source: network-game/server/server.cpp@ 8c74150

Last change on this file since 8c74150 was 8795a38, checked in by dportnoy <dmp1488@…>, 11 years ago

Fix a bug where a projectile deals damage to the wrong player when it reaches its target

  • Property mode set to 100644
File size: 28.4 KB
Line 
1#include <cstdlib>
2#include <cstdio>
3#include <unistd.h>
4#include <string>
5#include <iostream>
6#include <sstream>
7#include <cstring>
8#include <cmath>
9
10#include <vector>
11#include <map>
12
13#include <sys/time.h>
14
15#include <sys/socket.h>
16#include <netdb.h>
17#include <netinet/in.h>
18#include <arpa/inet.h>
19
20#include <crypt.h>
21
22/*
23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
26*/
27
28#include "../common/Compiler.h"
29#include "../common/Common.h"
30#include "../common/Message.h"
31#include "../common/WorldMap.h"
32#include "../common/Player.h"
33#include "../common/Projectile.h"
34
35#include "DataAccess.h"
36
37using namespace std;
38
39// from used to be const. Removed that so I could take a reference
40// and use it to send messages
41bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed);
42
43void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
44void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
45
46// this should probably go somewhere in the common folder
47void error(const char *msg)
48{
49 perror(msg);
50 exit(0);
51}
52
53Player *findPlayerByName(map<unsigned int, Player> &m, string name)
54{
55 map<unsigned int, Player>::iterator it;
56
57 for (it = m.begin(); it != m.end(); it++)
58 {
59 if ( it->second.name.compare(name) == 0 )
60 return &(it->second);
61 }
62
63 return NULL;
64}
65
66Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
67{
68 map<unsigned int, Player>::iterator it;
69
70 for (it = m.begin(); it != m.end(); it++)
71 {
72 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
73 it->second.addr.sin_port == addr.sin_port )
74 return &(it->second);
75 }
76
77 return NULL;
78}
79
80int main(int argc, char *argv[])
81{
82 int sock, length, n;
83 struct sockaddr_in server;
84 struct sockaddr_in from; // info of client sending the message
85 NETWORK_MSG clientMsg, serverMsg;
86 map<unsigned int, Player> mapPlayers;
87 map<unsigned int, Projectile> mapProjectiles;
88 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
89 int scoreBlue, scoreRed;
90
91 scoreBlue = 0;
92 scoreRed = 0;
93
94 //SSL_load_error_strings();
95 //ERR_load_BIO_strings();
96 //OpenSSL_add_all_algorithms();
97
98 if (argc < 2) {
99 cerr << "ERROR, no port provided" << endl;
100 exit(1);
101 }
102
103 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
104
105 // add some items to the map. They will be sent out
106 // to players when they login
107 for (int y=0; y<gameMap->height; y++) {
108 for (int x=0; x<gameMap->width; x++) {
109 switch (gameMap->getStructure(x, y)) {
110 case WorldMap::STRUCTURE_BLUE_FLAG:
111 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
112 break;
113 case WorldMap::STRUCTURE_RED_FLAG:
114 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
115 break;
116 }
117 }
118 }
119
120 sock = socket(AF_INET, SOCK_DGRAM, 0);
121 if (sock < 0) error("Opening socket");
122 length = sizeof(server);
123 bzero(&server,length);
124 server.sin_family=AF_INET;
125 server.sin_port=htons(atoi(argv[1]));
126 server.sin_addr.s_addr=INADDR_ANY;
127 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
128 error("binding");
129
130 set_nonblock(sock);
131
132 bool broadcastResponse;
133 timespec ts;
134 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
135 while (true) {
136
137 usleep(5000);
138
139 clock_gettime(CLOCK_REALTIME, &ts);
140 // make the number smaller so millis can fit in an int
141 ts.tv_sec -= 1368000000;
142 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
143
144 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
145 timeLastUpdated = curTime;
146
147 // move all players
148 // maybe put this in a separate method
149 map<unsigned int, Player>::iterator it;
150 FLOAT_POSITION oldPos;
151 bool broadcastMove = false;
152 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
153 oldPos = it->second.pos;
154 if (it->second.move(gameMap)) {
155
156 // check if the move needs to be canceled
157 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
158 case WorldMap::TERRAIN_NONE:
159 case WorldMap::TERRAIN_OCEAN:
160 case WorldMap::TERRAIN_ROCK:
161 {
162 it->second.pos = oldPos;
163 it->second.target.x = it->second.pos.x;
164 it->second.target.y = it->second.pos.y;
165 broadcastMove = true;
166 break;
167 }
