[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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| 5 |
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[ce2bb87] | 6 | #include "Common.h"
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| 7 |
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[f419b09] | 8 | using namespace std;
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| 9 |
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| 10 | Game::Game() {
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| 11 | this->id = 0;
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| 12 | this->name = "";
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[b92e6a7] | 13 | this->blueScore = 0;
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| 14 | this->redScore = 0;
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| 15 | this->worldMap = NULL;
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[d05c484] | 16 | this->msgProcessor = NULL;
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[f419b09] | 17 | }
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| 18 |
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[d05c484] | 19 | Game::Game(string name, string filepath, MessageProcessor* msgProcessor) {
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[f419b09] | 20 | this->id = 0;
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| 21 | this->name = name;
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[b92e6a7] | 22 | this->blueScore = 0;
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| 23 | this->redScore = 0;
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[233e736] | 24 | this->worldMap = WorldMap::loadMapFromFile(filepath);
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[d05c484] | 25 | this->msgProcessor = msgProcessor;
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[f419b09] | 26 | }
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| 27 |
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| 28 | Game::~Game() {
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[b92e6a7] | 29 | delete this->worldMap;
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[f419b09] | 30 | }
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| 31 |
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[ab8fd40] | 32 | string Game::getName() {
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| 33 | return this->name;
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| 34 | }
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| 35 |
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[b92e6a7] | 36 | int Game::getNumPlayers() {
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| 37 | return this->players.size();
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[f419b09] | 38 | }
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| 39 |
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[b92e6a7] | 40 | map<unsigned int, Player*>& Game::getPlayers() {
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| 41 | return this->players;
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| 42 | }
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| 43 |
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[45734ff] | 44 | bool Game::addPlayer(Player* p) {
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[5b92307] | 45 | if (players.find(p->getId()) == players.end()) {
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| 46 | players[p->getId()] = p;
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[45734ff] | 47 | return true;
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| 48 | }
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| 49 | else
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| 50 | return false;
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| 51 | }
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| 52 |
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| 53 | bool Game::removePlayer(unsigned int id) {
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| 54 | if (players.erase(id) == 1)
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| 55 | return true;
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| 56 | else
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| 57 | return false;
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| 58 | }
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| 59 |
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[1d96513] | 60 | map<unsigned int, Projectile>& Game::getProjectiles() {
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| 61 | return this->projectiles;
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| 62 | }
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| 63 |
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[45734ff] | 64 | bool Game::addProjectile(Projectile p) {
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| 65 | if (projectiles.find(p.id) == projectiles.end()) {
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| 66 | projectiles[p.id] = p;
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| 67 | return true;
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| 68 | }
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| 69 | else
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| 70 | return false;
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| 71 | }
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| 72 |
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| 73 | bool Game::removeProjectile(unsigned int id) {
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| 74 | if (projectiles.erase(id) == 1)
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| 75 | return true;
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| 76 | else
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| 77 | return false;
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| 78 | }
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| 79 |
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[c9f6a1c] | 80 | unsigned int Game::getRedScore() {
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[b92e6a7] | 81 | return this->redScore;
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| 82 | }
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| 83 |
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[c9f6a1c] | 84 | unsigned int Game::getBlueScore() {
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[b92e6a7] | 85 | return this->blueScore;
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| 86 | }
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| 87 |
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| 88 | WorldMap* Game::getMap() {
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| 89 | return this->worldMap;
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| 90 | }
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| 91 |
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| 92 | void Game::setId(unsigned int id) {
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| 93 | this->id = id;
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[2ee386d] | 94 | }
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| 95 |
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[c9f6a1c] | 96 | void Game::setRedScore(unsigned int score) {
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[1d96513] | 97 | this->redScore = score;
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| 98 | }
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| 99 |
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[c9f6a1c] | 100 | void Game::setBlueScore(unsigned int score) {
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[1d96513] | 101 | this->blueScore = score;
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| 102 | }
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| 103 |
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[d05c484] | 104 | void Game::addObjectToMap(WorldMap::ObjectType objectType, int x, int y) {
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| 105 | NETWORK_MSG serverMsg;
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| 106 |
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| 107 | this->getMap()->addObject(objectType, x, y);
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| 108 |
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| 109 | serverMsg.type = MSG_TYPE_OBJECT;
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| 110 | this->worldMap->getObjects()->back().serialize(serverMsg.buffer);
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| 111 |
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| 112 | this->msgProcessor->broadcastMessage(serverMsg, this->players);
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| 113 | }
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| 114 |
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[0129700] | 115 | bool Game::startPlayerMovement(unsigned int id, int x, int y) {
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| 116 | // need to check if players actually contains the id
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| 117 | Player* p = players[id];
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| 118 |
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| 119 | // we need to make sure the player can move here
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| 120 | if (0 <= x && x < this->worldMap->width*25 &&
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| 121 | 0 <= y && y < this->worldMap->height*25 &&
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| 122 | this->worldMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
