[f419b09] | 1 | #include "Game.h"
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| 2 |
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[d05c484] | 3 | #include <iostream>
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| 4 | #include <cstring>
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[64a1f4e] | 5 | #include <cstdlib>
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[d05c484] | 6 |
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[ce2bb87] | 7 | #include "Common.h"
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| 8 |
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[f419b09] | 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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[b92e6a7] | 14 | this->blueScore = 0;
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| 15 | this->redScore = 0;
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| 16 | this->worldMap = NULL;
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[d05c484] | 17 | this->msgProcessor = NULL;
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[f419b09] | 18 | }
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| 19 |
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[d05c484] | 20 | Game::Game(string name, string filepath, MessageProcessor* msgProcessor) {
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[f419b09] | 21 | this->id = 0;
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| 22 | this->name = name;
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[b92e6a7] | 23 | this->blueScore = 0;
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| 24 | this->redScore = 0;
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[233e736] | 25 | this->worldMap = WorldMap::loadMapFromFile(filepath);
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[d05c484] | 26 | this->msgProcessor = msgProcessor;
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[f419b09] | 27 | }
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| 28 |
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| 29 | Game::~Game() {
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[b92e6a7] | 30 | delete this->worldMap;
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[f419b09] | 31 | }
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| 32 |
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[ab8fd40] | 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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[b92e6a7] | 37 | int Game::getNumPlayers() {
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| 38 | return this->players.size();
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[f419b09] | 39 | }
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| 40 |
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[b92e6a7] | 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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[45734ff] | 45 | bool Game::addPlayer(Player* p) {
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[5b92307] | 46 | if (players.find(p->getId()) == players.end()) {
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| 47 | players[p->getId()] = p;
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[64a1f4e] | 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 | // choose a random team (either 0 or 1)
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| 61 | p->team = rand() % 2;
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| 62 |
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| 63 | p->currentGame = this;
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| 64 |
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[45734ff] | 65 | return true;
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| 66 | }
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| 67 | else
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| 68 | return false;
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| 69 | }
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| 70 |
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| 71 | bool Game::removePlayer(unsigned int id) {
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| 72 | if (players.erase(id) == 1)
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| 73 | return true;
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| 74 | else
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| 75 | return false;
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| 76 | }
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| 77 |
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[1d96513] | 78 | map<unsigned int, Projectile>& Game::getProjectiles() {
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| 79 | return this->projectiles;
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| 80 | }
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| 81 |
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[45734ff] | 82 | bool Game::addProjectile(Projectile p) {
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| 83 | if (projectiles.find(p.id) == projectiles.end()) {
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| 84 | projectiles[p.id] = p;
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| 85 | return true;
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| 86 | }
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| 87 | else
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| 88 | return false;
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| 89 | }
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| 90 |
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| 91 | bool Game::removeProjectile(unsigned int id) {
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| 92 | if (projectiles.erase(id) == 1)
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| 93 | return true;
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| 94 | else
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| 95 | return false;
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| 96 | }
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| 97 |
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[c9f6a1c] | 98 | unsigned int Game::getRedScore() {
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[b92e6a7] | 99 | return this->redScore;
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| 100 | }
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| 101 |
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[c9f6a1c] | 102 | unsigned int Game::getBlueScore() {
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[b92e6a7] | 103 | return this->blueScore;
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| 104 | }
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| 105 |
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| 106 | WorldMap* Game::getMap() {
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| 107 | return this->worldMap;
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| 108 | }
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| 109 |
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| 110 | void Game::setId(unsigned int id) {
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| 111 | this->id = id;
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[2ee386d] | 112 | }
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| 113 |
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[c9f6a1c] | 114 | void Game::setRedScore(unsigned int score) {
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[1d96513] | 115 | this->redScore = score;
