1 | #include "Game.h"
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2 |
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3 | using namespace std;
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4 |
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5 | Game::Game() {
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6 | this->id = 0;
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7 | this->name = "";
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8 | this->blueScore = 0;
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9 | this->redScore = 0;
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10 | this->worldMap = NULL;
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11 | }
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12 |
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13 | Game::Game(string name, string filepath) {
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14 | this->id = 0;
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15 | this->name = name;
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16 | this->blueScore = 0;
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17 | this->redScore = 0;
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18 | this->worldMap = WorldMap::loadMapFromFile(filepath);
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19 | }
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20 |
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21 | Game::~Game() {
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22 | delete this->worldMap;
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23 | }
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24 |
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25 | string Game::getName() {
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26 | return this->name;
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27 | }
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28 |
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29 | int Game::getNumPlayers() {
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30 | return this->players.size();
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31 | }
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32 |
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33 | map<unsigned int, Player*>& Game::getPlayers() {
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34 | return this->players;
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35 | }
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36 |
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37 | int Game::getRedScore() {
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38 | return this->redScore;
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39 | }
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40 |
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41 | int Game::getBlueScore() {
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42 | return this->blueScore;
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43 | }
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44 |
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45 | WorldMap* Game::getMap() {
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46 | return this->worldMap;
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47 | }
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48 |
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49 | void Game::setId(unsigned int id) {
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50 | this->id = id;
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51 | }
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52 |
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53 | bool Game::addPlayer(Player* p) {
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54 | if (players.find(p->id) == players.end()) {
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55 | players[p->id] = p;
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56 | return true;
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57 | }
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58 | else
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59 | return false;
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60 | }
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61 |
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62 | bool Game::removePlayer(unsigned int id) {
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63 | if (players.erase(id) == 1)
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64 | return true;
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65 | else
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66 | return false;
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67 | }
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68 |
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69 | bool Game::startPlayerMovement(unsigned int id, int x, int y) {
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70 | // need to check if players actually contains the id
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71 | Player* p = players[id];
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72 |
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73 | // we need to make sure the player can move here
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74 | if (0 <= x && x < this->worldMap->width*25 &&
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75 | 0 <= y && y < this->worldMap->height*25 &&
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76 | this->worldMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
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77 | {
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78 | p->target.x = x;
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79 | p->target.y = y;
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80 |
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81 | p->isChasing = false;
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82 | p->isAttacking = false;
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83 |
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84 | return true;
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85 | }
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86 | else
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87 | return false;
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88 | }
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89 |
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90 | // returns true if the movement should be canceled
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91 | bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) {
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92 |
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93 | // check if the move needs to be canceled
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94 | switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
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95 | {
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96 | case WorldMap::TERRAIN_NONE:
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97 | case WorldMap::TERRAIN_OCEAN:
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98 | case WorldMap::TERRAIN_ROCK:
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99 | {
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100 | p->pos = oldPos;
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101 | p->target.x = p->pos.x;
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102 | p->target.y = p->pos.y;
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103 | p->isChasing = false;
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104 | return true;
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105 | break;
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106 | }
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107 | default:
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108 | // if there are no obstacles, don't cancel movement
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109 | return false;
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110 | break;
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111 | }
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112 | }
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113 |
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114 | void Game::setRedScore(int score) {
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115 | this->redScore = score;
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116 | }
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117 |
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118 | void Game::setBlueScore(int score) {
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119 | this->blueScore = score;
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120 | }
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