source: network-game/client/Client/main.cpp@ 31b347a

Last change on this file since 31b347a was 31b347a, checked in by Dmitry Portnoy <dportnoy@…>, 11 years ago

When the client receives a PLAYER message, a new PLAYER object is only created if the player doesn't already exist in the player list.

  • Property mode set to 100644
File size: 37.6 KB
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1#include "../../common/Compiler.h"
2
3#if defined WINDOWS
4 #include <winsock2.h>
5 #include <ws2tcpip.h>
6#elif defined LINUX
7 #include <sys/types.h>
8 #include <unistd.h>
9 #include <sys/socket.h>
10 #include <netinet/in.h>
11 #include <netdb.h>
12 #include <cstring>
13#endif
14
15#include <cstdio>
16#include <cstdlib>
17#include <cmath>
18#include <sys/types.h>
19#include <string>
20#include <iostream>
21#include <sstream>
22#include <fstream>
23#include <map>
24
25#include <allegro5/allegro.h>
26#include <allegro5/allegro_font.h>
27#include <allegro5/allegro_ttf.h>
28#include <allegro5/allegro_primitives.h>
29
30#include "../../common/Common.h"
31#include "../../common/MessageContainer.h"
32#include "../../common/MessageProcessor.h"
33#include "../../common/WorldMap.h"
34#include "../../common/Player.h"
35#include "../../common/Projectile.h"
36#include "../../common/Game.h"
37
38#include "Window.h"
39#include "TextLabel.h"
40#include "Button.h"
41#include "Textbox.h"
42#include "RadioButtonList.h"
43
44#include "GameRender.h"
45
46#include "chat.h"
47
48#ifdef WINDOWS
49 #pragma comment(lib, "ws2_32.lib")
50#endif
51
52using namespace std;
53
54void initWinSock();
55void shutdownWinSock();
56void processMessage(NETWORK_MSG &msg, int &state, chat &chatConsole, WorldMap *gameMap, map<unsigned int, Player*>& mapPlayers, map<unsigned int, Projectile>& mapProjectiles, unsigned int& curPlayerId, int &scoreBlue, int &scoreRed);
57int getRefreshRate(int width, int height);
58void drawMessageStatus(ALLEGRO_FONT* font);
59
60// Callback declarations
61void goToLoginScreen();
62void goToRegisterScreen();
63void registerAccount();
64void login();
65void logout();
66void quit();
67void sendChatMessage();
68void toggleDebugging();
69void joinGame();
70void createGame();
71void leaveGame();
72
73void error(const char *);
74
75const float FPS = 60;
76const int SCREEN_W = 1024;
77const int SCREEN_H = 768;
78
79enum STATE {
80 STATE_START,
81 STATE_LOBBY,
82 STATE_GAME,
83 STATE_NEW_GAME
84};
85
86int state;
87
88bool doexit;
89
90Window* wndLogin;
91Window* wndRegister;
92Window* wndLobby;
93Window* wndGame;
94Window* wndNewGame;
95Window* wndGameDebug;
96Window* wndCurrent;
97
98// wndLogin
99Textbox* txtUsername;
100Textbox* txtPassword;
101TextLabel* lblLoginStatus;
102
103// wndRegister
104Textbox* txtUsernameRegister;
105Textbox* txtPasswordRegister;
106RadioButtonList* rblClasses;
107TextLabel* lblRegisterStatus;
108
109// wndLobby
110Textbox* txtJoinGame;
111Textbox* txtCreateGame;
112
113// wndGame
114Textbox* txtChat;
115
116int sock;
117struct sockaddr_in server, from;
118struct hostent *hp;
119NETWORK_MSG msgTo, msgFrom;
120string username;
121chat chatConsole, debugConsole;
122bool debugging;
123map<string, int> mapGames;
124Game* game;
125
126MessageProcessor msgProcessor;
127ofstream outputLog;
128
129int main(int argc, char **argv)
130{
131 ALLEGRO_DISPLAY *display = NULL;
132 ALLEGRO_EVENT_QUEUE *event_queue = NULL;
133 ALLEGRO_TIMER *timer = NULL;
134 bool key[4] = { false, false, false, false };
135 map<unsigned int, Player*> mapPlayers;
136 map<unsigned int, Projectile> mapProjectiles;
137 unsigned int curPlayerId = -1;
138 int scoreBlue, scoreRed;
139
140 doexit = false;
141 debugging = false;
142 bool redraw = true;
143 bool fullscreen = false;
144 game = NULL;
145
146 scoreBlue = 0;
147 scoreRed = 0;
148
149 state = STATE_START;
150
151 if(!al_init()) {
152 fprintf(stderr, "failed to initialize allegro!\n");
153 return -1;
154 }
155
156 outputLog.open("client.log", ios::app);
157 outputLog << "Started client on " << getCurrentDateTimeString() << endl;
158
159 if (al_init_primitives_addon())
160 cout << "Primitives initialized" << endl;
161 else
162 cout << "Primitives not initialized" << endl;
163
164 al_init_font_addon();
165 al_init_ttf_addon();
166
167 #if defined WINDOWS
168 ALLEGRO_FONT *font = al_load_ttf_font("../pirulen.ttf", 12, 0);
169 #elif defined LINUX
170 ALLEGRO_FONT *font = al_load_ttf_font("pirulen.ttf", 12, 0);