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| 116 | }
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| 117 |
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[c9f6a1c] | 118 | void Game::setBlueScore(unsigned int score) {
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[1d96513] | 119 | this->blueScore = score;
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| 120 | }
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| 121 |
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[7f884ea] | 122 | void Game::addObjectToMap(ObjectType objectType, int x, int y) {
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[d05c484] | 123 | NETWORK_MSG serverMsg;
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| 124 |
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| 125 | this->getMap()->addObject(objectType, x, y);
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| 126 |
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| 127 | serverMsg.type = MSG_TYPE_OBJECT;
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| 128 | this->worldMap->getObjects()->back().serialize(serverMsg.buffer);
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| 129 |
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| 130 | this->msgProcessor->broadcastMessage(serverMsg, this->players);
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| 131 | }
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| 132 |
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[0129700] | 133 | bool Game::startPlayerMovement(unsigned int id, int x, int y) {
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| 134 | // need to check if players actually contains the id
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| 135 | Player* p = players[id];
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| 136 |
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| 137 | // we need to make sure the player can move here
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| 138 | if (0 <= x && x < this->worldMap->width*25 &&
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| 139 | 0 <= y && y < this->worldMap->height*25 &&
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[7f884ea] | 140 | this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS)
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[0129700] | 141 | {
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| 142 | p->target.x = x;
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| 143 | p->target.y = y;
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| 144 |
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| 145 | p->isChasing = false;
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| 146 | p->isAttacking = false;
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[99cf349] | 147 | p->setTargetPlayer(0);
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[0129700] | 148 |
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| 149 | return true;
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| 150 | }
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| 151 | else
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| 152 | return false;
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| 153 | }
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| 154 |
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[402cf86] | 155 | // returns true if the movement should be canceled
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| 156 | bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) {
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| 157 |
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| 158 | // check if the move needs to be canceled
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| 159 | switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
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| 160 | {
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[7f884ea] | 161 | case TERRAIN_NONE:
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| 162 | case TERRAIN_OCEAN:
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| 163 | case TERRAIN_ROCK:
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[402cf86] | 164 | {
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| 165 | p->pos = oldPos;
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| 166 | p->target.x = p->pos.x;
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| 167 | p->target.y = p->pos.y;
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| 168 | p->isChasing = false;
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| 169 | return true;
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| 170 | break;
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| 171 | }
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| 172 | default:
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| 173 | // if there are no obstacles, don't cancel movement
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| 174 | return false;
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| 175 | break;
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| 176 | }
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| 177 | }
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| 178 |
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[ce2bb87] | 179 | // returns the id of the picked-up flag or -1 if none was picked up
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| 180 | int Game::processFlagPickupRequest(Player* p) {
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| 181 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 182 | vector<WorldMap::Object>::iterator it;
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[0678d60] | 183 | int itemId = -1;
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[ce2bb87] | 184 |
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| 185 | for (it = vctObjects->begin(); it != vctObjects->end(); it++) {
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| 186 | if (posDistance(p->pos, it->pos.toFloat()) < 10) {
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| 187 | switch (it->type) {
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[7f884ea] | 188 | case OBJECT_BLUE_FLAG:
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[ce2bb87] | 189 | if (p->team == 1) {
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| 190 | p->hasBlueFlag = true;
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[0678d60] | 191 | itemId = it->id;
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[ce2bb87] | 192 | }
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| 193 | break;
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[7f884ea] | 194 | case OBJECT_RED_FLAG:
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[ce2bb87] | 195 | if (p->team == 0) {
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| 196 | p->hasRedFlag = true;
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[0678d60] | 197 | itemId = it->id;
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[ce2bb87] | 198 | }
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| 199 | break;
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[7f884ea] | 200 | case OBJECT_NONE:
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[0678d60] | 201 | break;
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[ce2bb87] | 202 | }
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| 203 |
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[0678d60] | 204 | if (itemId > -1) {
