| 1 | #include "Game.h"
|
|---|
| 2 |
|
|---|
| 3 | #include <iostream>
|
|---|
| 4 | #include <cstring>
|
|---|
| 5 | #include <cstdlib>
|
|---|
| 6 |
|
|---|
| 7 | #include "Common.h"
|
|---|
| 8 |
|
|---|
| 9 | using namespace std;
|
|---|
| 10 |
|
|---|
| 11 | Game::Game() {
|
|---|
| 12 | this->id = 0;
|
|---|
| 13 | this->name = "";
|
|---|
| 14 | this->blueScore = 0;
|
|---|
| 15 | this->redScore = 0;
|
|---|
| 16 | this->worldMap = NULL;
|
|---|
| 17 | this->msgProcessor = NULL;
|
|---|
| 18 | }
|
|---|
| 19 |
|
|---|
| 20 | Game::Game(string name, string filepath, MessageProcessor* msgProcessor) {
|
|---|
| 21 | this->id = 0;
|
|---|
| 22 | this->name = name;
|
|---|
| 23 | this->blueScore = 0;
|
|---|
| 24 | this->redScore = 0;
|
|---|
| 25 | this->worldMap = WorldMap::loadMapFromFile(filepath);
|
|---|
| 26 | this->msgProcessor = msgProcessor;
|
|---|
| 27 | }
|
|---|
| 28 |
|
|---|
| 29 | Game::~Game() {
|
|---|
| 30 | delete this->worldMap;
|
|---|
| 31 | }
|
|---|
| 32 |
|
|---|
| 33 | string Game::getName() {
|
|---|
| 34 | return this->name;
|
|---|
| 35 | }
|
|---|
| 36 |
|
|---|
| 37 | int Game::getNumPlayers() {
|
|---|
| 38 | return this->players.size();
|
|---|
| 39 | }
|
|---|
| 40 |
|
|---|
| 41 | map<unsigned int, Player*>& Game::getPlayers() {
|
|---|
| 42 | return this->players;
|
|---|
| 43 | }
|
|---|
| 44 |
|
|---|
| 45 | bool Game::addPlayer(Player* p) {
|
|---|
| 46 | if (players.find(p->getId()) == players.end()) {
|
|---|
| 47 | players[p->getId()] = p;
|
|---|
| 48 |
|
|---|
| 49 | // reset player stats, location, etc.
|
|---|
| 50 | p->pos.x = p->target.x = 200;
|
|---|
| 51 | p->pos.y = p->target.y = 200;
|
|---|
| 52 | p->setTargetPlayer(0);
|
|---|
| 53 | p->isChasing = false;
|
|---|
| 54 | p->isAttacking = false;
|
|---|
| 55 | p->isDead = false;
|
|---|
| 56 | p->health = p->maxHealth;
|
|---|
| 57 | p->hasBlueFlag = false;
|
|---|
| 58 | p->hasRedFlag = false;
|
|---|
| 59 |
|
|---|
| 60 | // choose a random team (either 0 or 1)
|
|---|
| 61 | p->team = rand() % 2;
|
|---|
| 62 |
|
|---|
| 63 | p->currentGame = this;
|
|---|
| 64 |
|
|---|
| 65 | return true;
|
|---|
| 66 | }
|
|---|
| 67 | else
|
|---|
| 68 | return false;
|
|---|
| 69 | }
|
|---|
| 70 |
|
|---|
| 71 | bool Game::removePlayer(unsigned int id) {
|
|---|
| 72 | if (players.erase(id) == 1)
|
|---|
| 73 | return true;
|
|---|
| 74 | else
|
|---|
| 75 | return false;
|
|---|
| 76 | }
|
|---|
| 77 |
|
|---|
| 78 | map<unsigned int, Projectile>& Game::getProjectiles() {
|
|---|
| 79 | return this->projectiles;
|
|---|
| 80 | }
|
|---|
| 81 |
|
|---|
| 82 | bool Game::addProjectile(Projectile p) {
|
|---|
| 83 | if (projectiles.find(p.id) == projectiles.end()) {
|
|---|
| 84 | projectiles[p.id] = p;
|
|---|
| 85 | return true;
|
|---|
| 86 | }
|
|---|
| 87 | else
|
|---|
| 88 | return false;
|
|---|
| 89 | }
|
|---|
| 90 |
|
|---|
| 91 | bool Game::removeProjectile(unsigned int id) {
|
|---|
| 92 | if (projectiles.erase(id) == 1)