171 #endif
172
173 if (!font) {
174 fprintf(stderr, "Could not load 'pirulen.ttf'.\n");
175 getchar();
176 return -1;
177 }
178
179 if(!al_install_keyboard()) {
180 fprintf(stderr, "failed to initialize the keyboard!\n");
181 return -1;
182 }
183
184 if(!al_install_mouse()) {
185 fprintf(stderr, "failed to initialize the mouse!\n");
186 return -1;
187 }
188
189 timer = al_create_timer(1.0 / FPS);
190 if(!timer) {
191 fprintf(stderr, "failed to create timer!\n");
192 return -1;
193 }
194
195 int refreshRate = getRefreshRate(SCREEN_W, SCREEN_H);
196 // if the computer doesn't support this resolution, just use windowed mode
197 if (refreshRate > 0 && fullscreen) {
198 al_set_new_display_flags(ALLEGRO_FULLSCREEN);
199 al_set_new_display_refresh_rate(refreshRate);
200 }
201 display = al_create_display(SCREEN_W, SCREEN_H);
202 if(!display) {
203 fprintf(stderr, "failed to create display!\n");
204 al_destroy_timer(timer);
205 return -1;
206 }
207
208 WorldMap* gameMap = WorldMap::loadMapFromFile("../../data/map.txt");
209
210 cout << "Loaded map" << endl;
211
212 debugConsole.addLine("Debug console:");
213 debugConsole.addLine("");
214
215 wndLogin = new Window(0, 0, SCREEN_W, SCREEN_H);
216 wndLogin->addComponent(new Textbox(516, 40, 100, 20, font));
217 wndLogin->addComponent(new Textbox(516, 70, 100, 20, font));
218 wndLogin->addComponent(new TextLabel(410, 40, 100, 20, font, "Username:", ALLEGRO_ALIGN_RIGHT));
219 wndLogin->addComponent(new TextLabel(410, 70, 100, 20, font, "Password:", ALLEGRO_ALIGN_RIGHT));
220 wndLogin->addComponent(new TextLabel((SCREEN_W-600)/2, 100, 600, 20, font, "", ALLEGRO_ALIGN_CENTRE));
221 wndLogin->addComponent(new Button(SCREEN_W/2-100, 130, 90, 20, font, "Register", goToRegisterScreen));
222 wndLogin->addComponent(new Button(SCREEN_W/2+10, 130, 90, 20, font, "Login", login));
223 wndLogin->addComponent(new Button(920, 10, 80, 20, font, "Quit", quit));
224 wndLogin->addComponent(new Button(20, 10, 160, 20, font, "Toggle Debugging", toggleDebugging));
225
226 txtUsername = (Textbox*)wndLogin->getComponent(0);
227 txtPassword = (Textbox*)wndLogin->getComponent(1);
228 lblLoginStatus = (TextLabel*)wndLogin->getComponent(4);
229
230 cout << "Created login screen" << endl;
231
232 wndRegister = new Window(0, 0, SCREEN_W, SCREEN_H);
233 wndRegister->addComponent(new Textbox(516, 40, 100, 20, font));
234 wndRegister->addComponent(new Textbox(516, 70, 100, 20, font));
235 wndRegister->addComponent(new TextLabel(410, 40, 100, 20, font, "Username:", ALLEGRO_ALIGN_RIGHT));
236 wndRegister->addComponent(new TextLabel(410, 70, 100, 20, font, "Password:", ALLEGRO_ALIGN_RIGHT));
237 wndRegister->addComponent(new RadioButtonList(432, 100, "Pick a class", font));
238 wndRegister->addComponent(new TextLabel((SCREEN_W-600)/2, 190, 600, 20, font, "", ALLEGRO_ALIGN_CENTRE));
239 wndRegister->addComponent(new Button(SCREEN_W/2-100, 220, 90, 20, font, "Back", goToLoginScreen));
240 wndRegister->addComponent(new Button(SCREEN_W/2+10, 220, 90, 20, font, "Submit", registerAccount));
241 wndRegister->addComponent(new Button(920, 10, 80, 20, font, "Quit", quit));
242 wndRegister->addComponent(new Button(20, 10, 160, 20, font, "Toggle Debugging", toggleDebugging));
243
244 txtUsernameRegister = (Textbox*)wndRegister->getComponent(0);
245 txtPasswordRegister = (Textbox*)wndRegister->getComponent(1);
246
247 rblClasses = (RadioButtonList*)wndRegister->getComponent(4);
248 rblClasses->addRadioButton("Warrior");
249 rblClasses->addRadioButton("Ranger");
250
251 lblRegisterStatus = (TextLabel*)wndRegister->getComponent(5);
252
253 cout << "Created register screen" << endl;
254
255 wndLobby = new Window(0, 0, SCREEN_W, SCREEN_H);
256 wndLobby->addComponent(new Button(920, 10, 80, 20, font, "Logout", logout));
257 wndLobby->addComponent(new TextLabel(SCREEN_W*1/2+15-112, 40, 110, 20, font, "Game Name:", ALLEGRO_ALIGN_RIGHT));
258 wndLobby->addComponent(new Textbox(SCREEN_W*1/2+15+4, 40, 100, 20, font));
259 wndLobby->addComponent(new Button(SCREEN_W*1/2+15-100, 80, 200, 20, font, "Join Existing Game", joinGame));
260 wndLobby->addComponent(new TextLabel(SCREEN_W*3/4-112, 40, 110, 20, font, "Game Name:", ALLEGRO_ALIGN_RIGHT));
261 wndLobby->addComponent(new Textbox(SCREEN_W*3/4+4, 40, 100, 20, font));
262 wndLobby->addComponent(new Button(SCREEN_W*3/4-100, 80, 200, 20, font, "Create New Game", createGame));
