[f419b09] | 1 | #include "Game.h"
|
---|
| 2 |
|
---|
[d05c484] | 3 | #include <iostream>
|
---|
| 4 | #include <cstring>
|
---|
[64a1f4e] | 5 | #include <cstdlib>
|
---|
[d05c484] | 6 |
|
---|
[ce2bb87] | 7 | #include "Common.h"
|
---|
| 8 |
|
---|
[f419b09] | 9 | using namespace std;
|
---|
| 10 |
|
---|
| 11 | Game::Game() {
|
---|
| 12 | this->id = 0;
|
---|
| 13 | this->name = "";
|
---|
[b92e6a7] | 14 | this->blueScore = 0;
|
---|
| 15 | this->redScore = 0;
|
---|
| 16 | this->worldMap = NULL;
|
---|
[d05c484] | 17 | this->msgProcessor = NULL;
|
---|
[f419b09] | 18 | }
|
---|
| 19 |
|
---|
[d05c484] | 20 | Game::Game(string name, string filepath, MessageProcessor* msgProcessor) {
|
---|
[f419b09] | 21 | this->id = 0;
|
---|
| 22 | this->name = name;
|
---|
[b92e6a7] | 23 | this->blueScore = 0;
|
---|
| 24 | this->redScore = 0;
|
---|
[233e736] | 25 | this->worldMap = WorldMap::loadMapFromFile(filepath);
|
---|
[d05c484] | 26 | this->msgProcessor = msgProcessor;
|
---|
[f419b09] | 27 | }
|
---|
| 28 |
|
---|
| 29 | Game::~Game() {
|
---|
[b92e6a7] | 30 | delete this->worldMap;
|
---|
[f419b09] | 31 | }
|
---|
| 32 |
|
---|
[ab8fd40] | 33 | string Game::getName() {
|
---|
| 34 | return this->name;
|
---|
| 35 | }
|
---|
| 36 |
|
---|
[b92e6a7] | 37 | int Game::getNumPlayers() {
|
---|
| 38 | return this->players.size();
|
---|
[f419b09] | 39 | }
|
---|
| 40 |
|
---|
[b92e6a7] | 41 | map<unsigned int, Player*>& Game::getPlayers() {
|
---|
| 42 | return this->players;
|
---|
| 43 | }
|
---|
| 44 |
|
---|
[ea17281] | 45 | bool Game::addPlayer(Player* p, bool serverSide) {
|
---|
[5b92307] | 46 | if (players.find(p->getId()) == players.end()) {
|
---|
| 47 | players[p->getId()] = p;
|
---|
[64a1f4e] | 48 |
|
---|
| 49 | // reset player stats, location, etc.
|
---|
| 50 | p->pos.x = p->target.x = 200;
|
---|
| 51 | p->pos.y = p->target.y = 200;
|
---|
| 52 | p->setTargetPlayer(0);
|
---|
| 53 | p->isChasing = false;
|
---|
| 54 | p->isAttacking = false;
|
---|
| 55 | p->isDead = false;
|
---|
| 56 | p->health = p->maxHealth;
|
---|
| 57 | p->hasBlueFlag = false;
|
---|
| 58 | p->hasRedFlag = false;
|
---|
| 59 |
|
---|
[ea17281] | 60 | if (serverSide) {
|
---|
| 61 | // choose a random team (either 0 or 1)
|
---|
| 62 | p->team = rand() % 2;
|
---|
| 63 | }
|
---|
[64a1f4e] | 64 |
|
---|
| 65 | p->currentGame = this;
|
---|
| 66 |
|
---|
[45734ff] | 67 | return true;
|
---|
| 68 | }
|
---|
| 69 | else
|
---|
| 70 | return false;
|
---|
| 71 | }
|
---|
| 72 |
|
---|
| 73 | bool Game::removePlayer(unsigned int id) {
|
---|
| 74 | if (players.erase(id) == 1)
|
---|
| 75 | return true;
|
---|
| 76 | else
|
---|
| 77 | return false;
|
---|
| 78 | }
|
---|
| 79 |
|
---|
[1d96513] | 80 | map<unsigned int, Projectile>& Game::getProjectiles() {
|
---|
| 81 | return this->projectiles;
|
---|
| 82 | }
|
---|
| 83 |
|
---|
[45734ff] | 84 | bool Game::addProjectile(Projectile p) {
|
---|
| 85 | if (projectiles.find(p.id) == projectiles.end()) {
|
---|
| 86 | projectiles[p.id] = p;
|
---|
| 87 | return true;
|
---|
| 88 | }