168 default:
169 // if there are no obstacles, do nothing
170 break;
171 }
172
173 WorldMap::ObjectType flagType;
174 POSITION pos;
175 bool flagTurnedIn = false;
176 bool flagReturned = false;
177 bool ownFlagAtBase = false;
178
179 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
180 case WorldMap::STRUCTURE_BLUE_FLAG:
181 {
182 if (it->second.team == 0 && it->second.hasRedFlag)
183 {
184 // check that your flag is at your base
185 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
186
187 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
188 vector<WorldMap::Object>::iterator itObjects;
189
190 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
191 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
192 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
193 ownFlagAtBase = true;
194 break;
195 }
196 }
197 }
198
199 if (ownFlagAtBase) {
200 it->second.hasRedFlag = false;
201 flagType = WorldMap::OBJECT_RED_FLAG;
202 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
203 flagTurnedIn = true;
204 scoreBlue++;
205 }
206 }
207
208 break;
209 }
210 case WorldMap::STRUCTURE_RED_FLAG:
211 {
212 if (it->second.team == 1 && it->second.hasBlueFlag)
213 {
214 // check that your flag is at your base
215 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
216
217 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
218 vector<WorldMap::Object>::iterator itObjects;
219
220 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
221 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
222 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
223 ownFlagAtBase = true;
224 break;
225 }
226 }
227 }
228
229 if (ownFlagAtBase) {
230 it->second.hasBlueFlag = false;
231 flagType = WorldMap::OBJECT_BLUE_FLAG;
232 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
233 flagTurnedIn = true;
234 scoreRed++;
235 }
236 }
237
238 break;
239 }
240 }
241
242 if (flagTurnedIn) {
243 // send an OBJECT message to add the flag back to its spawn point
244 pos.x = pos.x*25+12;
245 pos.y = pos.y*25+12;
246 gameMap->addObject(flagType, pos.x, pos.y);
247
248 serverMsg.type = MSG_TYPE_OBJECT;
249 gameMap->getObjects()->back().serialize(serverMsg.buffer);
250
251 map<unsigned int, Player>::iterator it2;
252 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
253 {
254 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
255 error("sendMessage");
256 }
257
258 serverMsg.type = MSG_TYPE_SCORE;
259 memcpy(serverMsg.buffer, &scoreBlue, 4);
260 memcpy(serverMsg.buffer+4, &scoreRed, 4);
261
262 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
263 {
264 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
265 error("sendMessage");
266 }
267
268 // this means a PLAYER message will be sent
269 broadcastMove = true;
270 }
271
272 // go through all objects and check if the player is close to one and if its their flag
273 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
274 vector<WorldMap::Object>::iterator itObjects;
275 POSITION structPos;
276
277 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
278 POSITION pos = itObjects->pos;
279
280 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
281 if (it->second.team == 0 &&
282 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
283 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
284 flagReturned = true;
285 break;
286 } else if (it->second.team == 1 &&
287 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
288 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
289 flagReturned = true;
290 break;
291 }
292 }
293 }
294
295 if (flagReturned) {
296 itObjects->pos.x = structPos.x*25+12;
297 itObjects->pos.y = structPos.y*25+12;
298
299 serverMsg.type = MSG_TYPE_OBJECT;
300 itObjects->serialize(serverMsg.buffer);
301
302 map<unsigned int, Player>::iterator it2;
303 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
304 {
305 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
306 error("sendMessage");
307 }
308 }
309
310 if (broadcastMove) {
311 serverMsg.type = MSG_TYPE_PLAYER;
312 it->second.serialize(serverMsg.buffer);
313
314 cout << "about to broadcast move" << endl;
315 map<unsigned int, Player>::iterator it2;
316 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
317 {
318 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
319 error("sendMessage");
320 }
321 }
322 }
323
324 // check if the player's attack animation is complete
325 if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) {
326 it->second.isAttacking = false;
327 cout << "Attack animation is complete" << endl;
328
329 //send everyone an ATTACK message
