#include "Game.h" #include #include #include #include "Common.h" using namespace std; Game::Game() { this->id = 0; this->name = ""; this->blueScore = 0; this->redScore = 0; this->worldMap = NULL; this->msgProcessor = NULL; } Game::Game(string name, string filepath, MessageProcessor* msgProcessor) { this->id = 0; this->name = name; this->blueScore = 0; this->redScore = 0; this->worldMap = WorldMap::loadMapFromFile(filepath); this->msgProcessor = msgProcessor; } Game::~Game() { delete this->worldMap; } string Game::getName() { return this->name; } int Game::getNumPlayers() { return this->players.size(); } map& Game::getPlayers() { return this->players; } bool Game::addPlayer(Player* p) { if (players.find(p->getId()) == players.end()) { players[p->getId()] = p; // reset player stats, location, etc. p->pos.x = p->target.x = 200; p->pos.y = p->target.y = 200; p->setTargetPlayer(0); p->isChasing = false; p->isAttacking = false; p->isDead = false; p->health = p->maxHealth; p->hasBlueFlag = false; p->hasRedFlag = false; p->currentGame = this; return true; } else return false; } bool Game::removePlayer(unsigned int id) { if (players.erase(id) == 1) return true; else return false; } map& Game::getProjectiles() { return this->projectiles; } bool Game::addProjectile(Projectile p) { if (projectiles.find(p.id) == projectiles.end()) { projectiles[p.id] = p; return true; } else return false; } bool Game::removeProjectile(unsigned int id) { if (projectiles.erase(id) == 1) return true; else return false; } unsigned int Game::getRedScore() { return this->redScore; } unsigned int Game::getBlueScore() { return this->blueScore; } WorldMap* Game::getMap() { return this->worldMap; } void Game::setId(unsigned int id) { this->id = id; } void Game::setRedScore(unsigned int score) { this->redScore = score; } void Game::setBlueScore(unsigned int score) { this->blueScore = score; } void Game::addObjectToMap(ObjectType objectType, int x, int y) { NETWORK_MSG serverMsg; this->getMap()->addObject(objectType, x, y); serverMsg.type = MSG_TYPE_OBJECT; this->worldMap->getObjects()->back().serialize(serverMsg.buffer); this->msgProcessor->broadcastMessage(serverMsg, this->players); } bool Game::startPlayerMovement(unsigned int id, int x, int y) { // need to check if players actually contains the id Player* p = players[id]; // we need to make sure the player can move here if (0 <= x && x < this->worldMap->width*25 && 0 <= y && y < this->worldMap->height*25 && this->worldMap->getElement(x/25, y/25) == TERRAIN_GRASS) { p->target.x = x; p->target.y = y; p->isChasing = false; p->isAttacking = false; p->setTargetPlayer(0); return true; } else return false; } // returns true if the movement should be canceled bool Game::processPlayerMovement(Player* p, FLOAT_POSITION oldPos) { // check if the move needs to be canceled switch(this->worldMap->getElement(p->pos.x/25, p->pos.y/25)) { case TERRAIN_NONE: case TERRAIN_OCEAN: case TERRAIN_ROCK: { p->pos = oldPos; p->target.x = p->pos.x; p->target.y = p->pos.y; p->isChasing = false; return true; break; } default: // if there are no obstacles, don't cancel movement return false; break; } } // returns the id of the picked-up flag or -1 if none was picked up int Game::processFlagPickupRequest(Player* p) { vector* vctObjects = this->worldMap->getObjects(); vector::iterator it; int itemId = -1; for (it = vctObjects->begin(); it != vctObjects->end(); it++) { if (posDistance(p->pos, it->pos.toFloat()) < 10) { switch (it->type) { case OBJECT_BLUE_FLAG: if (p->team == Player::TEAM_RED) { p->hasBlueFlag = true; itemId = it->id; } break; case OBJECT_RED_FLAG: if (p->team == Player::TEAM_BLUE) { p->hasRedFlag = true; itemId = it->id; } break; case OBJECT_NONE: break; } if (itemId > -1) { vctObjects->erase(it); return itemId; } } } return itemId; } void Game::dealDamageToPlayer(Player* p, int damage) { p->takeDamage(damage); if (p->isDead) { ObjectType flagType = OBJECT_NONE; if (p->hasBlueFlag) flagType = OBJECT_BLUE_FLAG; else if (p->hasRedFlag) flagType = OBJECT_RED_FLAG; if (flagType != OBJECT_NONE) this->addObjectToMap(flagType, p->pos.x, p->pos.y); } // send a PLAYER message after dealing damage NETWORK_MSG serverMsg; serverMsg.type = MSG_TYPE_PLAYER; p->serialize(serverMsg.buffer); msgProcessor->broadcastMessage(serverMsg, this->players); } void Game::assignProjectileId(Projectile* p) { p->id = unusedProjectileId; updateUnusedProjectileId(); } void Game::updateUnusedProjectileId() { while (projectiles.find(unusedProjectileId) != projectiles.end()) unusedProjectileId++; }