|
---|
| 89 | else
|
---|
| 90 | return false;
|
---|
| 91 | }
|
---|
| 92 |
|
---|
| 93 | bool Game::removeProjectile(unsigned int id) {
|
---|
| 94 | if (projectiles.erase(id) == 1)
|
---|
| 95 | return true;
|
---|
| 96 | else
|
---|
| 97 | return false;
|
---|
| 98 | }
|
---|
| 99 |
|
---|
[c9f6a1c] | 100 | unsigned int Game::getRedScore() {
|
---|
[b92e6a7] | 101 | return this->redScore;
|
---|
| 102 | }
|
---|
| 103 |
|
---|
[c9f6a1c] | 104 | unsigned int Game::getBlueScore() {
|
---|
[b92e6a7] | 105 | return this->blueScore;
|
---|
| 106 | }
|
---|
| 107 |
|
---|
| 108 | WorldMap* Game::getMap() {
|
---|
| 109 | return this->worldMap;
|
---|
| 110 | }
|
---|
| 111 |
|
---|
| 112 | void Game::setId(unsigned int id) {
|
---|
| 113 | this->id = id;
|
---|
[2ee386d] | 114 | }
|
---|
| 115 |
|
---|
[c9f6a1c] | 116 | void Game::setRedScore(unsigned int score) {
|
---|
[1d96513] | 117 | this->redScore = score;
|
---|
| 118 | }
|
---|
| 119 |
|
---|
[c9f6a1c] | 120 | void Game::setBlueScore(unsigned int score) {
|
---|
[1d96513] | 121 | this->blueScore = score;
|
---|
| 122 | }
|
---|
| 123 |
|
---|
[7f884ea] | 124 | void Game::addObjectToMap(ObjectType objectType, int x, int y) {
|
---|
[d05c484] | 125 | NETWORK_MSG serverMsg;
|
---|
| 126 |
|
---|
| 127 | this->getMap()->addObject(objectType, x, y);
|
---|
| 128 |
|
---|
| 129 | serverMsg.type = MSG_TYPE_OBJECT;
|
---|
| 130 | this->worldMap->getObjects()->back().serialize(serverMsg.buffer);
|
---|
| 131 |
|
---|
| 132 | this->msgProcessor->broadcastMessage(serverMsg, this->players);
|
---|
| 133 | }
|
---|
| 134 |
|
---|
[0129700] | 135 | bool Game::startPlayerMovement(unsigned int id, int x, int y) {
|
---|
| 136 | // need to check if players actually contains the id
|
---|
| 137 | Player* p = players[id];
|
---|
| 138 |
|
---|
| 139 | // we need to make sure the player can move here
|
---|
| 140 | if (0 <= x && x < this->worldMap->width*25 &&
|
---|
| 141 | 0 <= y && y < this->worldMap->height*25 &&
|
---|
[7f884ea] | 142 | this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS)
|
---|
[0129700] | 143 | {
|
---|
| 144 | p->target.x = x;
|
---|
| 145 | p->target.y = y;
|
---|
| 146 |
|
---|
| 147 | p->isChasing = false;
|
---|
| 148 | p->isAttacking = false;
|
---|
[99cf349] | 149 | p->setTargetPlayer(0);
|
---|
[0129700] | 150 |
|
---|
| 151 | return true;
|
---|
| 152 | }
|
---|
| 153 | else
|
---|
| 154 | return false;
|
---|
| 155 | }
|
---|
| 156 |
|
---|
[402cf86] | 157 | // returns true if the movement should be canceled
|
---|
| 158 | bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) {
|
---|
| 159 |
|
---|
| 160 | // check if the move needs to be canceled
|
---|
| 161 | switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
|
---|
| 162 | {
|
---|
[7f884ea] | 163 | case TERRAIN_NONE:
|
---|
| 164 | case TERRAIN_OCEAN:
|
---|
| 165 | case TERRAIN_ROCK:
|
---|
[402cf86] | 166 | {
|
---|
| 167 | p->pos = oldPos;
|
---|
| 168 | p->target.x = p->pos.x;
|
---|
| 169 | p->target.y = p->pos.y;
|
---|
| 170 | p->isChasing = false;
|
---|
