id = 0;
73 this->name = name;
74 this->password = password;
75 this->pos.x = this->target.x = 200;
76 this->pos.y = this->target.y = 200;
77 this->timeLastUpdated = 0;
78 this->timeAttackStarted = 0;
79 this->timeDied = 0;
80 this->isChasing = false;
81 this->isAttacking = false;
82 this->isDead = false;
83
84 this->playerClass = CLASS_NONE;
85 this->maxHealth = 0;
86 this->health = 0;
87 this->attackType = ATTACK_NONE;
88 this->damage = 0;
89 this->range = 0;
90 this->attackCooldown = 0;
91 this->team = 0; // blue team by default
92 this->hasBlueFlag = false;
93 this->hasRedFlag = false;
94
95 this->currentGame = NULL;
96}
97
98Player::~Player()
99{
100}
101
102void Player::setId(int id)
103{
104 this->id = id;
105}
106
107void Player::setAddr(sockaddr_in addr)
108{
109 this->addr = addr;
110}
111
112void Player::setClass(PlayerClass c)
113{
114 switch (c) {
115 case CLASS_WARRIOR:
116 this->playerClass = CLASS_WARRIOR;
117 this->maxHealth = this->health = 120;
118 this->attackType = ATTACK_MELEE;
119 this->damage = 10;
120 this->range = 30;
121 this->attackCooldown = 800;
122 break;
123 case CLASS_RANGER:
124 this->playerClass = CLASS_RANGER;
125 this->maxHealth = this->health = 60;
126 this->attackType = ATTACK_RANGED;
127 this->damage = 6;
128 this->range = 100;
129 this->attackCooldown = 1000;
130 break;
131 case CLASS_NONE:
132 cout << "No class" << endl;
133 break;
134 dafault:
135 cout << "nvalid class" << endl;
136 break;
137 }
138}
139
140void Player::serialize(char* buffer)
141{
142 memcpy(buffer, &this->id, 4);
143 memcpy(buffer+4, &this->pos.x, 4);
144 memcpy(buffer+8, &this->pos.y, 4);
145 memcpy(buffer+12, &this->target.x, 4);
146 memcpy(buffer+16, &this->target.y, 4);
147
148 memcpy(buffer+20, &this->playerClass, 4);
149 memcpy(buffer+24, &this->maxHealth, 4);
150 memcpy(buffer+28, &this->health, 4);
151 memcpy(buffer+32, &this->attackType, 4);
152 memcpy(buffer+36, &this->damage, 4);
153 memcpy(buffer+40, &this->team, 4);
154 memcpy(buffer+44, &this->hasBlueFlag, 1);
155 memcpy(buffer+45, &this->hasRedFlag, 1);
156 memcpy(buffer+46, &this->range, 4);
157
158 strcpy(buffer+50, this->name.c_str());
159}
160
161void Player::deserialize(char* buffer)
162{
163 memcpy(&this->id, buffer, 4);
164 memcpy(&this->pos.x, buffer+4, 4);
165 memcpy(&this->pos.y, buffer+8, 4);
166 memcpy(&this->target.x, buffer+12, 4);
167 memcpy(&this->target.y, buffer+16, 4);
168
169 memcpy(&this->playerClass, buffer+20, 4);
170 memcpy(&this->maxHealth, buffer+24, 4);
171 memcpy(&this->health, buffer+28, 4);
172 memcpy(&this->attackType, buffer+32, 4);
173 memcpy(&this->damage, buffer+36, 4);
174 memcpy(&this->team, buffer+40, 4);
175 memcpy(&this->hasBlueFlag, buffer+44, 1);
176 memcpy(&this->hasRedFlag, buffer+45, 1);
177 memcpy(&this->range, buffer+46, 4);
178
179 this->name.assign(buffer+50);
180}
181
182bool Player::move(WorldMap *map) {
183 int speed = 100; // pixels per second. should probably be in the constructor
184 unsigned long long curTime = getCurrentMillis();
185
186 // if we're at our target, don't move
187 bool moving = (pos.x != target.x || pos.y != target.y);
188
189 if (moving) {
190 float pixels = speed * (curTime-timeLastUpdated) / 1000.0;
191 double angle = atan2(target.y-pos.y, target.x-pos.x);
192 float dist = sqrt(pow(target.x-pos.x, 2) + pow(target.y-pos.y, 2));
193
194 if (dist <= pixels) {
195 pos.x = target.x;
196 pos.y = target.y;
197 }else {
198 pos.x = pos.x + cos(angle)*pixels;
199 pos.y = pos.y + sin(angle)*pixels;
200 }
201 }
202
203 timeLastUpdated = curTime;
204
205 return moving;
206}
207
208bool Player::updateTarget(map<unsigned int, Player>& mapPlayers) {
209 if (this->isChasing) {
210 this->target.x = mapPlayers[this->targetPlayer].pos.x;
211 this->target.y = mapPlayers[this->targetPlayer].pos.y;
212
213 if (posDistance(this->pos, this->target.toFloat()) <= this->range) {
214 this->target.x = this->pos.x;
215 this->target.y = this->pos.y;
216
217 this->isChasing = false;
218 this->isAttacking = true;
219 this->timeAttackStarted = getCurrentMillis();
220
221 return true;
222 }
223 }
224
225 return false;
226}
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