263 wndLobby->addComponent(new Textbox(95, 40, 300, 20, font));
264 wndLobby->addComponent(new Button(95, 70, 60, 20, font, "Send", sendChatMessage));
265
266 txtJoinGame = (Textbox*)wndLobby->getComponent(2);
267 txtCreateGame = (Textbox*)wndLobby->getComponent(5);
268 txtChat = (Textbox*)wndLobby->getComponent(7);
269
270 cout << "Created lobby screen" << endl;
271
272 // this is the old game screen
273 wndGame = new Window(0, 0, SCREEN_W, SCREEN_H);
274 wndGame->addComponent(new Textbox(95, 40, 300, 20, font));
275 wndGame->addComponent(new Button(95, 70, 60, 20, font, "Send", sendChatMessage));
276 wndGame->addComponent(new Button(20, 10, 160, 20, font, "Toggle Debugging", toggleDebugging));
277 wndGame->addComponent(new Button(920, 10, 80, 20, font, "Logout", logout));
278
279 wndGameDebug = new Window(0, 0, SCREEN_W, SCREEN_H);
280 wndGameDebug->addComponent(new Button(20, 10, 160, 20, font, "Toggle Debugging", toggleDebugging));
281 wndGameDebug->addComponent(new Button(920, 10, 80, 20, font, "Logout", logout));
282
283 cout << "Created game screen" << endl;
284
285 // this is the new game screen, without a debug console
286 wndNewGame = new Window(0, 0, SCREEN_W, SCREEN_H);
287 wndNewGame->addComponent(new Button(880, 10, 120, 20, font, "Leave Game", leaveGame));
288
289 cout << "Created new game screen" << endl;
290
291 goToLoginScreen();
292
293 event_queue = al_create_event_queue();
294 if(!event_queue) {
295 fprintf(stderr, "failed to create event_queue!\n");
296 al_destroy_display(display);
297 al_destroy_timer(timer);
298 return -1;
299 }
300
301 al_set_target_bitmap(al_get_backbuffer(display));
302
303 al_register_event_source(event_queue, al_get_display_event_source(display));
304 al_register_event_source(event_queue, al_get_timer_event_source(timer));
305 al_register_event_source(event_queue, al_get_keyboard_event_source());
306 al_register_event_source(event_queue, al_get_mouse_event_source());
307
308 al_clear_to_color(al_map_rgb(0,0,0));
309
310 al_flip_display();
311
312 if (argc != 3) {
313 cout << "Usage: server port" << endl;
314 exit(1);
315 }
316
317 initWinSock();
318
319 sock = socket(AF_INET, SOCK_DGRAM, 0);
320 if (sock < 0)
321 error("socket");
322
323 set_nonblock(sock);
324
325 server.sin_family = AF_INET;
326 hp = gethostbyname(argv[1]);
327 if (hp==0)
328 error("Unknown host");
329
330 memcpy((char *)&server.sin_addr, (char *)hp->h_addr, hp->h_length);
331 server.sin_port = htons(atoi(argv[2]));
332
333 al_start_timer(timer);
334
335 while(!doexit)
336 {
337 ALLEGRO_EVENT ev;
338
339 al_wait_for_event(event_queue, &ev);
340
341 if(wndCurrent->handleEvent(ev)) {
342 // do nothing
343 }
344 else if(ev.type == ALLEGRO_EVENT_TIMER) {
345 redraw = true; // seems like we should just call a draw function here instead
346 }
347 else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
348 doexit = true;
349 }
350 else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) {
351 }
352 else if(ev.type == ALLEGRO_EVENT_KEY_UP) {
353 switch(ev.keyboard.keycode) {
354 case ALLEGRO_KEY_ESCAPE:
355 doexit = true;
356 break;
357 case ALLEGRO_KEY_S: // pickup an item next to you
358 if (state == STATE_GAME) {
359 msgTo.type = MSG_TYPE_PICKUP_FLAG;
360 memcpy(msgTo.buffer, &curPlayerId, 4);
361 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
362 }
363 break;
364 case ALLEGRO_KEY_D: // drop the current item
365 if (state == STATE_GAME) {
366 // find the current player in the player list
367 map<unsigned int, Player*>::iterator it;
368 Player* p = NULL;
369 for(it = mapPlayers.begin(); it != mapPlayers.end(); it++)
370 {
371 if (it->second->id == curPlayerId)
372 p = it->second;
373 }
374
375 if (p != NULL) {
376 int flagType = WorldMap::OBJECT_NONE;
377
378 if (p->hasBlueFlag)
379 flagType = WorldMap::OBJECT_BLUE_FLAG;
380 else if (p->hasRedFlag)
381 flagType = WorldMap::OBJECT_RED_FLAG;
382
383 if (flagType != WorldMap::OBJECT_NONE) {
384 msgTo.type = MSG_TYPE_DROP_FLAG;
385 memcpy(msgTo.buffer, &curPlayerId, 4);
386 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
387 }
388 }
389 }
390 break;
391 }
392 }
393 else if(ev.type == ALLEGRO_EVENT_MOUSE_BUTTON_UP) {
394 if(wndCurrent == wndLobby) {
395 if (ev.mouse.button == 1) { // left click
396 txtJoinGame->clear();
397 txtCreateGame->clear();
398 state = STATE_GAME;
399 wndCurrent = wndGame;
400 }
401 }else if(wndCurrent == wndGame) {
402 if (ev.mouse.button == 1) { // left click