330 cout << "about to broadcast attack" << endl;
331
332 serverMsg.type = MSG_TYPE_ATTACK;
333 memcpy(serverMsg.buffer, &it->second.id, 4);
334 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
335
336 map<unsigned int, Player>::iterator it2;
337 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
338 {
339 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
340 error("sendMessage");
341 }
342
343 if (it->second.attackType == Player::ATTACK_MELEE) {
344 Player* target = &mapPlayers[it->second.targetPlayer];
345
346 target->health -= it->second.damage;
347 if (target->health < 0)
348 target->health = 0;
349
350 serverMsg.type = MSG_TYPE_PLAYER;
351 target->serialize(serverMsg.buffer);
352 }else if (it->second.attackType == Player::ATTACK_RANGED) {
353 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
354 proj.id = unusedProjectileId;
355 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
356 mapProjectiles[proj.id] = proj;
357
358 int x = it->second.pos.x;
359 int y = it->second.pos.y;
360
361 serverMsg.type = MSG_TYPE_PROJECTILE;
362 memcpy(serverMsg.buffer, &proj.id, 4);
363 memcpy(serverMsg.buffer+4, &x, 4);
364 memcpy(serverMsg.buffer+8, &y, 4);
365 memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4);
366 }else {
367 cout << "Invalid attack type: " << it->second.attackType << endl;
368 }
369
370 // broadcast either a PLAYER or PROJECTILE message
371 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
372 {
373 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
374 error("sendMessage");
375 }
376 }
377 }
378
379 // move all projectiles
380 map<unsigned int, Projectile>::iterator itProj;
381 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
382 if (itProj->second.move(mapPlayers)) {
383 // send a REMOVE_PROJECTILE message
384 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
385 memcpy(serverMsg.buffer, &itProj->second.id, 4);
386 mapProjectiles.erase(itProj->second.id);
387
388 map<unsigned int, Player>::iterator it2;
389 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
390 {
391 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
392 error("sendMessage");
393 }
394
395 // send a PLAYER message after dealing damage
396 Player* target = &mapPlayers[itProj->second.target];
397
398 target->health -= itProj->second.damage;
399 if (target->health < 0)
400 target->health = 0;
401
402 serverMsg.type = MSG_TYPE_PLAYER;
403 target->serialize(serverMsg.buffer);
404
405 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
406 {
407 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
408 error("sendMessage");
409 }
410 }
411 }
412 }
413
414 n = receiveMessage(&clientMsg, sock, &from);
415
416 if (n >= 0) {
417 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
418
419 if (broadcastResponse)
420 {
421 cout << "Should be broadcasting the message" << endl;
422
423 map<unsigned int, Player>::iterator it;
424 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
425 {
426 cout << "Sent message back to " << it->second.name << endl;
427 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
428 error("sendMessage");
429 }
430 }
431 else
432 {
433 cout << "Should be sending back the message" << endl;
434
435 if ( sendMessage(&serverMsg, sock, &from) < 0 )
436 error("sendMessage");
437 }
438 }
439 }
440
441 return 0;
442}
443
444bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG& serverMsg, int sock, int &scoreBlue, int &scoreRed)
445{
446 DataAccess da;
447
448 cout << "Received message" << endl;
449 cout << "MSG: type: " << clientMsg.type << endl;
450 cout << "MSG contents: " << clientMsg.buffer << endl;
451
452 // maybe we should make a message class and have this be a member
453 bool broadcastResponse = false;
454
455 // Check that if an invalid message is sent, the client will correctly
456 // receive and display the response. Maybe make a special error msg type
457 switch(clientMsg.type)
458 {
459 case MSG_TYPE_REGISTER:
460 {
461 string username(clientMsg.buffer);
462 string password(strchr(clientMsg.buffer, '\0')+1);
463
464 cout << "username: " << username << endl;
465 cout << "password: " << password << endl;
466
467 int error = da.insertPlayer(username, password);
468
469 if (!error)
470 strcpy(serverMsg.buffer, "Registration successful.");
471 else
472 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
473
474 serverMsg.type = MSG_TYPE_REGISTER;
475
476 break;
477 }
478 case MSG_TYPE_LOGIN:
479 {
480 cout << "Got login message" << endl;
481
482 serverMsg.type = MSG_TYPE_LOGIN;
483
484 string username(clientMsg.buffer);