|
|---|
| 93 | return true;
|
|---|
| 94 | else
|
|---|
| 95 | return false;
|
|---|
| 96 | }
|
|---|
| 97 |
|
|---|
| 98 | unsigned int Game::getRedScore() {
|
|---|
| 99 | return this->redScore;
|
|---|
| 100 | }
|
|---|
| 101 |
|
|---|
| 102 | unsigned int Game::getBlueScore() {
|
|---|
| 103 | return this->blueScore;
|
|---|
| 104 | }
|
|---|
| 105 |
|
|---|
| 106 | WorldMap* Game::getMap() {
|
|---|
| 107 | return this->worldMap;
|
|---|
| 108 | }
|
|---|
| 109 |
|
|---|
| 110 | void Game::setId(unsigned int id) {
|
|---|
| 111 | this->id = id;
|
|---|
| 112 | }
|
|---|
| 113 |
|
|---|
| 114 | void Game::setRedScore(unsigned int score) {
|
|---|
| 115 | this->redScore = score;
|
|---|
| 116 | }
|
|---|
| 117 |
|
|---|
| 118 | void Game::setBlueScore(unsigned int score) {
|
|---|
| 119 | this->blueScore = score;
|
|---|
| 120 | }
|
|---|
| 121 |
|
|---|
| 122 | void Game::addObjectToMap(ObjectType objectType, int x, int y) {
|
|---|
| 123 | NETWORK_MSG serverMsg;
|
|---|
| 124 |
|
|---|
| 125 | this->getMap()->addObject(objectType, x, y);
|
|---|
| 126 |
|
|---|
| 127 | serverMsg.type = MSG_TYPE_OBJECT;
|
|---|
| 128 | this->worldMap->getObjects()->back().serialize(serverMsg.buffer);
|
|---|
| 129 |
|
|---|
| 130 | this->msgProcessor->broadcastMessage(serverMsg, this->players);
|
|---|
| 131 | }
|
|---|
| 132 |
|
|---|
| 133 | bool Game::startPlayerMovement(unsigned int id, int x, int y) {
|
|---|
| 134 | // need to check if players actually contains the id
|
|---|
| 135 | Player* p = players[id];
|
|---|
| 136 |
|
|---|
| 137 | // we need to make sure the player can move here
|
|---|
| 138 | if (0 <= x && x < this->worldMap->width*25 &&
|
|---|
| 139 | 0 <= y && y < this->worldMap->height*25 &&
|
|---|
| 140 | this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS)
|
|---|
| 141 | {
|
|---|
| 142 | p->target.x = x;
|
|---|
| 143 | p->target.y = y;
|
|---|
| 144 |
|
|---|
| 145 | p->isChasing = false;
|
|---|
| 146 | p->isAttacking = false;
|
|---|
| 147 | p->setTargetPlayer(0);
|
|---|
| 148 |
|
|---|
| 149 | return true;
|
|---|
| 150 | }
|
|---|
| 151 | else
|
|---|
| 152 | return false;
|
|---|
| 153 | }
|
|---|
| 154 |
|
|---|
| 155 | // returns true if the movement should be canceled
|
|---|
| 156 | bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) {
|
|---|
| 157 |
|
|---|
| 158 | // check if the move needs to be canceled
|
|---|
| 159 | switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
|
|---|
| 160 | {
|
|---|
| 161 | case TERRAIN_NONE:
|
|---|
| 162 | case TERRAIN_OCEAN:
|
|---|
| 163 | case TERRAIN_ROCK:
|
|---|
| 164 | {
|
|---|
| 165 | p->pos = oldPos;
|
|---|
| 166 | p->target.x = p->pos.x;
|
|---|
| 167 | p->target.y = p->pos.y;
|
|---|
| 168 | p->isChasing = false;
|
|---|
| 169 | return true;
|
|---|
| 170 | break;
|
|---|
| 171 | }
|
|---|
| 172 | default:
|
|---|
| 173 | // if there are no obstacles, don't cancel movement
|
|---|
| 174 | return false;
|