403 msgTo.type = MSG_TYPE_PLAYER_MOVE;
404
405 POSITION pos;
406 pos.x = ev.mouse.x;
407 pos.y = ev.mouse.y;
408 pos = screenToMap(pos);
409
410 if (pos.x != -1)
411 {
412 memcpy(msgTo.buffer, &curPlayerId, 4);
413 memcpy(msgTo.buffer+4, &pos.x, 4);
414 memcpy(msgTo.buffer+8, &pos.y, 4);
415
416 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
417 }
418 else
419 cout << "Invalid point: User did not click on the map" << endl;
420 }else if (ev.mouse.button == 2) { // right click
421 map<unsigned int, Player*>::iterator it;
422
423 cout << "Detected a right-click" << endl;
424
425 Player* curPlayer;
426 for(it = mapPlayers.begin(); it != mapPlayers.end(); it++)
427 {
428 if (it->second->id == curPlayerId)
429 curPlayer = it->second;
430 }
431
432 Player* target;
433 for(it = mapPlayers.begin(); it != mapPlayers.end(); it++)
434 {
435 // need to check if the right-click was actually on this player
436 // right now, this code will target all players other than the current one
437 target = it->second;
438 if (target->id != curPlayerId && target->team != curPlayer->team)
439 {
440 msgTo.type = MSG_TYPE_START_ATTACK;
441 memcpy(msgTo.buffer, &curPlayerId, 4);
442 memcpy(msgTo.buffer+4, &target->id, 4);
443
444 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
445 }
446 }
447 }
448 }
449 }
450
451 if (msgProcessor.receiveMessage(&msgFrom, sock, &from, &outputLog) >= 0)
452 processMessage(msgFrom, state, chatConsole, gameMap, mapPlayers, mapProjectiles, curPlayerId, scoreBlue, scoreRed);
453
454 if (redraw)
455 {
456 redraw = false;
457
458 msgProcessor.resendUnackedMessages(sock, &outputLog);
459 //msgProcessor.cleanAckedMessages(&outputLog);
460
461 if (debugging && wndCurrent == wndGame)
462 wndGameDebug->draw(display);
463 else
464 wndCurrent->draw(display);
465
466 if (wndCurrent == wndLobby) {
467 chatConsole.draw(font, al_map_rgb(255,255,255));
468
469 map<string, int>::iterator it;
470 int i=0;
471 ostringstream ossGame;
472 for (it = mapGames.begin(); it != mapGames.end(); it++) {
473 ossGame << it->first << " (" << it->second << " players)" << endl;
474 al_draw_text(font, al_map_rgb(0, 255, 0), SCREEN_W*1/2-100, 120+i*15, ALLEGRO_ALIGN_LEFT, ossGame.str().c_str());
475 ossGame.clear();
476 ossGame.str("");
477 i++;
478 }
479 }
480 else if (wndCurrent == wndNewGame)
481 {
482 al_draw_text(font, al_map_rgb(0, 255, 0), 4, 4, ALLEGRO_ALIGN_LEFT, "Players");
483
484 map<unsigned int, Player*>& gamePlayers = game->getPlayers();
485 map<unsigned int, Player*>::iterator it;
486
487 int playerCount = 0;
488 for (it = gamePlayers.begin(); it != gamePlayers.end(); it++)
489 {
490 al_draw_text(font, al_map_rgb(0, 255, 0), 4, 19+(playerCount+1)*15, ALLEGRO_ALIGN_LEFT, it->second->name.c_str());
491 playerCount++;
492 }
493
494 ostringstream ossScoreBlue, ossScoreRed;
495
496 ossScoreBlue << "Blue: " << game->getBlueScore() << endl;
497 ossScoreRed << "Red: " << game->getRedScore() << endl;
498
499 al_draw_text(font, al_map_rgb(0, 255, 0), 330, 80, ALLEGRO_ALIGN_LEFT, ossScoreBlue.str().c_str());
500 al_draw_text(font, al_map_rgb(0, 255, 0), 515, 80, ALLEGRO_ALIGN_LEFT, ossScoreRed.str().c_str());
501
502 GameRender::drawMap(game->getMap());
503 GameRender::drawPlayers(game->getPlayers(), font, curPlayerId);
504 }
505 else if (wndCurrent == wndGame)
506 {
507 if (!debugging)
508 chatConsole.draw(font, al_map_rgb(255,255,255));
509
510 al_draw_text(font, al_map_rgb(0, 255, 0), 4, 43, ALLEGRO_ALIGN_LEFT, "Message:");
511
512 ostringstream ossScoreBlue, ossScoreRed;
513
514 ossScoreBlue << "Blue: " << scoreBlue << endl;
515 ossScoreRed << "Red: " << scoreRed << endl;
516
517 al_draw_text(font, al_map_rgb(0, 255, 0), 330, 80, ALLEGRO_ALIGN_LEFT, ossScoreBlue.str().c_str());
518 al_draw_text(font, al_map_rgb(0, 255, 0), 515, 80, ALLEGRO_ALIGN_LEFT, ossScoreRed.str().c_str());
519
520 // update players
521 map<unsigned int, Player*>::iterator it;
522 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
523 {
524 it->second->updateTarget(mapPlayers);
525 }
526
527 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
528 {
529 it->second->move(gameMap); // ignore return value
530 }
531
532 // update projectile positions
533 map<unsigned int, Projectile>::iterator it2;
534 for (it2 = mapProjectiles.begin(); it2 != mapProjectiles.end(); it2++)
535 {
536 it2->second.move(mapPlayers);
537 }
538
539 GameRender::drawMap(gameMap);