| 171 | return true;
|
---|
| 172 | break;
|
---|
| 173 | }
|
---|
| 174 | default:
|
---|
| 175 | // if there are no obstacles, don't cancel movement
|
---|
| 176 | return false;
|
---|
| 177 | break;
|
---|
| 178 | }
|
---|
| 179 | }
|
---|
| 180 |
|
---|
[ce2bb87] | 181 | // returns the id of the picked-up flag or -1 if none was picked up
|
---|
| 182 | int Game::processFlagPickupRequest(Player* p) {
|
---|
| 183 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
---|
| 184 | vector<WorldMap::Object>::iterator it;
|
---|
[0678d60] | 185 | int itemId = -1;
|
---|
[ce2bb87] | 186 |
|
---|
| 187 | for (it = vctObjects->begin(); it != vctObjects->end(); it++) {
|
---|
| 188 | if (posDistance(p->pos, it->pos.toFloat()) < 10) {
|
---|
| 189 | switch (it->type) {
|
---|
[7f884ea] | 190 | case OBJECT_BLUE_FLAG:
|
---|
[ce2bb87] | 191 | if (p->team == 1) {
|
---|
| 192 | p->hasBlueFlag = true;
|
---|
[0678d60] | 193 | itemId = it->id;
|
---|
[ce2bb87] | 194 | }
|
---|
| 195 | break;
|
---|
[7f884ea] | 196 | case OBJECT_RED_FLAG:
|
---|
[ce2bb87] | 197 | if (p->team == 0) {
|
---|
| 198 | p->hasRedFlag = true;
|
---|
[0678d60] | 199 | itemId = it->id;
|
---|
[ce2bb87] | 200 | }
|
---|
| 201 | break;
|
---|
[7f884ea] | 202 | case OBJECT_NONE:
|
---|
[0678d60] | 203 | break;
|
---|
[ce2bb87] | 204 | }
|
---|
| 205 |
|
---|
[0678d60] | 206 | if (itemId > -1) {
|
---|
[ce2bb87] | 207 | vctObjects->erase(it);
|
---|
[0678d60] | 208 | return itemId;
|
---|
[ce2bb87] | 209 | }
|
---|
| 210 | }
|
---|
| 211 | }
|
---|
| 212 |
|
---|
[0678d60] | 213 | return itemId;
|
---|
[ce2bb87] | 214 | }
|
---|
| 215 |
|
---|
[d05c484] | 216 | void Game::dealDamageToPlayer(Player* p, int damage) {
|
---|
| 217 | p->takeDamage(damage);
|
---|
| 218 |
|
---|
[53643ca] | 219 | if (p->isDead) {
|
---|
[7f884ea] | 220 | ObjectType flagType = OBJECT_NONE;
|
---|
[d05c484] | 221 | if (p->hasBlueFlag)
|
---|
[7f884ea] | 222 | flagType = OBJECT_BLUE_FLAG;
|
---|
[d05c484] | 223 | else if (p->hasRedFlag)
|
---|
[7f884ea] | 224 | flagType = OBJECT_RED_FLAG;
|
---|
[d05c484] | 225 |
|
---|
[7f884ea] | 226 | if (flagType != OBJECT_NONE)
|
---|
[d05c484] | 227 | this->addObjectToMap(flagType, p->pos.x, p->pos.y);
|
---|
| 228 | }
|
---|
| 229 |
|
---|
| 230 | // send a PLAYER message after dealing damage
|
---|
| 231 | NETWORK_MSG serverMsg;
|
---|
| 232 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
| 233 | p->serialize(serverMsg.buffer);
|
---|
| 234 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
---|
| 235 | }
|
---|
| 236 |
|
---|
| 237 | bool Game::handleGameEvents() {
|
---|
| 238 | map<unsigned int, Player*>::iterator it;
|
---|
| 239 | bool gameFinished = false;
|
---|
| 240 |
|
---|
[53643ca] | 241 | for (it = this->getPlayers().begin(); it != this->getPlayers().end(); it++) {
|
---|
| 242 | gameFinished = gameFinished || this->handlePlayerEvents(it->second);
|
---|
[d05c484] | 243 | }
|
---|
| 244 |
|
---|
| 245 | if (gameFinished) {
|
---|
[53643ca] | 246 | for (it = this->players.begin(); it != this->players.end(); it++) {
|