|---|
| 175 | break;
|
|---|
| 176 | }
|
|---|
| 177 | }
|
|---|
| 178 |
|
|---|
| 179 | // returns the id of the picked-up flag or -1 if none was picked up
|
|---|
| 180 | int Game::processFlagPickupRequest(Player* p) {
|
|---|
| 181 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
|---|
| 182 | vector<WorldMap::Object>::iterator it;
|
|---|
| 183 | int itemId = -1;
|
|---|
| 184 |
|
|---|
| 185 | for (it = vctObjects->begin(); it != vctObjects->end(); it++) {
|
|---|
| 186 | if (posDistance(p->pos, it->pos.toFloat()) < 10) {
|
|---|
| 187 | switch (it->type) {
|
|---|
| 188 | case OBJECT_BLUE_FLAG:
|
|---|
| 189 | if (p->team == 1) {
|
|---|
| 190 | p->hasBlueFlag = true;
|
|---|
| 191 | itemId = it->id;
|
|---|
| 192 | }
|
|---|
| 193 | break;
|
|---|
| 194 | case OBJECT_RED_FLAG:
|
|---|
| 195 | if (p->team == 0) {
|
|---|
| 196 | p->hasRedFlag = true;
|
|---|
| 197 | itemId = it->id;
|
|---|
| 198 | }
|
|---|
| 199 | break;
|
|---|
| 200 | case OBJECT_NONE:
|
|---|
| 201 | break;
|
|---|
| 202 | }
|
|---|
| 203 |
|
|---|
| 204 | if (itemId > -1) {
|
|---|
| 205 | vctObjects->erase(it);
|
|---|
| 206 | return itemId;
|
|---|
| 207 | }
|
|---|
| 208 | }
|
|---|
| 209 | }
|
|---|
| 210 |
|
|---|
| 211 | return itemId;
|
|---|
| 212 | }
|
|---|
| 213 |
|
|---|
| 214 | void Game::dealDamageToPlayer(Player* p, int damage) {
|
|---|
| 215 | p->takeDamage(damage);
|
|---|
| 216 |
|
|---|
| 217 | if (p->isDead)
|
|---|
| 218 | {
|
|---|
| 219 | ObjectType flagType = OBJECT_NONE;
|
|---|
| 220 | if (p->hasBlueFlag)
|
|---|
| 221 | flagType = OBJECT_BLUE_FLAG;
|
|---|
| 222 | else if (p->hasRedFlag)
|
|---|
| 223 | flagType = OBJECT_RED_FLAG;
|
|---|
| 224 |
|
|---|
| 225 | if (flagType != OBJECT_NONE)
|
|---|
| 226 | this->addObjectToMap(flagType, p->pos.x, p->pos.y);
|
|---|
| 227 | }
|
|---|
| 228 |
|
|---|
| 229 | // send a PLAYER message after dealing damage
|
|---|
| 230 | NETWORK_MSG serverMsg;
|
|---|
| 231 | serverMsg.type = MSG_TYPE_PLAYER;
|
|---|
| 232 | p->serialize(serverMsg.buffer);
|
|---|
| 233 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
|---|
| 234 | }
|
|---|
| 235 |
|
|---|
| 236 | bool Game::handleGameEvents() {
|
|---|
| 237 | map<unsigned int, Player*>::iterator it;
|
|---|
| 238 | bool gameFinished = false;
|
|---|
| 239 |
|
|---|
| 240 | for (it = this->getPlayers().begin(); it != this->getPlayers().end(); it++)
|
|---|
| 241 | {
|
|---|
| 242 | gameFinished = gameFinished ||
|
|---|
| 243 | this->handlePlayerEvents(it->second);
|
|---|
| 244 | }
|
|---|
| 245 |
|
|---|
| 246 | if (gameFinished) {
|
|---|
| 247 | for (it = this->players.begin(); it != this->players.end(); it++)
|
|---|
| 248 | {
|
|---|
| 249 | it->second->currentGame = NULL;
|
|---|
| 250 | }
|
|---|
| 251 | }
|
|---|
| 252 |
|
|---|
| 253 | return gameFinished;
|
|---|
| 254 | }
|
|---|
| 255 |
|
|---|
| 256 | bool Game::handlePlayerEvents(Player* p) {
|
|---|
| 257 | NETWORK_MSG serverMsg;
|
|---|
| 258 | FLOAT_POSITION oldPos;