540 GameRender::drawPlayers(mapPlayers, font, curPlayerId);
541
542 // draw projectiles
543 for (it2 = mapProjectiles.begin(); it2 != mapProjectiles.end(); it2++)
544 {
545 Projectile proj = it2->second;
546
547 FLOAT_POSITION target = mapPlayers[proj.target]->pos;
548 float angle = atan2(target.y-proj.pos.toFloat().y, target.x-proj.pos.toFloat().x);
549
550 POSITION start, end;
551 start.x = cos(angle)*15+proj.pos.x;
552 start.y = sin(angle)*15+proj.pos.y;
553 end.x = proj.pos.x;
554 end.y = proj.pos.y;
555
556 start = mapToScreen(start);
557 end = mapToScreen(end);
558
559 al_draw_line(start.x, start.y, end.x, end.y, al_map_rgb(0, 0, 0), 4);
560 }
561 }
562
563 if (debugging) {
564 //debugConsole.draw(font, al_map_rgb(255,255,255));
565 drawMessageStatus(font);
566 }
567
568 al_flip_display();
569 }
570 }
571
572 #if defined WINDOWS
573 closesocket(sock);
574 #elif defined LINUX
575 close(sock);
576 #endif
577
578 shutdownWinSock();
579
580 delete wndLogin;
581 delete wndRegister;
582 delete wndLobby;
583 delete wndGame;
584 delete wndGameDebug;
585
586 delete gameMap;
587
588 if (game != NULL)
589 delete game;
590
591 map<unsigned int, Player*>::iterator it;
592
593 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
594 delete it->second;
595 }
596
597 al_destroy_event_queue(event_queue);
598 al_destroy_display(display);
599 al_destroy_timer(timer);
600
601 outputLog << "Stopped client on " << getCurrentDateTimeString() << endl;
602 outputLog.close();
603
604 return 0;
605}
606
607
608
609// need to make a function like this that works on windows
610void error(const char *msg)
611{
612 perror(msg);
613 shutdownWinSock();
614 exit(1);
615}
616
617void initWinSock()
618{
619#if defined WINDOWS
620 WORD wVersionRequested;
621 WSADATA wsaData;
622 int wsaerr;
623
624 wVersionRequested = MAKEWORD(2, 2);
625 wsaerr = WSAStartup(wVersionRequested, &wsaData);
626
627 if (wsaerr != 0) {
628 cout << "The Winsock dll not found." << endl;
629 exit(1);
630 }else
631 cout << "The Winsock dll was found." << endl;
632#endif
633}
634
635void shutdownWinSock()
636{
637#if defined WINDOWS
638 WSACleanup();
639#endif
640}
641
642void processMessage(NETWORK_MSG &msg, int &state, chat &chatConsole, WorldMap *gameMap, map<unsigned int, Player*>& mapPlayers, map<unsigned int, Projectile>& mapProjectiles, unsigned int& curPlayerId, int &scoreBlue, int &scoreRed)
643{
644 // this is outdated since most messages now don't contain just a text string
645 string response = string(msg.buffer);
646
647 switch(state)
648 {
649 case STATE_START:
650 {
651 cout << "In STATE_START" << endl;
652
653 switch(msg.type)
654 {
655 case MSG_TYPE_REGISTER:
656 {
657 lblRegisterStatus->setText(response);
658 break;
659 }
660 default:
661 {
662 cout << "(STATE_REGISTER) Received invalid message of type " << msg.type << endl;
663 break;
664 }
665 }
666
667 break;
668 }
669 case STATE_LOBBY:
670 cout << "In STATE_LOBBY" << endl;
671 case STATE_GAME:
672 {
673 switch(msg.type)
674 {
675 case MSG_TYPE_LOGIN:
676 {
677 if (response.compare("Player has already logged in.") == 0)
678 {
679 goToLoginScreen();
680 state = STATE_START;
681
682 lblLoginStatus->setText(response);
683 }
684 else if (response.compare("Incorrect username or password") == 0)
685 {
686 goToLoginScreen();
687 state = STATE_START;
688
689 lblLoginStatus->setText(response);
690 }
691 else
692 {
693 wndCurrent = wndLobby;
694
695 // this message should only be sent when a player first logs in so they know their id
696
697 Player* p = new Player("", "");
698 p->deserialize(msg.buffer);
699
700 if (mapPlayers.find(p->id) != mapPlayers.end())
701 delete mapPlayers[p->id];
702 mapPlayers[p->id] = p;
703 curPlayerId = p->id;
704
705 cout << "Got a valid login response with the player" << endl;
706 cout << "Player id: " << curPlayerId << endl;
707 cout << "Player health: " << p->health << endl;
708 cout << "player map size: " << mapPlayers.size() << endl;
709 }
710
711 break;
712 }
713 case MSG_TYPE_LOGOUT:
714 {
715 cout << "Got a logout message" << endl;
716
717 int playerId;
718
719 // Check if it's about you or another player
720 memcpy(&playerId, msg.buffer, 4);
721 response = string(msg.buffer+4);
722
723 if (playerId == curPlayerId)
724 {
725 if (response.compare("You have successfully logged out.") == 0)
726 {
727 cout << "Logged out" << endl;
728 state = STATE_START;
729 goToLoginScreen();