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| 123 | {
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| 124 | p->target.x = x;
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| 125 | p->target.y = y;
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| 126 |
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| 127 | p->isChasing = false;
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| 128 | p->isAttacking = false;
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| 129 |
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| 130 | return true;
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| 131 | }
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| 132 | else
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| 133 | return false;
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| 134 | }
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| 135 |
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[402cf86] | 136 | // returns true if the movement should be canceled
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| 137 | bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) {
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| 138 |
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| 139 | // check if the move needs to be canceled
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| 140 | switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25))
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| 141 | {
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| 142 | case WorldMap::TERRAIN_NONE:
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| 143 | case WorldMap::TERRAIN_OCEAN:
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| 144 | case WorldMap::TERRAIN_ROCK:
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| 145 | {
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| 146 | p->pos = oldPos;
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| 147 | p->target.x = p->pos.x;
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| 148 | p->target.y = p->pos.y;
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| 149 | p->isChasing = false;
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| 150 | return true;
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| 151 | break;
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| 152 | }
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| 153 | default:
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| 154 | // if there are no obstacles, don't cancel movement
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| 155 | return false;
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| 156 | break;
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| 157 | }
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| 158 | }
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| 159 |
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[ce2bb87] | 160 | // returns the id of the picked-up flag or -1 if none was picked up
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| 161 | int Game::processFlagPickupRequest(Player* p) {
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| 162 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 163 | vector<WorldMap::Object>::iterator it;
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[0678d60] | 164 | int itemId = -1;
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[ce2bb87] | 165 |
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| 166 | for (it = vctObjects->begin(); it != vctObjects->end(); it++) {
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| 167 | if (posDistance(p->pos, it->pos.toFloat()) < 10) {
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| 168 | switch (it->type) {
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| 169 | case WorldMap::OBJECT_BLUE_FLAG:
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| 170 | if (p->team == 1) {
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| 171 | p->hasBlueFlag = true;
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[0678d60] | 172 | itemId = it->id;
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[ce2bb87] | 173 | }
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| 174 | break;
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| 175 | case WorldMap::OBJECT_RED_FLAG:
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| 176 | if (p->team == 0) {
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| 177 | p->hasRedFlag = true;
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[0678d60] | 178 | itemId = it->id;
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[ce2bb87] | 179 | }
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| 180 | break;
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[0678d60] | 181 | case WorldMap::OBJECT_NONE:
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| 182 | break;
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[ce2bb87] | 183 | }
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| 184 |
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[0678d60] | 185 | if (itemId > -1) {
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[ce2bb87] | 186 | vctObjects->erase(it);
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[0678d60] | 187 | return itemId;
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[ce2bb87] | 188 | }
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| 189 | }
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| 190 | }
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| 191 |
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[0678d60] | 192 | return itemId;
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[ce2bb87] | 193 | }
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| 194 |
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[d05c484] | 195 | void Game::dealDamageToPlayer(Player* p, int damage) {
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| 196 | p->takeDamage(damage);
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| 197 |
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| 198 | if (p->isDead)
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| 199 | {
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| 200 | WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
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| 201 | if (p->hasBlueFlag)
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| 202 | flagType = WorldMap::OBJECT_BLUE_FLAG;
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| 203 | else if (p->hasRedFlag)
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| 204 | flagType = WorldMap::OBJECT_RED_FLAG;
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| 205 |
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| 206 | if (flagType != WorldMap::OBJECT_NONE)
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| 207 | this->addObjectToMap(flagType, p->pos.x, p->pos.y);
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| 208 | }
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| 209 |
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| 210 | // send a PLAYER message after dealing damage
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| 211 | NETWORK_MSG serverMsg;
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| 212 | serverMsg.type = MSG_TYPE_PLAYER;
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| 213 | p->serialize(serverMsg.buffer);
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| 214 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 215 | }
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| 216 |
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| 217 | bool Game::handleGameEvents() {
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| 218 | map<unsigned int, Player*>::iterator it;
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| 219 | bool gameFinished = false;
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| 220 |
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| 221 | for (it = this->getPlayers().begin(); it != this->getPlayers().end(); it++)
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| 222 | {
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| 223 | gameFinished = gameFinished ||
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| 224 | this->handlePlayerEvents(it->second);
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| 225 | }
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| 226 |
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| 227 | if (gameFinished) {
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| 228 | for (it = this->players.begin(); it != this->players.end(); it++)
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| 229 | {
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| 230 | it->second->currentGame = NULL;
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| 231 | }
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| 232 | }
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| 233 |
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| 234 | return gameFinished;
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| 235 | }
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| 236 |
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| 237 | bool Game::handlePlayerEvents(Player* p) {
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| 238 | NETWORK_MSG serverMsg;
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| 239 | FLOAT_POSITION oldPos;
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| 240 | bool gameFinished = false;