|
|---|
| 259 | bool gameFinished = false;
|
|---|
| 260 | bool broadcastMove = false;
|
|---|
| 261 |
|
|---|
| 262 | cout << "moving player" << endl;
|
|---|
| 263 |
|
|---|
| 264 | // move player and perform associated tasks
|
|---|
| 265 | oldPos = p->pos;
|
|---|
| 266 | if (p->move(this->worldMap)) {
|
|---|
| 267 |
|
|---|
| 268 | cout << "player moved" << endl;
|
|---|
| 269 | if (this->processPlayerMovement(p, oldPos))
|
|---|
| 270 | broadcastMove = true;
|
|---|
| 271 | cout << "player move processed" << endl;
|
|---|
| 272 |
|
|---|
| 273 | ObjectType flagType;
|
|---|
| 274 | POSITION pos;
|
|---|
| 275 | bool flagTurnedIn = false;
|
|---|
| 276 | bool flagReturned = false;
|
|---|
| 277 | bool ownFlagAtBase = false;
|
|---|
| 278 |
|
|---|
| 279 | switch(this->worldMap->getStructure(p->pos.x/25, p->pos.y/25))
|
|---|
| 280 | {
|
|---|
| 281 | case STRUCTURE_BLUE_FLAG:
|
|---|
| 282 | {
|
|---|
| 283 | if (p->team == 0 && p->hasRedFlag)
|
|---|
| 284 | {
|
|---|
| 285 | // check that your flag is at your base
|
|---|
| 286 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
|---|
| 287 |
|
|---|
| 288 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
|---|
| 289 | vector<WorldMap::Object>::iterator itObjects;
|
|---|
| 290 |
|
|---|
| 291 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
|
|---|
| 292 | {
|
|---|
| 293 | if (itObjects->type == OBJECT_BLUE_FLAG)
|
|---|
| 294 | {
|
|---|
| 295 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
|
|---|
| 296 | {
|
|---|
| 297 | ownFlagAtBase = true;
|
|---|
| 298 | break;
|
|---|
| 299 | }
|
|---|
| 300 | }
|
|---|
| 301 | }
|
|---|
| 302 |
|
|---|
| 303 | if (ownFlagAtBase)
|
|---|
| 304 | {
|
|---|
| 305 | p->hasRedFlag = false;
|
|---|
| 306 | flagType = OBJECT_RED_FLAG;
|
|---|
| 307 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
|
|---|
| 308 | flagTurnedIn = true;
|
|---|
| 309 | this->blueScore++;
|
|---|
| 310 | }
|
|---|
| 311 | }
|
|---|
| 312 |
|
|---|
| 313 | break;
|
|---|
| 314 | }
|
|---|
| 315 | case STRUCTURE_RED_FLAG:
|
|---|
| 316 | {
|
|---|
| 317 | if (p->team == 1 && p->hasBlueFlag)
|
|---|
| 318 | {
|
|---|
| 319 | // check that your flag is at your base
|
|---|
| 320 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
|
|---|
| 321 |
|
|---|
| 322 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
|---|
| 323 | vector<WorldMap::Object>::iterator itObjects;
|
|---|
| 324 |
|
|---|
| 325 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
|
|---|
| 326 | {
|
|---|
| 327 | if (itObjects->type == OBJECT_RED_FLAG)
|
|---|
| 328 | {
|
|---|
| 329 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
|
|---|
| 330 | {
|
|---|
| 331 | ownFlagAtBase = true;
|
|---|
| 332 | break;
|
|---|
| 333 | }
|
|---|
| 334 | }
|
|---|
| 335 | }
|
|---|
| 336 |
|
|---|
| 337 | if (ownFlagAtBase)
|
|---|
| 338 | {
|
|---|
| 339 | p->hasBlueFlag = false;
|
|---|
| 340 | flagType = OBJECT_BLUE_FLAG;
|
|---|