730 }
731
732 // if there was an error logging out, nothing happens
733 }
734 else
735 {
736 delete mapPlayers[playerId];
737 }
738
739 break;
740 }
741 case MSG_TYPE_PLAYER:
742 {
743 cout << "Received MSG_TYPE_PLAYER" << endl;
744
745 Player p("", "");
746 p.deserialize(msg.buffer);
747 p.timeLastUpdated = getCurrentMillis();
748 p.isChasing = false;
749 if (p.health <= 0)
750 p.isDead = true;
751 else
752 p.isDead = false;
753
754 if (mapPlayers.find(p.id) != mapPlayers.end())
755 *(mapPlayers[p.id]) = p;
756 else
757 mapPlayers[p.id] = new Player(p);
758
759 break;
760 }
761 case MSG_TYPE_PLAYER_MOVE:
762 {
763 unsigned int id;
764 int x, y;
765
766 memcpy(&id, msg.buffer, 4);
767 memcpy(&x, msg.buffer+4, 4);
768 memcpy(&y, msg.buffer+8, 4);
769
770 mapPlayers[id]->target.x = x;
771 mapPlayers[id]->target.y = y;
772
773 break;
774 }
775 case MSG_TYPE_CHAT:
776 {
777 chatConsole.addLine(response);
778
779 break;
780 }
781 case MSG_TYPE_OBJECT:
782 {
783 cout << "Received OBJECT message" << endl;
784
785 WorldMap::Object o(0, WorldMap::OBJECT_NONE, 0, 0);
786 o.deserialize(msg.buffer);
787 cout << "object id: " << o.id << endl;
788 gameMap->updateObject(o.id, o.type, o.pos.x, o.pos.y);
789
790 break;
791 }
792 case MSG_TYPE_REMOVE_OBJECT:
793 {
794 cout << "Received REMOVE_OBJECT message!" << endl;
795
796 int id;
797 memcpy(&id, msg.buffer, 4);
798
799 cout << "Removing object with id " << id << endl;
800
801 if (!gameMap->removeObject(id))
802 cout << "Did not remove the object" << endl;
803
804 break;
805 }
806 case MSG_TYPE_SCORE:
807 {
808 memcpy(&scoreBlue, msg.buffer, 4);
809 memcpy(&scoreRed, msg.buffer+4, 4);
810
811 break;
812 }
813 case MSG_TYPE_ATTACK:
814 {
815 cout << "Received ATTACK message" << endl;
816
817 break;
818 }
819 case MSG_TYPE_START_ATTACK:
820 {
821 cout << "Received START_ATTACK message" << endl;
822
823 unsigned int id, targetID;
824 memcpy(&id, msg.buffer, 4);
825 memcpy(&targetID, msg.buffer+4, 4);
826
827 cout << "source id: " << id << endl;
828 cout << "target id: " << targetID << endl;
829
830 Player* source = mapPlayers[id];
831 source->targetPlayer = targetID;
832 source->isChasing = true;
833
834 break;
835 }
836 case MSG_TYPE_PROJECTILE:
837 {
838 cout << "Received a PROJECTILE message" << endl;
839
840 unsigned int id, x, y, targetId;
841
842 memcpy(&id, msg.buffer, 4);
843 memcpy(&x, msg.buffer+4, 4);
844 memcpy(&y, msg.buffer+8, 4);
845 memcpy(&targetId, msg.buffer+12, 4);
846
847 cout << "id: " << id << endl;
848 cout << "x: " << x << endl;
849 cout << "y: " << y << endl;
850 cout << "Target: " << targetId << endl;
851
852 Projectile proj(x, y, targetId, 0);
853 proj.setId(id);
854
855 mapProjectiles[id] = proj;
856
857 break;
858 }
859 case MSG_TYPE_REMOVE_PROJECTILE:
860 {
861 cout << "Received a REMOVE_PROJECTILE message" << endl;
862
863 int id;
864 memcpy(&id, msg.buffer, 4);
865
866 mapProjectiles.erase(id);
867
868 break;
869 }
870 case MSG_TYPE_GAME_INFO:
871 {
872 cout << "Received a GAME_INFO message" << endl;
873
874 string gameName(msg.buffer+4);
875 int numPlayers;
876
877 memcpy(&numPlayers, msg.buffer, 4);
878
879 cout << "Received game info for " << gameName << " (num players: " << numPlayers << ")" << endl;
880
881 if (numPlayers > 0)
882 mapGames[gameName] = numPlayers;
883 else
884 mapGames.erase(gameName);
885
886 break;
887 }
888 case MSG_TYPE_JOIN_GAME_SUCCESS:
889 {
890 cout << "Received a JOIN_GAME_SUCCESS message" << endl;
891
892 string gameName(msg.buffer);
893 game = new Game(gameName, "../../data/map.txt");
894 game->addPlayer(mapPlayers[curPlayerId]);
895 cout << "Game name: " << gameName << endl;
896
897 state = STATE_NEW_GAME;
898 wndCurrent = wndNewGame;
899
900 msgTo.type = MSG_TYPE_JOIN_GAME_ACK;
901 strcpy(msgTo.buffer, gameName.c_str());
902
903 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
904
905 break;
906 }
907 case MSG_TYPE_JOIN_GAME_FAILURE:
908 {
909 cout << "Received a JOIN_GAME_FAILURE message" << endl;
910
911 break;
912 }
913 default:
914 {
915 cout << "(STATE_LOBBY) Received invlaid message of type " << msg.type << endl;
916
917 break;
918 }
919 }
920
921 break;
922 }
923 case STATE_NEW_GAME:
924 {
925 cout << "(STATE_NEW_GAME) ";
926 switch(msg.type)
927 {
928 case MSG_TYPE_GAME_INFO:
929 {
930 cout << "Received a GAME_INFO message" << endl;
931
932 string gameName(msg.buffer+4);
933 int numPlayers;
934