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[ce2bb87] | 205 | vctObjects->erase(it);
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[0678d60] | 206 | return itemId;
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[ce2bb87] | 207 | }
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| 208 | }
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| 209 | }
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| 210 |
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[0678d60] | 211 | return itemId;
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[ce2bb87] | 212 | }
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| 213 |
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[d05c484] | 214 | void Game::dealDamageToPlayer(Player* p, int damage) {
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| 215 | p->takeDamage(damage);
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| 216 |
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| 217 | if (p->isDead)
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| 218 | {
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[7f884ea] | 219 | ObjectType flagType = OBJECT_NONE;
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[d05c484] | 220 | if (p->hasBlueFlag)
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[7f884ea] | 221 | flagType = OBJECT_BLUE_FLAG;
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[d05c484] | 222 | else if (p->hasRedFlag)
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[7f884ea] | 223 | flagType = OBJECT_RED_FLAG;
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[d05c484] | 224 |
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[7f884ea] | 225 | if (flagType != OBJECT_NONE)
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[d05c484] | 226 | this->addObjectToMap(flagType, p->pos.x, p->pos.y);
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| 227 | }
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| 228 |
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| 229 | // send a PLAYER message after dealing damage
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| 230 | NETWORK_MSG serverMsg;
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| 231 | serverMsg.type = MSG_TYPE_PLAYER;
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| 232 | p->serialize(serverMsg.buffer);
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| 233 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 234 | }
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| 235 |
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| 236 | bool Game::handleGameEvents() {
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| 237 | map<unsigned int, Player*>::iterator it;
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| 238 | bool gameFinished = false;
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| 239 |
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| 240 | for (it = this->getPlayers().begin(); it != this->getPlayers().end(); it++)
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| 241 | {
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| 242 | gameFinished = gameFinished ||
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| 243 | this->handlePlayerEvents(it->second);
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| 244 | }
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| 245 |
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| 246 | if (gameFinished) {
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| 247 | for (it = this->players.begin(); it != this->players.end(); it++)
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| 248 | {
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| 249 | it->second->currentGame = NULL;
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| 250 | }
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| 251 | }
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| 252 |
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| 253 | return gameFinished;
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| 254 | }
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| 255 |
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| 256 | bool Game::handlePlayerEvents(Player* p) {
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| 257 | NETWORK_MSG serverMsg;
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| 258 | FLOAT_POSITION oldPos;
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| 259 | bool gameFinished = false;
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| 260 | bool broadcastMove = false;
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| 261 |
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| 262 | cout << "moving player" << endl;
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| 263 |
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| 264 | // move player and perform associated tasks
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| 265 | oldPos = p->pos;
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| 266 | if (p->move(this->worldMap)) {
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| 267 |
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| 268 | cout << "player moved" << endl;
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| 269 | if (this->processPlayerMovement(p, oldPos))
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| 270 | broadcastMove = true;
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| 271 | cout << "player move processed" << endl;
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| 272 |
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[7f884ea] | 273 | ObjectType flagType;
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[d05c484] | 274 | POSITION pos;
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| 275 | bool flagTurnedIn = false;
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| 276 | bool flagReturned = false;
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| 277 | bool ownFlagAtBase = false;
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| 278 |
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| 279 | switch(this->worldMap->getStructure(p->pos.x/25, p->pos.y/25))
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| 280 | {
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[7f884ea] | 281 | case STRUCTURE_BLUE_FLAG:
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[d05c484] | 282 | {
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| 283 | if (p->team == 0 && p->hasRedFlag)
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| 284 | {
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| 285 | // check that your flag is at your base
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[7f884ea] | 286 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
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[d05c484] | 287 |
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| 288 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 289 | vector<WorldMap::Object>::iterator itObjects;
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| 290 |
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| 291 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
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| 292 | {
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[7f884ea] | 293 | if (itObjects->type == OBJECT_BLUE_FLAG)
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[d05c484] | 294 | {