485 string password(strchr(clientMsg.buffer, '\0')+1);
486
487 Player* p = da.getPlayer(username);
488
489 if (p == NULL || !da.verifyPassword(password, p->password))
490 {
491 strcpy(serverMsg.buffer, "Incorrect username or password");
492 }
493 else if(findPlayerByName(mapPlayers, username) != NULL)
494 {
495 strcpy(serverMsg.buffer, "Player has already logged in.");
496 }
497 else
498 {
499 serverMsg.type = MSG_TYPE_PLAYER;
500
501 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
502 p->id = unusedPlayerId;
503 cout << "new player id: " << p->id << endl;
504 p->setAddr(from);
505
506 // choose a random team (either 0 or 1)
507 p->team = rand() % 2;
508
509 // choose a random class
510 int intClass = rand() % 2;
511 switch (intClass) {
512 case 0:
513 p->setClass(Player::CLASS_WARRIOR);
514 break;
515 case 1:
516 p->setClass(Player::CLASS_RANGER);
517 break;
518 }
519
520 // tell the new player about all the existing players
521 cout << "Sending other players to new player" << endl;
522
523 map<unsigned int, Player>::iterator it;
524 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
525 {
526 it->second.serialize(serverMsg.buffer);
527
528 cout << "sending info about " << it->second.name << endl;
529 cout << "sending id " << it->second.id << endl;
530 if ( sendMessage(&serverMsg, sock, &from) < 0 )
531 error("sendMessage");
532 }
533
534 // tell the new player about all map objects
535 // (currently just the flags)
536 serverMsg.type = MSG_TYPE_OBJECT;
537 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
538 vector<WorldMap::Object>::iterator itObjects;
539 cout << "sending items" << endl;
540 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
541 itObjects->serialize(serverMsg.buffer);
542 cout << "sending item id " << itObjects->id << endl;
543 if ( sendMessage(&serverMsg, sock, &from) < 0 )
544 error("sendMessage");
545 }
546
547 // send the current score
548 serverMsg.type = MSG_TYPE_SCORE;
549 memcpy(serverMsg.buffer, &scoreBlue, 4);
550 memcpy(serverMsg.buffer+4, &scoreRed, 4);
551 if ( sendMessage(&serverMsg, sock, &from) < 0 )
552 error("sendMessage");
553
554 serverMsg.type = MSG_TYPE_PLAYER;
555 p->serialize(serverMsg.buffer);
556 cout << "Should be broadcasting the message" << endl;
557
558 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
559 {
560 cout << "Sent message back to " << it->second.name << endl;
561 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
562 error("sendMessage");
563 }
564
565 serverMsg.type = MSG_TYPE_LOGIN;
566 mapPlayers[unusedPlayerId] = *p;
567 }
568
569 delete(p);
570
571 break;
572 }
573 case MSG_TYPE_LOGOUT:
574 {
575 string name(clientMsg.buffer);
576 cout << "Player logging out: " << name << endl;
577
578 Player *p = findPlayerByName(mapPlayers, name);
579
580 if (p == NULL)
581 {
582 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
583 cout << "Player not logged in" << endl;
584 }
585 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
586 p->addr.sin_port != from.sin_port )
587 {
588 strcpy(serverMsg.buffer, "That player is logged in using a differemt connection. This is either a bug, or you're trying to hack the server.");
589 cout << "Player logged in using a different connection" << endl;
590 }
591 else
592 {
593 if (p->id < unusedPlayerId)
594 unusedPlayerId = p->id;
595 mapPlayers.erase(p->id);
596 strcpy(serverMsg.buffer, "You have successfully logged out.");
597 }
598
599 serverMsg.type = MSG_TYPE_LOGOUT;
600
601 break;
602 }
603 case MSG_TYPE_CHAT:
604 {
605 cout << "Got a chat message" << endl;
606
607 Player *p = findPlayerByAddr(mapPlayers, from);
608
609 if (p == NULL)
610 {
611 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
612 }
613 else
614 {
615 broadcastResponse = true;
616
617 ostringstream oss;
618 oss << p->name << ": " << clientMsg.buffer;
619
620 strcpy(serverMsg.buffer, oss.str().c_str());
621 }
622
623 serverMsg.type = MSG_TYPE_CHAT;
624
625 break;
626 }
627 case MSG_TYPE_PLAYER_MOVE:
628 {
629 cout << "PLAYER_MOVE" << endl;
630
631 int id, x, y;
632
633 memcpy(&id, clientMsg.buffer, 4);
634 memcpy(&x, clientMsg.buffer+4, 4);
635 memcpy(&y, clientMsg.buffer+8, 4);
636
637 cout << "x: " << x << endl;
638 cout << "y: " << y << endl;
639 cout << "id: " << id << endl;
640
641 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
642 mapPlayers[id].addr.sin_port == from.sin_port )
643 {
644 // we need to make sure the player can move here
645 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
646 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
647 {
648 cout << "valid terrain" << endl;
