Index: common/Game.cpp
===================================================================
--- common/Game.cpp	(revision 06fc7f78e011d09aa9306419f8a31e5fb549e791)
+++ common/Game.cpp	(revision 7f884ea475eb4414240346df9f75469295509393)
@@ -102,5 +102,5 @@
 }
 
-void Game::addObjectToMap(WorldMap::ObjectType objectType, int x, int y) {
+void Game::addObjectToMap(ObjectType objectType, int x, int y) {
    NETWORK_MSG serverMsg;
 
@@ -120,5 +120,5 @@
    if (0 <= x && x < this->worldMap->width*25 &&
        0 <= y && y < this->worldMap->height*25 &&
-       this->worldMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
+       this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS)
    {
       p->target.x = x;
@@ -140,7 +140,7 @@
    switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
    {
-      case WorldMap::TERRAIN_NONE:
-      case WorldMap::TERRAIN_OCEAN:
-      case WorldMap::TERRAIN_ROCK:
+      case TERRAIN_NONE:
+      case TERRAIN_OCEAN:
+      case TERRAIN_ROCK:
       {
          p->pos = oldPos;
@@ -167,5 +167,5 @@
       if (posDistance(p->pos, it->pos.toFloat()) < 10) {
          switch (it->type) {
-            case WorldMap::OBJECT_BLUE_FLAG:
+            case OBJECT_BLUE_FLAG:
                if (p->team == 1) {
                   p->hasBlueFlag = true;
@@ -173,5 +173,5 @@
                }
                break;
-            case WorldMap::OBJECT_RED_FLAG:
+            case OBJECT_RED_FLAG:
                if (p->team == 0) {
                   p->hasRedFlag = true;
@@ -179,5 +179,5 @@
                }
                break;
-            case WorldMap::OBJECT_NONE:
+            case OBJECT_NONE:
                break;
          }
@@ -198,11 +198,11 @@
    if (p->isDead)
    {
-      WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
+      ObjectType flagType = OBJECT_NONE;
       if (p->hasBlueFlag)
-         flagType = WorldMap::OBJECT_BLUE_FLAG;
+         flagType = OBJECT_BLUE_FLAG;
       else if (p->hasRedFlag)
-         flagType = WorldMap::OBJECT_RED_FLAG;
-
-      if (flagType != WorldMap::OBJECT_NONE)
+         flagType = OBJECT_RED_FLAG;
+
+      if (flagType != OBJECT_NONE)
          this->addObjectToMap(flagType, p->pos.x, p->pos.y);
    }
@@ -252,5 +252,5 @@
       cout << "player move processed" << endl;
 
-      WorldMap::ObjectType flagType;
+      ObjectType flagType;
       POSITION pos;
       bool flagTurnedIn = false;
@@ -260,10 +260,10 @@
       switch(this->worldMap->getStructure(p->pos.x/25, p->pos.y/25))
       {
-         case WorldMap::STRUCTURE_BLUE_FLAG:
+         case STRUCTURE_BLUE_FLAG:
          {
             if (p->team == 0 && p->hasRedFlag)
             {
                // check that your flag is at your base
-               pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
+               pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
                            
                vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
@@ -272,5 +272,5 @@
                for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
                {
-                  if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
+                  if (itObjects->type == OBJECT_BLUE_FLAG)
                   {
                      if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
@@ -285,6 +285,6 @@
                {
                   p->hasRedFlag = false;
-                  flagType = WorldMap::OBJECT_RED_FLAG;
-                  pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
+                  flagType = OBJECT_RED_FLAG;
+                  pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
                   flagTurnedIn = true;
                   this->blueScore++;
@@ -294,10 +294,10 @@
             break;
          }
-         case WorldMap::STRUCTURE_RED_FLAG:
+         case STRUCTURE_RED_FLAG:
          {
             if (p->team == 1 && p->hasBlueFlag)
             {
                // check that your flag is at your base
-               pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
+               pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
                         
                vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
@@ -306,5 +306,5 @@
                for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
                {
-                  if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
+                  if (itObjects->type == OBJECT_RED_FLAG)
                   {
                      if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
@@ -319,6 +319,6 @@
                {
                   p->hasBlueFlag = false;
-                  flagType = WorldMap::OBJECT_BLUE_FLAG;
-                  pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
+                  flagType = OBJECT_BLUE_FLAG;
+                  pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
                   flagTurnedIn = true;
                   this->redScore++;
@@ -385,14 +385,14 @@
          {
             if (p->team == 0 && 
-                itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
+                itObjects->type == OBJECT_BLUE_FLAG)
             {
-               structPos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
+               structPos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
                flagReturned = true;
                break;
             }
             else if (p->team == 1 &&
-                     itObjects->type == WorldMap::OBJECT_RED_FLAG)
+                     itObjects->type == OBJECT_RED_FLAG)
             {
-               structPos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
+               structPos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
                flagReturned = true;
                break;
Index: common/Game.h
===================================================================
--- common/Game.h	(revision 06fc7f78e011d09aa9306419f8a31e5fb549e791)
+++ common/Game.h	(revision 7f884ea475eb4414240346df9f75469295509393)
@@ -46,5 +46,5 @@
    void setRedScore(unsigned int score);
 