---|
[d05c484] | 247 | it->second->currentGame = NULL;
|
---|
| 248 | }
|
---|
| 249 | }
|
---|
| 250 |
|
---|
| 251 | return gameFinished;
|
---|
| 252 | }
|
---|
| 253 |
|
---|
| 254 | bool Game::handlePlayerEvents(Player* p) {
|
---|
| 255 | NETWORK_MSG serverMsg;
|
---|
| 256 | FLOAT_POSITION oldPos;
|
---|
| 257 | bool gameFinished = false;
|
---|
| 258 | bool broadcastMove = false;
|
---|
| 259 |
|
---|
| 260 | cout << "moving player" << endl;
|
---|
| 261 |
|
---|
| 262 | // move player and perform associated tasks
|
---|
| 263 | oldPos = p->pos;
|
---|
| 264 | if (p->move(this->worldMap)) {
|
---|
| 265 |
|
---|
| 266 | cout << "player moved" << endl;
|
---|
| 267 | if (this->processPlayerMovement(p, oldPos))
|
---|
| 268 | broadcastMove = true;
|
---|
| 269 | cout << "player move processed" << endl;
|
---|
| 270 |
|
---|
[7f884ea] | 271 | ObjectType flagType;
|
---|
[d05c484] | 272 | POSITION pos;
|
---|
| 273 | bool flagTurnedIn = false;
|
---|
| 274 | bool flagReturned = false;
|
---|
| 275 | bool ownFlagAtBase = false;
|
---|
| 276 |
|
---|
[53643ca] | 277 | switch(this->worldMap->getStructure(p->pos.x/25, p->pos.y/25)) {
|
---|
[7f884ea] | 278 | case STRUCTURE_BLUE_FLAG:
|
---|
[d05c484] | 279 | {
|
---|
[53643ca] | 280 | if (p->team == 0 && p->hasRedFlag) {
|
---|
[d05c484] | 281 | // check that your flag is at your base
|
---|
[7f884ea] | 282 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
---|
[d05c484] | 283 |
|
---|
| 284 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
---|
| 285 | vector<WorldMap::Object>::iterator itObjects;
|
---|
| 286 |
|
---|
[53643ca] | 287 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
| 288 | if (itObjects->type == OBJECT_BLUE_FLAG) {
|
---|
| 289 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
|
---|
[d05c484] | 290 | ownFlagAtBase = true;
|
---|
| 291 | break;
|
---|
| 292 | }
|
---|
| 293 | }
|
---|
| 294 | }
|
---|
| 295 |
|
---|
[53643ca] | 296 | if (ownFlagAtBase) {
|
---|
[d05c484] | 297 | p->hasRedFlag = false;
|
---|
[7f884ea] | 298 | flagType = OBJECT_RED_FLAG;
|
---|
| 299 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
|
---|
[d05c484] | 300 | flagTurnedIn = true;
|
---|
| 301 | this->blueScore++;
|
---|
| 302 | }
|
---|
| 303 | }
|
---|
| 304 |
|
---|
| 305 | break;
|
---|
| 306 | }
|
---|
[7f884ea] | 307 | case STRUCTURE_RED_FLAG:
|
---|
[d05c484] | 308 | {
|
---|
[53643ca] | 309 | if (p->team == 1 && p->hasBlueFlag) {
|
---|
[d05c484] | 310 | // check that your flag is at your base
|
---|
[7f884ea] | 311 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
|
---|
[d05c484] | 312 |
|
---|
| 313 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
---|
| 314 | vector<WorldMap::Object>::iterator itObjects;
|
---|
| 315 |
|
---|
[53643ca] | 316 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
| 317 | if (itObjects->type == OBJECT_RED_FLAG) {
|
---|
| 318 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
|
---|
[d05c484] | 319 | ownFlagAtBase = true;
|
---|
| 320 | break;
|
---|
| 321 | }
|
---|
| 322 | }
|
---|