| 341 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
|---|
| 342 | flagTurnedIn = true;
|
|---|
| 343 | this->redScore++;
|
|---|
| 344 | }
|
|---|
| 345 | }
|
|---|
| 346 |
|
|---|
| 347 | break;
|
|---|
| 348 | }
|
|---|
| 349 | default:
|
|---|
| 350 | {
|
|---|
| 351 | break;
|
|---|
| 352 | }
|
|---|
| 353 | }
|
|---|
| 354 |
|
|---|
| 355 | if (flagTurnedIn)
|
|---|
| 356 | {
|
|---|
| 357 | unsigned int blueScore = this->blueScore;
|
|---|
| 358 | unsigned int redScore = this->redScore;
|
|---|
| 359 |
|
|---|
| 360 | pos.x = pos.x*25+12;
|
|---|
| 361 | pos.y = pos.y*25+12;
|
|---|
| 362 | this->addObjectToMap(flagType, pos.x, pos.y);
|
|---|
| 363 |
|
|---|
| 364 | serverMsg.type = MSG_TYPE_SCORE;
|
|---|
| 365 | memcpy(serverMsg.buffer, &blueScore, 4);
|
|---|
| 366 | memcpy(serverMsg.buffer+4, &redScore, 4);
|
|---|
| 367 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
|---|
| 368 |
|
|---|
| 369 | // check to see if the game should end
|
|---|
| 370 | // move to its own method
|
|---|
| 371 | if (this->blueScore == 3 || this->redScore == 3) {
|
|---|
| 372 | gameFinished = true;
|
|---|
| 373 |
|
|---|
| 374 | unsigned int winningTeam;
|
|---|
| 375 | if (this->blueScore == 3)
|
|---|
| 376 | winningTeam = 0;
|
|---|
| 377 | else if (this->redScore == 3)
|
|---|
| 378 | winningTeam = 1;
|
|---|
| 379 |
|
|---|
| 380 | serverMsg.type = MSG_TYPE_FINISH_GAME;
|
|---|
| 381 |
|
|---|
| 382 | // I should create an instance of the GameSummary object here and just serialize it into this message
|
|---|
| 383 | memcpy(serverMsg.buffer, &winningTeam, 4);
|
|---|
| 384 | memcpy(serverMsg.buffer+4, &blueScore, 4);
|
|---|
| 385 | memcpy(serverMsg.buffer+8, &redScore, 4);
|
|---|
| 386 | strcpy(serverMsg.buffer+12, this->getName().c_str());
|
|---|
| 387 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
|---|
| 388 | }
|
|---|
| 389 |
|
|---|
| 390 | // this means a PLAYER message will be sent
|
|---|
| 391 | broadcastMove = true;
|
|---|
| 392 | }
|
|---|
| 393 |
|
|---|
| 394 | // go through all objects and check if the player is close to one and if its their flag
|
|---|
| 395 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
|---|
| 396 | vector<WorldMap::Object>::iterator itObjects;
|
|---|
| 397 | POSITION structPos;
|
|---|
| 398 |
|
|---|
| 399 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
|
|---|
| 400 | {
|
|---|
| 401 | POSITION pos = itObjects->pos;
|
|---|
| 402 |
|
|---|
| 403 | if (posDistance(p->pos, pos.toFloat()) < 10)
|
|---|
| 404 | {
|
|---|
| 405 | if (p->team == 0 &&
|
|---|
| 406 | itObjects->type == OBJECT_BLUE_FLAG)
|
|---|
| 407 | {
|
|---|
| 408 | structPos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
|---|
| 409 | flagReturned = true;
|
|---|
| 410 | break;
|
|---|
| 411 | }
|
|---|
| 412 | else if (p->team == 1 &&
|
|---|
| 413 | itObjects->type == OBJECT_RED_FLAG)
|
|---|
| 414 | {
|
|---|
| 415 | structPos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
