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