935 memcpy(&numPlayers, msg.buffer, 4);
936
937 cout << "Received game info for " << gameName << " (num players: " << numPlayers << ")" << endl;
938
939 if (numPlayers > 0)
940 mapGames[gameName] = numPlayers;
941 else
942 mapGames.erase(gameName);
943
944 break;
945 }
946 case MSG_TYPE_PLAYER:
947 {
948 cout << "Received MSG_TYPE_PLAYER" << endl;
949
950 Player p("", "");
951 p.deserialize(msg.buffer);
952 p.timeLastUpdated = getCurrentMillis();
953 p.isChasing = false;
954 if (p.health <= 0)
955 p.isDead = true;
956 else
957 p.isDead = false;
958
959 if (mapPlayers.find(p.id) != mapPlayers.end())
960 *(mapPlayers[p.id]) = p;
961 else
962 mapPlayers[p.id] = new Player(p);
963
964 break;
965
966 // there's a problem here because PLAYER messages will be sent
967 // for players in this game as well as for new players logging in
968 // we might need two different message types
969 game->addPlayer(mapPlayers[p.id]);
970
971 break;
972 }
973 case MSG_TYPE_OBJECT:
974 {
975 cout << "Received object message in STATE_NEW_GAME" << endl;
976
977 WorldMap::Object o(0, WorldMap::OBJECT_NONE, 0, 0);
978 o.deserialize(msg.buffer);
979 cout << "object id: " << o.id << endl;
980 game->getMap()->updateObject(o.id, o.type, o.pos.x, o.pos.y);
981
982 break;
983 }
984 case MSG_TYPE_REMOVE_OBJECT:
985 {
986 cout << "Received REMOVE_OBJECT message!" << endl;
987
988 int id;
989 memcpy(&id, msg.buffer, 4);
990
991 cout << "Removing object with id " << id << endl;
992
993 if (!game->getMap()->removeObject(id))
994 cout << "Did not remove the object" << endl;
995
996 break;
997 }
998 case MSG_TYPE_SCORE:
999 {
1000 cout << "Received SCORE message!" << endl;
1001
1002 int blueScore;
1003 memcpy(&blueScore, msg.buffer, 4);
1004 cout << "blue score: " << blueScore << endl;
1005 game->setBlueScore(blueScore);
1006
1007 int redScore;
1008 memcpy(&redScore, msg.buffer+4, 4);
1009 cout << "red score: " << redScore << endl;
1010 game->setRedScore(redScore);
1011
1012 cout << "Processed SCORE message!" << endl;
1013
1014 break;
1015 }
1016 default:
1017 {
1018 cout << "Received invalid message of type " << msg.type << endl;
1019
1020 break;
1021 }
1022 }
1023
1024 break;
1025 }
1026 default:
1027 {
1028 cout << "The state has an invalid value: " << state << endl;
1029
1030 break;
1031 }
1032 }
1033}
1034
1035int getRefreshRate(int width, int height)
1036{
1037 int numRefreshRates = al_get_num_display_modes();
1038 ALLEGRO_DISPLAY_MODE displayMode;
1039
1040 for(int i=0; i<numRefreshRates; i++) {
1041 al_get_display_mode(i, &displayMode);
1042
1043 if (displayMode.width == width && displayMode.height == height)
1044 return displayMode.refresh_rate;
1045 }
1046
1047 return 0;
1048}
1049
1050void drawMessageStatus(ALLEGRO_FONT* font)
1051{
1052 int clientMsgOffset = 5;
1053 int serverMsgOffset = 950;
1054
1055 al_draw_text(font, al_map_rgb(0, 255, 255), 0+clientMsgOffset, 43, ALLEGRO_ALIGN_LEFT, "ID");
1056 al_draw_text(font, al_map_rgb(0, 255, 255), 20+clientMsgOffset, 43, ALLEGRO_ALIGN_LEFT, "Type");
1057 al_draw_text(font, al_map_rgb(0, 255, 255), 240+clientMsgOffset, 43, ALLEGRO_ALIGN_LEFT, "Acked?");
1058
1059 al_draw_text(font, al_map_rgb(0, 255, 255), serverMsgOffset, 43, ALLEGRO_ALIGN_LEFT, "ID");
1060
1061 map<unsigned int, map<unsigned long, MessageContainer> >& sentMessages = msgProcessor.getSentMessages();
1062 int id, type;
1063 bool acked;
1064 ostringstream ossId, ossAcked;
1065
1066 map<unsigned int, map<unsigned long, MessageContainer> >::iterator it;
1067
1068 int msgCount = 0;
1069 for (it = sentMessages.begin(); it != sentMessages.end(); it++) {
1070 map<unsigned long, MessageContainer> playerMessage = it->second;
1071 map<unsigned long, MessageContainer>::iterator it2;
1072 for (it2 = playerMessage.begin(); it2 != playerMessage.end(); it2++) {
1073
1074 id = it->first;
1075 ossId.str("");;
1076 ossId << id;
1077
1078 type = it2->second.getMessage()->type;
1079 string typeStr = MessageContainer::getMsgTypeString(type);
1080
1081 acked = it2->second.getAcked();
1082 ossAcked.str("");;
1083 ossAcked << boolalpha << acked;
1084
1085 al_draw_text(font, al_map_rgb(0, 255, 0), clientMsgOffset, 60+15*msgCount, ALLEGRO_ALIGN_LEFT, ossId.str().c_str());
1086 al_draw_text(font, al_map_rgb(0, 255, 0), 20+clientMsgOffset, 60+15*msgCount, ALLEGRO_ALIGN_LEFT, typeStr.c_str());
1087 al_draw_text(font, al_map_rgb(0, 255, 0), 240+clientMsgOffset, 60+15*msgCount, ALLEGRO_ALIGN_LEFT, ossAcked.str().c_str());