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| 241 | bool broadcastMove = false;
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| 242 |
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| 243 | cout << "moving player" << endl;
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| 244 |
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| 245 | // move player and perform associated tasks
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| 246 | oldPos = p->pos;
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| 247 | if (p->move(this->worldMap)) {
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| 248 |
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| 249 | cout << "player moved" << endl;
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| 250 | if (this->processPlayerMovement(p, oldPos))
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| 251 | broadcastMove = true;
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| 252 | cout << "player move processed" << endl;
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| 253 |
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| 254 | WorldMap::ObjectType flagType;
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| 255 | POSITION pos;
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| 256 | bool flagTurnedIn = false;
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| 257 | bool flagReturned = false;
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| 258 | bool ownFlagAtBase = false;
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| 259 |
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| 260 | switch(this->worldMap->getStructure(p->pos.x/25, p->pos.y/25))
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| 261 | {
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| 262 | case WorldMap::STRUCTURE_BLUE_FLAG:
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| 263 | {
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| 264 | if (p->team == 0 && p->hasRedFlag)
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| 265 | {
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| 266 | // check that your flag is at your base
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| 267 | pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
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| 268 |
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| 269 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 270 | vector<WorldMap::Object>::iterator itObjects;
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| 271 |
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| 272 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
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| 273 | {
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| 274 | if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
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| 275 | {
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| 276 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
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| 277 | {
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| 278 | ownFlagAtBase = true;
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| 279 | break;
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| 280 | }
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| 281 | }
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| 282 | }
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| 283 |
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| 284 | if (ownFlagAtBase)
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| 285 | {
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| 286 | p->hasRedFlag = false;
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| 287 | flagType = WorldMap::OBJECT_RED_FLAG;
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| 288 | pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
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| 289 | flagTurnedIn = true;
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| 290 | this->blueScore++;
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| 291 | }
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| 292 | }
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| 293 |
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| 294 | break;
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| 295 | }
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| 296 | case WorldMap::STRUCTURE_RED_FLAG:
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| 297 | {
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| 298 | if (p->team == 1 && p->hasBlueFlag)
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| 299 | {
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| 300 | // check that your flag is at your base
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| 301 | pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
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| 302 |
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| 303 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 304 | vector<WorldMap::Object>::iterator itObjects;
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| 305 |
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| 306 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
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| 307 | {
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| 308 | if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
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| 309 | {
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| 310 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
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| 311 | {
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| 312 | ownFlagAtBase = true;
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| 313 | break;
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| 314 | }
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| 315 | }
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| 316 | }
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| 317 |
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| 318 | if (ownFlagAtBase)
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| 319 | {
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| 320 | p->hasBlueFlag = false;
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| 321 | flagType = WorldMap::OBJECT_BLUE_FLAG;
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| 322 | pos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
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| 323 | flagTurnedIn = true;
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| 324 | this->redScore++;
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| 325 | }
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| 326 | }
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| 327 |
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| 328 | break;
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| 329 | }
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[0678d60] | 330 | default:
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| 331 | {
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| 332 | break;
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| 333 | }
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[d05c484] | 334 | }
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| 335 |
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| 336 | if (flagTurnedIn)
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| 337 | {
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| 338 | unsigned int blueScore = this->blueScore;
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| 339 | unsigned int redScore = this->redScore;
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| 340 |
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| 341 | pos.x = pos.x*25+12;
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| 342 | pos.y = pos.y*25+12;
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| 343 | this->addObjectToMap(flagType, pos.x, pos.y);
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| 344 |
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| 345 | serverMsg.type = MSG_TYPE_SCORE;
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| 346 | memcpy(serverMsg.buffer, &blueScore, 4);
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| 347 | memcpy(serverMsg.buffer+4, &redScore, 4);
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| 348 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 349 |
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| 350 | // check to see if the game should end
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| 351 | // move to its own method
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| 352 | if (this->blueScore == 3 || this->redScore == 3) {
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| 353 | gameFinished = true;
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| 354 |
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| 355 | unsigned int winningTeam;
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| 356 | if (this->blueScore == 3)
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| 357 | winningTeam = 0;
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| 358 | else if (this->redScore == 3)
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| 359 | winningTeam = 1;
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| 360 |
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| 361 | serverMsg.type = MSG_TYPE_FINISH_GAME;