|
|---|
| 416 | flagReturned = true;
|
|---|
| 417 | break;
|
|---|
| 418 | }
|
|---|
| 419 | }
|
|---|
| 420 | }
|
|---|
| 421 |
|
|---|
| 422 | if (flagReturned)
|
|---|
| 423 | {
|
|---|
| 424 | itObjects->pos.x = structPos.x*25+12;
|
|---|
| 425 | itObjects->pos.y = structPos.y*25+12;
|
|---|
| 426 |
|
|---|
| 427 | serverMsg.type = MSG_TYPE_OBJECT;
|
|---|
| 428 | itObjects->serialize(serverMsg.buffer);
|
|---|
| 429 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
|---|
| 430 | }
|
|---|
| 431 |
|
|---|
| 432 | if (broadcastMove)
|
|---|
| 433 | {
|
|---|
| 434 | serverMsg.type = MSG_TYPE_PLAYER;
|
|---|
| 435 | p->serialize(serverMsg.buffer);
|
|---|
| 436 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
|---|
| 437 | }
|
|---|
| 438 | }
|
|---|
| 439 |
|
|---|
| 440 | cout << "processing player attack" << endl;
|
|---|
| 441 |
|
|---|
| 442 | // check if the player's attack animation is complete
|
|---|
| 443 | if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
|
|---|
| 444 | {
|
|---|
| 445 | p->isAttacking = false;
|
|---|
| 446 | cout << "Attack animation is complete" << endl;
|
|---|
| 447 |
|
|---|
| 448 | //send everyone an ATTACK message
|
|---|
| 449 | cout << "about to broadcast attack" << endl;
|
|---|
| 450 |
|
|---|
| 451 | if (p->attackType == Player::ATTACK_MELEE)
|
|---|
| 452 | {
|
|---|
| 453 | cout << "Melee attack" << endl;
|
|---|
| 454 |
|
|---|
| 455 | Player* target = players[p->getTargetPlayer()];
|
|---|
| 456 | this->dealDamageToPlayer(target, p->damage);
|
|---|
| 457 | }
|
|---|
| 458 | else if (p->attackType == Player::ATTACK_RANGED)
|
|---|
| 459 | {
|
|---|
| 460 | cout << "Ranged attack" << endl;
|
|---|
| 461 |
|
|---|
| 462 | Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
|
|---|
| 463 | this->assignProjectileId(&proj);
|
|---|
| 464 | this->addProjectile(proj);
|
|---|
| 465 |
|
|---|
| 466 | int x = p->pos.x;
|
|---|
| 467 | int y = p->pos.y;
|
|---|
| 468 | unsigned int targetId = p->getTargetPlayer();
|
|---|
| 469 |
|
|---|
| 470 | serverMsg.type = MSG_TYPE_PROJECTILE;
|
|---|
| 471 | memcpy(serverMsg.buffer, &proj.id, 4);
|
|---|
| 472 | memcpy(serverMsg.buffer+4, &x, 4);
|
|---|
| 473 | memcpy(serverMsg.buffer+8, &y, 4);
|
|---|
| 474 | memcpy(serverMsg.buffer+12, &targetId, 4);
|
|---|
| 475 | msgProcessor->broadcastMessage(serverMsg, players);
|
|---|
| 476 | }
|
|---|
| 477 | else
|
|---|
| 478 | cout << "Invalid attack type: " << p->attackType << endl;
|
|---|
| 479 | }
|
|---|
| 480 |
|
|---|
| 481 | return gameFinished;
|
|---|
| 482 | }
|
|---|
| 483 |
|
|---|
| 484 | void Game::assignProjectileId(Projectile* p) {
|
|---|
| 485 | p->id = unusedProjectileId;
|
|---|
| 486 | updateUnusedProjectileId();
|
|---|
| 487 | }
|
|---|
| 488 |
|
|---|
| 489 | void Game::updateUnusedProjectileId() {
|
|---|
| 490 | while (projectiles.find(unusedProjectileId) != projectiles.end())
|
|---|
| 491 | unusedProjectileId++;
|
|---|
| 492 | }
|
|---|