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 | #include <cstdlib>
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6 |
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7 | #include "Common.h"
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8 |
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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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14 | this->blueScore = 0;
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15 | this->redScore = 0;
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16 | this->worldMap = NULL;
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17 | this->msgProcessor = NULL;
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18 | }
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19 |
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20 | Game::Game(string name, string filepath, MessageProcessor* msgProcessor) {
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21 | this->id = 0;
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22 | this->name = name;
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23 | this->blueScore = 0;
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24 | this->redScore = 0;
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25 | this->worldMap = WorldMap::loadMapFromFile(filepath);
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26 | this->msgProcessor = msgProcessor;
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27 | }
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28 |
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29 | Game::~Game() {
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30 | delete this->worldMap;
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31 | }
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32 |
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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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37 | int Game::getNumPlayers() {
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38 | return this->players.size();
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39 | }
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40 |
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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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45 | bool Game::addPlayer(Player* p) {
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46 | if (players.find(p->getId()) == players.end()) {
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47 | players[p->getId()] = p;
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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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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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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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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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98 | unsigned int Game::getRedScore() {
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99 | return this->redScore;
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100 | }
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101 |
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102 | unsigned int Game::getBlueScore() {
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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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112 | }
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113 |
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114 | void Game::setRedScore(unsigned 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(unsigned int score) {
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119 | this->blueScore = score;
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120 | }
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121 |
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122 | void Game::addObjectToMap(ObjectType objectType, int x, int y) {
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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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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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140 | this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS)
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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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147 | p->setTargetPlayer(0);
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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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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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161 | case TERRAIN_NONE:
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162 | case TERRAIN_OCEAN:
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163 | case TERRAIN_ROCK:
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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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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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183 | int itemId = -1;
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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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188 | case OBJECT_BLUE_FLAG:
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189 | if (p->team == 1) {
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190 | p->hasBlueFlag = true;
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191 | itemId = it->id;
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192 | }
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193 | break;
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194 | case OBJECT_RED_FLAG:
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195 | if (p->team == 0) {
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196 | p->hasRedFlag = true;
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197 | itemId = it->id;
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198 | }
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199 | break;
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200 | case OBJECT_NONE:
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201 | break;
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202 | }
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203 |
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204 | if (itemId > -1) {
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205 | vctObjects->erase(it);
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206 | return itemId;
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207 | }
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208 | }
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209 | }
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210 |
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211 | return itemId;
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212 | }
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213 |
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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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219 | ObjectType flagType = OBJECT_NONE;
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220 | if (p->hasBlueFlag)
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221 | flagType = OBJECT_BLUE_FLAG;
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222 | else if (p->hasRedFlag)
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223 | flagType = OBJECT_RED_FLAG;
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224 |
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225 | if (flagType != OBJECT_NONE)
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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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273 | ObjectType flagType;
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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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281 | case STRUCTURE_BLUE_FLAG:
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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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286 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
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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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293 | if (itObjects->type == OBJECT_BLUE_FLAG)
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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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306 | flagType = OBJECT_RED_FLAG;
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307 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
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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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315 | case STRUCTURE_RED_FLAG:
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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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320 | pos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
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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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327 | if (itObjects->type == OBJECT_RED_FLAG)
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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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340 | flagType = OBJECT_BLUE_FLAG;
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341 | pos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
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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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349 | default:
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350 | {
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351 | break;
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352 | }
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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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406 | itObjects->type == OBJECT_BLUE_FLAG)
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407 | {
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408 | structPos = this->worldMap->getStructureLocation(STRUCTURE_BLUE_FLAG);
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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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413 | itObjects->type == OBJECT_RED_FLAG)
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414 | {
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415 | structPos = this->worldMap->getStructureLocation(STRUCTURE_RED_FLAG);
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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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455 | Player* target = players[p->getTargetPlayer()];
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456 | this->dealDamageToPlayer(target, p->damage);
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457 | }
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458 | else if (p->attackType == Player::ATTACK_RANGED)
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459 | {
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460 | cout << "Ranged attack" << endl;
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461 |
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462 | Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
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463 | this->assignProjectileId(&proj);
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464 | this->addProjectile(proj);
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465 |
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466 | int x = p->pos.x;
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467 | int y = p->pos.y;
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468 | unsigned int targetId = p->getTargetPlayer();
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469 |
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470 | serverMsg.type = MSG_TYPE_PROJECTILE;
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471 | memcpy(serverMsg.buffer, &proj.id, 4);
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472 | memcpy(serverMsg.buffer+4, &x, 4);
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473 | memcpy(serverMsg.buffer+8, &y, 4);
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474 | memcpy(serverMsg.buffer+12, &targetId, 4);
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475 | msgProcessor->broadcastMessage(serverMsg, players);
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476 | }
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477 | else
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478 | cout << "Invalid attack type: " << p->attackType << endl;
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479 | }
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480 |
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481 | return gameFinished;
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482 | }
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483 |
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484 | void Game::assignProjectileId(Projectile* p) {
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485 | p->id = unusedProjectileId;
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486 | updateUnusedProjectileId();
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487 | }
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488 |
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489 | void Game::updateUnusedProjectileId() {
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490 | while (projectiles.find(unusedProjectileId) != projectiles.end())
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491 | unusedProjectileId++;
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492 | }
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