| 323 | }
|
---|
| 324 |
|
---|
[53643ca] | 325 | if (ownFlagAtBase) {
|
---|
[d05c484] | 326 | p->hasBlueFlag = false;
|
---|
[7f884ea] | 327 | flagType = OBJECT_BLUE_FLAG;
|
---|
| 328 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
---|
[d05c484] | 329 | flagTurnedIn = true;
|
---|
| 330 | this->redScore++;
|
---|
| 331 | }
|
---|
| 332 | }
|
---|
| 333 |
|
---|
| 334 | break;
|
---|
| 335 | }
|
---|
[0678d60] | 336 | default:
|
---|
| 337 | {
|
---|
| 338 | break;
|
---|
| 339 | }
|
---|
[d05c484] | 340 | }
|
---|
| 341 |
|
---|
[53643ca] | 342 | if (flagTurnedIn) {
|
---|
[d05c484] | 343 | unsigned int blueScore = this->blueScore;
|
---|
| 344 | unsigned int redScore = this->redScore;
|
---|
| 345 |
|
---|
| 346 | pos.x = pos.x*25+12;
|
---|
| 347 | pos.y = pos.y*25+12;
|
---|
| 348 | this->addObjectToMap(flagType, pos.x, pos.y);
|
---|
| 349 |
|
---|
| 350 | serverMsg.type = MSG_TYPE_SCORE;
|
---|
| 351 | memcpy(serverMsg.buffer, &blueScore, 4);
|
---|
| 352 | memcpy(serverMsg.buffer+4, &redScore, 4);
|
---|
| 353 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
---|
| 354 |
|
---|
| 355 | // check to see if the game should end
|
---|
| 356 | // move to its own method
|
---|
| 357 | if (this->blueScore == 3 || this->redScore == 3) {
|
---|
| 358 | gameFinished = true;
|
---|
| 359 |
|
---|
| 360 | unsigned int winningTeam;
|
---|
| 361 | if (this->blueScore == 3)
|
---|
| 362 | winningTeam = 0;
|
---|
| 363 | else if (this->redScore == 3)
|
---|
| 364 | winningTeam = 1;
|
---|
| 365 |
|
---|
| 366 | serverMsg.type = MSG_TYPE_FINISH_GAME;
|
---|
| 367 |
|
---|
| 368 | // I should create an instance of the GameSummary object here and just serialize it into this message
|
---|
| 369 | memcpy(serverMsg.buffer, &winningTeam, 4);
|
---|
| 370 | memcpy(serverMsg.buffer+4, &blueScore, 4);
|
---|
| 371 | memcpy(serverMsg.buffer+8, &redScore, 4);
|
---|
| 372 | strcpy(serverMsg.buffer+12, this->getName().c_str());
|
---|
| 373 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
---|
| 374 | }
|
---|
| 375 |
|
---|
| 376 | // this means a PLAYER message will be sent
|
---|
| 377 | broadcastMove = true;
|
---|
| 378 | }
|
---|
| 379 |
|
---|
| 380 | // go through all objects and check if the player is close to one and if its their flag
|
---|
| 381 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
|
---|
| 382 | vector<WorldMap::Object>::iterator itObjects;
|
---|
| 383 | POSITION structPos;
|
---|
| 384 |
|
---|
[53643ca] | 385 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
[d05c484] | 386 | POSITION pos = itObjects->pos;
|
---|
| 387 |
|
---|
[53643ca] | 388 | if (posDistance(p->pos, pos.toFloat()) < 10) {
|
---|
| 389 | if (p->team == 0 && itObjects->type == OBJECT_BLUE_FLAG) {
|
---|
[7f884ea] | 390 | structPos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
---|
[d05c484] | 391 | flagReturned = true;
|
---|
| 392 | break;
|
---|
[53643ca] | 393 | } else if (p->team == 1 && itObjects->type == OBJECT_RED_FLAG) {
|
---|
[7f884ea] | 394 | structPos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