1088
1089 msgCount++;
1090 }
1091 }
1092
1093 if (msgProcessor.getAckedMessages().size() > 0) {
1094 map<unsigned int, unsigned long long> ackedMessages = msgProcessor.getAckedMessages()[0];
1095 map<unsigned int, unsigned long long>::iterator it3;
1096
1097 msgCount = 0;
1098 for (it3 = ackedMessages.begin(); it3 != ackedMessages.end(); it3++) {
1099 ossId.str("");;
1100 ossId << it3->first;
1101
1102 al_draw_text(font, al_map_rgb(255, 0, 0), 25+serverMsgOffset, 60+15*msgCount, ALLEGRO_ALIGN_LEFT, ossId.str().c_str());
1103
1104 msgCount++;
1105 }
1106 }
1107}
1108
1109// Callback definitions
1110
1111void goToRegisterScreen()
1112{
1113 txtUsernameRegister->clear();
1114 txtPasswordRegister->clear();
1115 lblRegisterStatus->setText("");
1116 rblClasses->setSelectedButton(-1);
1117
1118 wndCurrent = wndRegister;
1119}
1120
1121void goToLoginScreen()
1122{
1123 txtUsername->clear();
1124 txtPassword->clear();
1125 lblLoginStatus->setText("");
1126
1127 wndCurrent = wndLogin;
1128}
1129
1130// maybe need a goToGameScreen function as well and add state changes to these functions as well
1131
1132void registerAccount()
1133{
1134 string username = txtUsernameRegister->getStr();
1135 string password = txtPasswordRegister->getStr();
1136
1137 txtUsernameRegister->clear();
1138 txtPasswordRegister->clear();
1139 // maybe clear rblClasses as well (add a method to RadioButtonList to enable this)
1140
1141 Player::PlayerClass playerClass;
1142
1143 switch (rblClasses->getSelectedButton()) {
1144 case 0:
1145 playerClass = Player::CLASS_WARRIOR;
1146 break;
1147 case 1:
1148 playerClass = Player::CLASS_RANGER;
1149 break;
1150 default:
1151 cout << "Invalid class selection" << endl;
1152 playerClass = Player::CLASS_NONE;
1153 break;
1154 }
1155
1156 msgTo.type = MSG_TYPE_REGISTER;
1157
1158 strcpy(msgTo.buffer, username.c_str());
1159 strcpy(msgTo.buffer+username.size()+1, password.c_str());
1160 memcpy(msgTo.buffer+username.size()+password.size()+2, &playerClass, 4);
1161
1162 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1163}
1164
1165void login()
1166{
1167 string strUsername = txtUsername->getStr();
1168 string strPassword = txtPassword->getStr();
1169 username = strUsername;
1170
1171 txtUsername->clear();
1172 txtPassword->clear();
1173
1174 msgTo.type = MSG_TYPE_LOGIN;
1175
1176 strcpy(msgTo.buffer, strUsername.c_str());
1177 strcpy(msgTo.buffer+username.size()+1, strPassword.c_str());
1178
1179 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1180
1181 state = STATE_LOBBY;
1182}
1183
1184void logout()
1185{
1186 switch(state) {
1187 case STATE_LOBBY:
1188 txtJoinGame->clear();
1189 txtCreateGame->clear();
1190 break;
1191 case STATE_GAME:
1192 txtChat->clear();
1193 chatConsole.clear();
1194 break;
1195 default:
1196 cout << "Logout called from invalid state: " << state << endl;
1197 break;
1198 }
1199
1200 msgTo.type = MSG_TYPE_LOGOUT;
1201
1202 strcpy(msgTo.buffer, username.c_str());
1203
1204 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1205}
1206
1207void quit()
1208{
1209 doexit = true;
1210}
1211
1212void sendChatMessage()
1213{
1214 string msg = txtChat->getStr();
1215 txtChat->clear();
1216
1217 msgTo.type = MSG_TYPE_CHAT;
1218 strcpy(msgTo.buffer, msg.c_str());
1219
1220 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1221}
1222
1223void toggleDebugging()
1224{
1225 debugging = !debugging;
1226}
1227
1228void joinGame()
1229{
1230 cout << "Joining game" << endl;
1231
1232 string msg = txtJoinGame->getStr();
1233 txtJoinGame->clear();
1234
1235 msgTo.type = MSG_TYPE_JOIN_GAME;
1236 strcpy(msgTo.buffer, msg.c_str());
1237
1238 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1239}
1240
1241void createGame()
1242{
1243 cout << "Creating game" << endl;
1244
1245 string msg = txtCreateGame->getStr();
1246 txtCreateGame->clear();
1247
1248 cout << "Sending message: " << msg.c_str() << endl;
1249
1250 msgTo.type = MSG_TYPE_CREATE_GAME;
1251 strcpy(msgTo.buffer, msg.c_str());
1252
1253 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1254}
1255
1256void leaveGame()
1257{
1258 cout << "Leaving game" << endl;
1259
1260 game = NULL;
1261
1262 state = STATE_LOBBY;
1263 wndCurrent = wndLobby;
1264
1265 msgTo.type = MSG_TYPE_LEAVE_GAME;
1266
1267 msgProcessor.sendMessage(&msgTo, sock, &server, &outputLog);
1268}
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