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| 295 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
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| 296 | {
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| 297 | ownFlagAtBase = true;
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| 298 | break;
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| 299 | }
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| 300 | }
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| 301 | }
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| 302 |
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| 303 | if (ownFlagAtBase)
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| 304 | {
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| 305 | p->hasRedFlag = false;
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[7f884ea] | 306 | flagType = OBJECT_RED_FLAG;
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| 307 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
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[d05c484] | 308 | flagTurnedIn = true;
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| 309 | this->blueScore++;
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| 310 | }
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| 311 | }
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| 312 |
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| 313 | break;
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| 314 | }
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[7f884ea] | 315 | case STRUCTURE_RED_FLAG:
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[d05c484] | 316 | {
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| 317 | if (p->team == 1 && p->hasBlueFlag)
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| 318 | {
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| 319 | // check that your flag is at your base
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[7f884ea] | 320 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
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[d05c484] | 321 |
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| 322 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 323 | vector<WorldMap::Object>::iterator itObjects;
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| 324 |
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| 325 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
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| 326 | {
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[7f884ea] | 327 | if (itObjects->type == OBJECT_RED_FLAG)
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[d05c484] | 328 | {
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| 329 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
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| 330 | {
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| 331 | ownFlagAtBase = true;
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| 332 | break;
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| 333 | }
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| 334 | }
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| 335 | }
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| 336 |
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| 337 | if (ownFlagAtBase)
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| 338 | {
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| 339 | p->hasBlueFlag = false;
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[7f884ea] | 340 | flagType = OBJECT_BLUE_FLAG;
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| 341 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
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[d05c484] | 342 | flagTurnedIn = true;
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| 343 | this->redScore++;
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| 344 | }
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| 345 | }
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| 346 |
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| 347 | break;
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| 348 | }
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[0678d60] | 349 | default:
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| 350 | {
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| 351 | break;
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| 352 | }
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[d05c484] | 353 | }
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| 354 |
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| 355 | if (flagTurnedIn)
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| 356 | {
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| 357 | unsigned int blueScore = this->blueScore;
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| 358 | unsigned int redScore = this->redScore;
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| 359 |
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| 360 | pos.x = pos.x*25+12;
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| 361 | pos.y = pos.y*25+12;
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| 362 | this->addObjectToMap(flagType, pos.x, pos.y);
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| 363 |
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| 364 | serverMsg.type = MSG_TYPE_SCORE;
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| 365 | memcpy(serverMsg.buffer, &blueScore, 4);
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| 366 | memcpy(serverMsg.buffer+4, &redScore, 4);
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| 367 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 368 |
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| 369 | // check to see if the game should end
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| 370 | // move to its own method
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| 371 | if (this->blueScore == 3 || this->redScore == 3) {
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| 372 | gameFinished = true;
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| 373 |
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| 374 | unsigned int winningTeam;
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| 375 | if (this->blueScore == 3)
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| 376 | winningTeam = 0;
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| 377 | else if (this->redScore == 3)
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| 378 | winningTeam = 1;
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| 379 |
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| 380 | serverMsg.type = MSG_TYPE_FINISH_GAME;
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| 381 |
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| 382 | // I should create an instance of the GameSummary object here and just serialize it into this message
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| 383 | memcpy(serverMsg.buffer, &winningTeam, 4);
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| 384 | memcpy(serverMsg.buffer+4, &blueScore, 4);
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| 385 | memcpy(serverMsg.buffer+8, &redScore, 4);
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| 386 | strcpy(serverMsg.buffer+12, this->getName().c_str());
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| 387 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 388 | }
