| 1 | #include "Game.h"
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| 2 |
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| 3 | #include <iostream>
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| 4 | #include <cstring>
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| 5 | #include <cstdlib>
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| 6 |
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| 7 | #include "Common.h"
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| 8 |
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| 9 | using namespace std;
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| 10 |
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| 11 | Game::Game() {
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| 12 | this->id = 0;
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| 13 | this->name = "";
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| 14 | this->blueScore = 0;
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| 15 | this->redScore = 0;
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| 16 | this->worldMap = NULL;
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| 17 | this->msgProcessor = NULL;
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| 18 | }
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| 19 |
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| 20 | Game::Game(string name, string filepath, MessageProcessor* msgProcessor) {
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| 21 | this->id = 0;
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| 22 | this->name = name;
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| 23 | this->blueScore = 0;
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| 24 | this->redScore = 0;
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| 25 | this->worldMap = WorldMap::loadMapFromFile(filepath);
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| 26 | this->msgProcessor = msgProcessor;
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| 27 | }
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| 28 |
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| 29 | Game::~Game() {
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| 30 | delete this->worldMap;
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| 31 | }
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| 32 |
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| 33 | string Game::getName() {
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| 34 | return this->name;
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| 35 | }
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| 36 |
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| 37 | int Game::getNumPlayers() {
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| 38 | return this->players.size();
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| 39 | }
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| 40 |
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| 41 | map<unsigned int, Player*>& Game::getPlayers() {
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| 42 | return this->players;
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| 43 | }
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| 44 |
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| 45 | bool Game::addPlayer(Player* p) {
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| 46 | if (players.find(p->getId()) == players.end()) {
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| 47 | players[p->getId()] = p;
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| 48 |
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| 49 | // reset player stats, location, etc.
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| 50 | p->pos.x = p->target.x = 200;
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| 51 | p->pos.y = p->target.y = 200;
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| 52 | p->setTargetPlayer(0);
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| 53 | p->isChasing = false;
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| 54 | p->isAttacking = false;
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| 55 | p->isDead = false;
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| 56 | p->health = p->maxHealth;
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| 57 | p->hasBlueFlag = false;
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| 58 | p->hasRedFlag = false;
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| 59 |
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| 60 | p->currentGame = this;
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| 61 |
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| 62 | return true;
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| 63 | }
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| 64 | else
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| 65 | return false;
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| 66 | }
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| 67 |
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| 68 | bool Game::removePlayer(unsigned int id) {
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| 69 | if (players.erase(id) == 1)
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| 70 | return true;
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| 71 | else
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| 72 | return false;
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| 73 | }
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| 74 |
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| 75 | map<unsigned int, Projectile>& Game::getProjectiles() {
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| 76 | return this->projectiles;
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| 77 | }
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| 78 |
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| 79 | bool Game::addProjectile(Projectile p) {
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| 80 | if (projectiles.find(p.id) == projectiles.end()) {
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| 81 | projectiles[p.id] = p;
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| 82 | return true;
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| 83 | }
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| 84 | else
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| 85 | return false;
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| 86 | }
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| 87 |
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| 88 | bool Game::removeProjectile(unsigned int id) {
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| 89 | if (projectiles.erase(id) == 1)
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| 90 | return true;
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| 91 | else
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| 92 | return false;
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| 93 | }
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| 94 |
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| 95 | unsigned int Game::getRedScore() {
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| 96 | return this->redScore;
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| 97 | }
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| 98 |
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| 99 | unsigned int Game::getBlueScore() {
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| 100 | return this->blueScore;
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| 101 | }
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| 102 |
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| 103 | WorldMap* Game::getMap() {
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| 104 | return this->worldMap;
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| 105 | }
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| 106 |
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| 107 | void Game::setId(unsigned int id) {
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| 108 | this->id = id;
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| 109 | }
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| 110 |
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| 111 | void Game::setRedScore(unsigned int score) {
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| 112 | this->redScore = score;
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| 113 | }
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| 114 |
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| 115 | void Game::setBlueScore(unsigned int score) {
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| 116 | this->blueScore = score;
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| 117 | }
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| 118 |
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| 119 | void Game::addObjectToMap(ObjectType objectType, int x, int y) {
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| 120 | NETWORK_MSG serverMsg;
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| 121 |
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| 122 | this->getMap()->addObject(objectType, x, y);
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| 123 |
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| 124 | serverMsg.type = MSG_TYPE_OBJECT;