-   void addObjectToMap(WorldMap::ObjectType objectType, int x, int y);
+   void addObjectToMap(ObjectType objectType, int x, int y);
 
    map<unsigned int, Player*>& getPlayers();
Index: common/WorldMap.cpp
===================================================================
--- common/WorldMap.cpp	(revision 06fc7f78e011d09aa9306419f8a31e5fb549e791)
+++ common/WorldMap.cpp	(revision 7f884ea475eb4414240346df9f75469295509393)
@@ -49,11 +49,11 @@
       for (int x=0; x<this->width; x++) {
          switch (this->getStructure(x, y)) {
-            case WorldMap::STRUCTURE_BLUE_FLAG:
-               this->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
+            case STRUCTURE_BLUE_FLAG:
+               this->addObject(OBJECT_BLUE_FLAG, x*25+12, y*25+12);
                break;
-            case WorldMap::STRUCTURE_RED_FLAG:
-               this->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
+            case STRUCTURE_RED_FLAG:
+               this->addObject(OBJECT_RED_FLAG, x*25+12, y*25+12);
                break;
-            case WorldMap::STRUCTURE_NONE:
+            case STRUCTURE_NONE:
                break;
          }
@@ -62,5 +62,5 @@
 }
 
-WorldMap::TerrainType WorldMap::getElement(int x, int y)
+TerrainType WorldMap::getElement(int x, int y)
 {
    return (*(*vctMap)[x])[y];
@@ -72,5 +72,5 @@
 }
 
-WorldMap::StructureType WorldMap::getStructure(int x, int y)
+StructureType WorldMap::getStructure(int x, int y)
 {
    return (*(*vctStructures)[x])[y];
@@ -118,5 +118,5 @@
 
 // used by the server to create new objects
-void WorldMap::addObject(WorldMap::ObjectType t, int x, int y) {
+void WorldMap::addObject(ObjectType t, int x, int y) {
    unsigned int id;
    vector<WorldMap::Object>::iterator it;
@@ -137,5 +137,5 @@
 
 // used by the client to update object positions or create objects it has not seen before
-void WorldMap::updateObject(unsigned int id, WorldMap::ObjectType t, int x, int y) {
+void WorldMap::updateObject(unsigned int id, ObjectType t, int x, int y) {
    vector<WorldMap::Object>::iterator it;
    bool foundObject = false;
@@ -143,11 +143,11 @@
    cout << "Searching for object to update" << endl;
    switch (t) {
-   case WorldMap::OBJECT_BLUE_FLAG:
+   case OBJECT_BLUE_FLAG:
       cout << "BLUE_FLAG" << endl;
       break;
-   case WorldMap::OBJECT_RED_FLAG:
+   case OBJECT_RED_FLAG:
       cout << "RED_FLAG" << endl;
       break;
-   case WorldMap::OBJECT_NONE:
+   case OBJECT_NONE:
       cout << "OBJECY_NONE" << endl;
       break;
@@ -159,11 +159,11 @@
          cout << "Found object with id " << id << endl;
          switch (it->type) {
-         case WorldMap::OBJECT_BLUE_FLAG:
+         case OBJECT_BLUE_FLAG:
             cout << "BLUE_FLAG" << endl;
             break;
-         case WorldMap::OBJECT_RED_FLAG:
+         case OBJECT_RED_FLAG:
             cout << "RED_FLAG" << endl;
             break;
-         case WorldMap::OBJECT_NONE:
+         case OBJECT_NONE:
             cout << "OBJECY_NONE" << endl;
             break;
Index: common/WorldMap.h
===================================================================
--- common/WorldMap.h	(revision 06fc7f78e011d09aa9306419f8a31e5fb549e791)
+++ common/WorldMap.h	(revision 7f884ea475eb4414240346df9f75469295509393)
@@ -9,25 +9,25 @@
 using namespace std;
 
+enum TerrainType {
+   TERRAIN_NONE,
+   TERRAIN_GRASS,
+   TERRAIN_OCEAN,
+   TERRAIN_ROCK
+};
+
+enum StructureType {
+   STRUCTURE_NONE,
+   STRUCTURE_BLUE_FLAG,
+   STRUCTURE_RED_FLAG
+};
+
+enum ObjectType {
+   OBJECT_NONE,
+   OBJECT_BLUE_FLAG,
+   OBJECT_RED_FLAG
+};
+
 class WorldMap {
 public:
-   enum TerrainType {
-      TERRAIN_NONE,
-      TERRAIN_GRASS,
-      TERRAIN_OCEAN,
-      TERRAIN_ROCK
-   };
-
-   enum StructureType {
-      STRUCTURE_NONE,
-      STRUCTURE_BLUE_FLAG,
-      STRUCTURE_RED_FLAG
-   };
-
-   enum ObjectType {
-      OBJECT_NONE,
-      OBJECT_BLUE_FLAG,
-      OBJECT_RED_FLAG
-   };
-
    class Object {
    public:
@@ -67,5 +67,5 @@
 
    void addObject(ObjectType type, int x, int y);
-   void updateObject(unsigned int id, WorldMap::ObjectType t, int x, int y);
+   void updateObject(unsigned int id, ObjectType t, int x, int y);
    bool removeObject(unsigned int id);
 
