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