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| 125 | this->worldMap->getObjects()->back().serialize(serverMsg.buffer);
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| 126 |
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| 127 | this->msgProcessor->broadcastMessage(serverMsg, this->players);
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| 128 | }
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| 129 |
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| 130 | bool Game::startPlayerMovement(unsigned int id, int x, int y) {
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| 131 | // need to check if players actually contains the id
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| 132 | Player* p = players[id];
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| 133 |
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| 134 | // we need to make sure the player can move here
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| 135 | if (0 <= x && x < this->worldMap->width*25 &&
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| 136 | 0 <= y && y < this->worldMap->height*25 &&
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| 137 | this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS)
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| 138 | {
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| 139 | p->target.x = x;
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| 140 | p->target.y = y;
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| 141 |
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| 142 | p->isChasing = false;
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| 143 | p->isAttacking = false;
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| 144 | p->setTargetPlayer(0);
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| 145 |
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| 146 | return true;
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| 147 | }
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| 148 | else
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| 149 | return false;
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| 150 | }
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| 151 |
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| 152 | // returns true if the movement should be canceled
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| 153 | bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) {
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| 154 |
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| 155 | // check if the move needs to be canceled
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| 156 | switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
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| 157 | {
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| 158 | case TERRAIN_NONE:
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| 159 | case TERRAIN_OCEAN:
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| 160 | case TERRAIN_ROCK:
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| 161 | {
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| 162 | p->pos = oldPos;
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| 163 | p->target.x = p->pos.x;
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| 164 | p->target.y = p->pos.y;
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| 165 | p->isChasing = false;
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| 166 | return true;
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| 167 | break;
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| 168 | }
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| 169 | default:
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| 170 | // if there are no obstacles, don't cancel movement
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| 171 | return false;
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| 172 | break;
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| 173 | }
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| 174 | }
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| 175 |
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| 176 | // returns the id of the picked-up flag or -1 if none was picked up
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| 177 | int Game::processFlagPickupRequest(Player* p) {
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| 178 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 179 | vector<WorldMap::Object>::iterator it;
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| 180 | int itemId = -1;
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| 181 |
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| 182 | for (it = vctObjects->begin(); it != vctObjects->end(); it++) {
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| 183 | if (posDistance(p->pos, it->pos.toFloat()) < 10) {
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| 184 | switch (it->type) {
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| 185 | case OBJECT_BLUE_FLAG:
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| 186 | if (p->team == 2) {
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| 187 | p->hasBlueFlag = true;
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| 188 | itemId = it->id;
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| 189 | }
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| 190 | break;
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| 191 | case OBJECT_RED_FLAG:
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| 192 | if (p->team == 1) {
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| 193 | p->hasRedFlag = true;
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| 194 | itemId = it->id;
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| 195 | }
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| 196 | break;
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| 197 | case OBJECT_NONE:
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| 198 | break;
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| 199 | }
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| 200 |
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| 201 | if (itemId > -1) {
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| 202 | vctObjects->erase(it);
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| 203 | return itemId;
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| 204 | }
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| 205 | }
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| 206 | }
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| 207 |
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| 208 | return itemId;
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| 209 | }
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| 210 |
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| 211 | void Game::dealDamageToPlayer(Player* p, int damage) {
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| 212 | p->takeDamage(damage);
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| 213 |
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| 214 | if (p->isDead) {
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| 215 | ObjectType flagType = OBJECT_NONE;
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| 216 | if (p->hasBlueFlag)
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| 217 | flagType = OBJECT_BLUE_FLAG;
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| 218 | else if (p->hasRedFlag)
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| 219 | flagType = OBJECT_RED_FLAG;
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| 220 |
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| 221 | if (flagType != OBJECT_NONE)
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| 222 | this->addObjectToMap(flagType, p->pos.x, p->pos.y);
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| 223 | }
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| 224 |
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| 225 | // send a PLAYER message after dealing damage
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| 226 | NETWORK_MSG serverMsg;
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| 227 | serverMsg.type = MSG_TYPE_PLAYER;
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| 228 | p->serialize(serverMsg.buffer);
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| 229 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 230 | }
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| 231 |
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| 232 | void Game::assignProjectileId(Projectile* p) {
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| 233 | p->id = unusedProjectileId;
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| 234 | updateUnusedProjectileId();
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| 235 | }
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| 236 |
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| 237 | void Game::updateUnusedProjectileId() {
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| 238 | while (projectiles.find(unusedProjectileId) != projectiles.end())
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| 239 | unusedProjectileId++;
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| 240 | }
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