649
650 mapPlayers[id].target.x = x;
651 mapPlayers[id].target.y = y;
652
653 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
654
655 memcpy(serverMsg.buffer, &id, 4);
656 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
657 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
658
659 broadcastResponse = true;
660 }
661 else
662 cout << "Bad terrain detected" << endl;
663 }
664 else // nned to send back a message indicating failure
665 cout << "Player id (" << id << ") doesn't match sender" << endl;
666
667 break;
668 }
669 case MSG_TYPE_PICKUP_FLAG:
670 {
671 // may want to check the id matches the sender, just like for PLAYER_NOVE
672 cout << "PICKUP_FLAG" << endl;
673
674 int id;
675
676 memcpy(&id, clientMsg.buffer, 4);
677 cout << "id: " << id << endl;
678
679 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
680 vector<WorldMap::Object>::iterator itObjects;
681
682 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
683 POSITION pos = itObjects->pos;
684 bool gotFlag = false;
685
686 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
687 switch (itObjects->type) {
688 case WorldMap::OBJECT_BLUE_FLAG:
689 if (mapPlayers[id].team == 1) {
690 gotFlag = true;
691 mapPlayers[id].hasBlueFlag = true;
692 broadcastResponse = true;
693 }
694 break;
695 case WorldMap::OBJECT_RED_FLAG:
696 if (mapPlayers[id].team == 0) {
697 gotFlag = true;
698 mapPlayers[id].hasRedFlag = true;
699 broadcastResponse = true;
700 }
701 break;
702 }
703
704 if (gotFlag) {
705 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
706 memcpy(serverMsg.buffer, &itObjects->id, 4);
707
708 map<unsigned int, Player>::iterator it;
709 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
710 {
711 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
712 error("sendMessage");
713 }
714
715 // remove the object from the server-side map
716 cout << "size before: " << gameMap->getObjects()->size() << endl;
717 itObjects = vctObjects->erase(itObjects);
718 cout << "size after: " << gameMap->getObjects()->size() << endl;
719 }
720 }
721
722 if (!gotFlag)
723 itObjects++;
724 }
725
726 serverMsg.type = MSG_TYPE_PLAYER;
727 mapPlayers[id].serialize(serverMsg.buffer);
728
729 break;
730 }
731 case MSG_TYPE_DROP_FLAG:
732 {
733 // may want to check the id matches the sender, just like for PLAYER_NOVE
734 cout << "DROP_FLAG" << endl;
735
736 int id;
737
738 memcpy(&id, clientMsg.buffer, 4);
739 cout << "id: " << id << endl;
740
741 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
742 if (mapPlayers[id].hasBlueFlag)
743 flagType = WorldMap::OBJECT_BLUE_FLAG;
744 else if (mapPlayers[id].hasRedFlag)
745 flagType = WorldMap::OBJECT_RED_FLAG;
746
747 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
748
749 // need to send the OBJECT message too
750 serverMsg.type = MSG_TYPE_OBJECT;
751 gameMap->getObjects()->back().serialize(serverMsg.buffer);
752
753 map<unsigned int, Player>::iterator it;
754 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
755 {
756 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
757 error("sendMessage");
758 }
759
760 mapPlayers[id].hasBlueFlag = false;
761 mapPlayers[id].hasRedFlag = false;
762
763 serverMsg.type = MSG_TYPE_PLAYER;
764 mapPlayers[id].serialize(serverMsg.buffer);
765
766 broadcastResponse = true;
767
768 break;
769 }
770 case MSG_TYPE_START_ATTACK:
771 {
772 cout << "Received a START_ATTACK message" << endl;
773
774 int id, targetId;
775
776 memcpy(&id, clientMsg.buffer, 4);
777 memcpy(&targetId, clientMsg.buffer+4, 4);
778
779 Player* source = &mapPlayers[id];
780 source->timeAttackStarted = getCurrentMillis();
781 source->targetPlayer = targetId;
782 source->isAttacking = true;
783
784 serverMsg.type = MSG_TYPE_START_ATTACK;
785 memcpy(serverMsg.buffer, &id, 4);
786 memcpy(serverMsg.buffer+4, &targetId, 4);
787 broadcastResponse = true;
788
789 break;
790 }
791 case MSG_TYPE_ATTACK:
792 {
793 cout << "Received am ATTACK message" << endl;
794 cout << "ERROR: Clients should not send ATTACK messages" << endl;
795
796 break;
797 }
798 default:
799 {
800 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
801
802 serverMsg.type = MSG_TYPE_CHAT;
803
804 break;
805 }
806 }
807
808 return broadcastResponse;
809}
810
811void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
812{
813 while (mapPlayers.find(id) != mapPlayers.end())
814 id++;
815}
816
817void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
818{
819 while (mapProjectiles.find(id) != mapProjectiles.end())
820 id++;
821}
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