|
---|
[d05c484] | 395 | flagReturned = true;
|
---|
| 396 | break;
|
---|
| 397 | }
|
---|
| 398 | }
|
---|
| 399 | }
|
---|
| 400 |
|
---|
[53643ca] | 401 | if (flagReturned) {
|
---|
[d05c484] | 402 | itObjects->pos.x = structPos.x*25+12;
|
---|
| 403 | itObjects->pos.y = structPos.y*25+12;
|
---|
| 404 |
|
---|
| 405 | serverMsg.type = MSG_TYPE_OBJECT;
|
---|
| 406 | itObjects->serialize(serverMsg.buffer);
|
---|
| 407 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
---|
| 408 | }
|
---|
| 409 |
|
---|
[53643ca] | 410 | if (broadcastMove) {
|
---|
[d05c484] | 411 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
| 412 | p->serialize(serverMsg.buffer);
|
---|
| 413 | msgProcessor->broadcastMessage(serverMsg, this->players);
|
---|
| 414 | }
|
---|
| 415 | }
|
---|
| 416 |
|
---|
| 417 | cout << "processing player attack" << endl;
|
---|
| 418 |
|
---|
| 419 | // check if the player's attack animation is complete
|
---|
[53643ca] | 420 | if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis()) {
|
---|
[d05c484] | 421 | p->isAttacking = false;
|
---|
| 422 | cout << "Attack animation is complete" << endl;
|
---|
| 423 |
|
---|
| 424 | //send everyone an ATTACK message
|
---|
| 425 | cout << "about to broadcast attack" << endl;
|
---|
| 426 |
|
---|
[53643ca] | 427 | if (p->attackType == Player::ATTACK_MELEE) {
|
---|
[d05c484] | 428 | cout << "Melee attack" << endl;
|
---|
| 429 |
|
---|
[5b92307] | 430 | Player* target = players[p->getTargetPlayer()];
|
---|
[d05c484] | 431 | this->dealDamageToPlayer(target, p->damage);
|
---|
[53643ca] | 432 | } else if (p->attackType == Player::ATTACK_RANGED) {
|
---|
[d05c484] | 433 | cout << "Ranged attack" << endl;
|
---|
| 434 |
|
---|
[5b92307] | 435 | Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
|
---|
[d05c484] | 436 | this->assignProjectileId(&proj);
|
---|
| 437 | this->addProjectile(proj);
|
---|
| 438 |
|
---|
| 439 | int x = p->pos.x;
|
---|
| 440 | int y = p->pos.y;
|
---|
[5b92307] | 441 | unsigned int targetId = p->getTargetPlayer();
|
---|
[d05c484] | 442 |
|
---|
| 443 | serverMsg.type = MSG_TYPE_PROJECTILE;
|
---|
| 444 | memcpy(serverMsg.buffer, &proj.id, 4);
|
---|
| 445 | memcpy(serverMsg.buffer+4, &x, 4);
|
---|
| 446 | memcpy(serverMsg.buffer+8, &y, 4);
|
---|
[5b92307] | 447 | memcpy(serverMsg.buffer+12, &targetId, 4);
|
---|
[d05c484] | 448 | msgProcessor->broadcastMessage(serverMsg, players);
|
---|
[53643ca] | 449 | } else
|
---|
[d05c484] | 450 | cout << "Invalid attack type: " << p->attackType << endl;
|
---|
| 451 | }
|
---|
| 452 |
|
---|
| 453 | return gameFinished;
|
---|
| 454 | }
|
---|
| 455 |
|
---|
[45734ff] | 456 | void Game::assignProjectileId(Projectile* p) {
|
---|
| 457 | p->id = unusedProjectileId;
|
---|
| 458 | updateUnusedProjectileId();
|
---|
[b92e6a7] | 459 | }
|
---|
| 460 |
|
---|
[45734ff] | 461 | void Game::updateUnusedProjectileId() {
|
---|
| 462 | while (projectiles.find(unusedProjectileId) != projectiles.end())
|
---|
| 463 | unusedProjectileId++;
|
---|
[b92e6a7] | 464 | }
|
---|