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| 389 |
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| 390 | // this means a PLAYER message will be sent
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| 391 | broadcastMove = true;
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| 392 | }
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| 393 |
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| 394 | // go through all objects and check if the player is close to one and if its their flag
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| 395 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 396 | vector<WorldMap::Object>::iterator itObjects;
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| 397 | POSITION structPos;
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| 398 |
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| 399 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
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| 400 | {
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| 401 | POSITION pos = itObjects->pos;
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| 402 |
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| 403 | if (posDistance(p->pos, pos.toFloat()) < 10)
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| 404 | {
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| 405 | if (p->team == 0 &&
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[7f884ea] | 406 | itObjects->type == OBJECT_BLUE_FLAG)
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[d05c484] | 407 | {
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[7f884ea] | 408 | structPos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
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[d05c484] | 409 | flagReturned = true;
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| 410 | break;
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| 411 | }
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| 412 | else if (p->team == 1 &&
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[7f884ea] | 413 | itObjects->type == OBJECT_RED_FLAG)
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[d05c484] | 414 | {
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[7f884ea] | 415 | structPos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
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[d05c484] | 416 | flagReturned = true;
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| 417 | break;
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| 418 | }
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| 419 | }
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| 420 | }
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| 421 |
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| 422 | if (flagReturned)
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| 423 | {
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| 424 | itObjects->pos.x = structPos.x*25+12;
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| 425 | itObjects->pos.y = structPos.y*25+12;
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| 426 |
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| 427 | serverMsg.type = MSG_TYPE_OBJECT;
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| 428 | itObjects->serialize(serverMsg.buffer);
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| 429 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 430 | }
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| 431 |
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| 432 | if (broadcastMove)
|
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| 433 | {
|
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| 434 | serverMsg.type = MSG_TYPE_PLAYER;
|
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| 435 | p->serialize(serverMsg.buffer);
|
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| 436 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
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| 437 | }
|
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| 438 | }
|
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| 439 |
|
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| 440 | cout << "processing player attack" << endl;
|
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| 441 |
|
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| 442 | // check if the player's attack animation is complete
|
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| 443 | if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
|
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| 444 | {
|
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| 445 | p->isAttacking = false;
|
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| 446 | cout << "Attack animation is complete" << endl;
|
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| 447 |
|
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| 448 | //send everyone an ATTACK message
|
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| 449 | cout << "about to broadcast attack" << endl;
|
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| 450 |
|
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| 451 | if (p->attackType == Player::ATTACK_MELEE)
|
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| 452 | {
|
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| 453 | cout << "Melee attack" << endl;
|
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| 454 |
|
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[5b92307] | 455 | Player* target = players[p->getTargetPlayer()];
|
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[d05c484] | 456 | this->dealDamageToPlayer(target, p->damage);
|
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| 457 | }
|
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| 458 | else if (p->attackType == Player::ATTACK_RANGED)
|
---|
| 459 | {
|
---|
| 460 | cout << "Ranged attack" << endl;
|
---|
| 461 |
|
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[5b92307] | 462 | Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
|
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[d05c484] | 463 | this->assignProjectileId(&proj);
|
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| 464 | this->addProjectile(proj);
|
---|
| 465 |
|
---|
| 466 | int x = p->pos.x;
|
---|
| 467 | int y = p->pos.y;
|
---|
[5b92307] | 468 | unsigned int targetId = p->getTargetPlayer();
|
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[d05c484] | 469 |
|
---|
| 470 | serverMsg.type = MSG_TYPE_PROJECTILE;
|
---|
| 471 | memcpy(serverMsg.buffer, &proj.id, 4);
|
---|
| 472 | memcpy(serverMsg.buffer+4, &x, 4);
|
---|
| 473 | memcpy(serverMsg.buffer+8, &y, 4);
|
---|
[5b92307] | 474 | memcpy(serverMsg.buffer+12, &targetId, 4);
|
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[d05c484] | 475 | msgProcessor->broadcastMessage(serverMsg, players);
|
---|
| 476 | }
|
---|
| 477 | else
|
---|
| 478 | cout << "Invalid attack type: " << p->attackType << endl;
|
---|
| 479 | }
|
---|
| 480 |
|
---|
| 481 | return gameFinished;
|
---|
| 482 | }
|
---|
| 483 |
|
---|
[45734ff] | 484 | void Game::assignProjectileId(Projectile* p) {
|
---|
| 485 | p->id = unusedProjectileId;
|
---|
| 486 | updateUnusedProjectileId();
|
---|
[b92e6a7] | 487 | }
|
---|
| 488 |
|
---|
[45734ff] | 489 | void Game::updateUnusedProjectileId() {
|
---|
| 490 | while (projectiles.find(unusedProjectileId) != projectiles.end())
|
---|
| 491 | unusedProjectileId++;
|
---|
[b92e6a7] | 492 | }
|
---|