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| 362 |
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| 363 | // I should create an instance of the GameSummary object here and just serialize it into this message
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| 364 | memcpy(serverMsg.buffer, &winningTeam, 4);
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| 365 | memcpy(serverMsg.buffer+4, &blueScore, 4);
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| 366 | memcpy(serverMsg.buffer+8, &redScore, 4);
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| 367 | strcpy(serverMsg.buffer+12, this->getName().c_str());
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| 368 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 369 | }
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| 370 |
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| 371 | // this means a PLAYER message will be sent
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| 372 | broadcastMove = true;
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| 373 | }
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| 374 |
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| 375 | // go through all objects and check if the player is close to one and if its their flag
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| 376 | vector<WorldMap::Object>* vctObjects = this->worldMap->getObjects();
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| 377 | vector<WorldMap::Object>::iterator itObjects;
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| 378 | POSITION structPos;
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| 379 |
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| 380 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
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| 381 | {
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| 382 | POSITION pos = itObjects->pos;
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| 383 |
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| 384 | if (posDistance(p->pos, pos.toFloat()) < 10)
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| 385 | {
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| 386 | if (p->team == 0 &&
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| 387 | itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
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| 388 | {
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| 389 | structPos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
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| 390 | flagReturned = true;
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| 391 | break;
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| 392 | }
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| 393 | else if (p->team == 1 &&
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| 394 | itObjects->type == WorldMap::OBJECT_RED_FLAG)
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| 395 | {
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| 396 | structPos = this->worldMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
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| 397 | flagReturned = true;
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| 398 | break;
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| 399 | }
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| 400 | }
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| 401 | }
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| 402 |
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| 403 | if (flagReturned)
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| 404 | {
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| 405 | itObjects->pos.x = structPos.x*25+12;
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| 406 | itObjects->pos.y = structPos.y*25+12;
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| 407 |
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| 408 | serverMsg.type = MSG_TYPE_OBJECT;
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| 409 | itObjects->serialize(serverMsg.buffer);
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| 410 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 411 | }
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| 412 |
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| 413 | if (broadcastMove)
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| 414 | {
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| 415 | serverMsg.type = MSG_TYPE_PLAYER;
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| 416 | p->serialize(serverMsg.buffer);
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| 417 | msgProcessor->broadcastMessage(serverMsg, this->players);
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| 418 | }
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| 419 | }
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| 420 |
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| 421 | cout << "processing player attack" << endl;
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| 422 |
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| 423 | // check if the player's attack animation is complete
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| 424 | if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
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| 425 | {
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| 426 | p->isAttacking = false;
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| 427 | cout << "Attack animation is complete" << endl;
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| 428 |
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| 429 | //send everyone an ATTACK message
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| 430 | cout << "about to broadcast attack" << endl;
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| 431 |
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| 432 | if (p->attackType == Player::ATTACK_MELEE)
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| 433 | {
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| 434 | cout << "Melee attack" << endl;
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| 435 |
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[5b92307] | 436 | Player* target = players[p->getTargetPlayer()];
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[d05c484] | 437 | this->dealDamageToPlayer(target, p->damage);
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| 438 | }
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| 439 | else if (p->attackType == Player::ATTACK_RANGED)
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| 440 | {
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| 441 | cout << "Ranged attack" << endl;
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| 442 |
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[5b92307] | 443 | Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
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[d05c484] | 444 | this->assignProjectileId(&proj);
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| 445 | this->addProjectile(proj);
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| 446 |
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| 447 | int x = p->pos.x;
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| 448 | int y = p->pos.y;
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[5b92307] | 449 | unsigned int targetId = p->getTargetPlayer();
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[d05c484] | 450 |
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| 451 | serverMsg.type = MSG_TYPE_PROJECTILE;
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| 452 | memcpy(serverMsg.buffer, &proj.id, 4);
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| 453 | memcpy(serverMsg.buffer+4, &x, 4);
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| 454 | memcpy(serverMsg.buffer+8, &y, 4);
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[5b92307] | 455 | memcpy(serverMsg.buffer+12, &targetId, 4);
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[d05c484] | 456 | msgProcessor->broadcastMessage(serverMsg, players);
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| 457 | }
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| 458 | else
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| 459 | cout << "Invalid attack type: " << p->attackType << endl;
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| 460 | }
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| 461 |
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| 462 | return gameFinished;
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| 463 | }
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| 464 |
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[45734ff] | 465 | void Game::assignProjectileId(Projectile* p) {
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| 466 | p->id = unusedProjectileId;
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| 467 | updateUnusedProjectileId();
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[b92e6a7] | 468 | }
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| 469 |
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[45734ff] | 470 | void Game::updateUnusedProjectileId() {
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| 471 | while (projectiles.find(unusedProjectileId) != projectiles.end())
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| 472 | unusedProjectileId++;
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[b92e6a7] | 473 | }
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