source: network-game/server/server.cpp@ ff2133a

Last change on this file since ff2133a was ff2133a, checked in by dportnoy <dmp1488@…>, 11 years ago

Move player chasing behavior to the Player class so the same behavior can be run client-side

  • Property mode set to 100644
File size: 30.2 KB
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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 map<unsigned int, Player>::iterator it;
148
149 // set targets for all chasing players (or make them attack if they're close enough)
150 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
151 //Player* p = &it->second;
152 it->second.updateTarget(mapPlayers);
153
154 /*
155 if (p->isChasing) {
156 p->target.x = mapPlayers[p->targetPlayer].pos.x;
157 p->target.y = mapPlayers[p->targetPlayer].pos.y;
158
159 if (posDistance(p->pos, p->target.toFloat()) <= p->range) {
160 p->target.x = p->pos.x;
161 p->target.y = p->pos.y;
162
163 p->isChasing = false;
164 p->isAttacking = true;
165 p->timeAttackStarted = getCurrentMillis();
166 }
167 }
168 */
169 }
170
171 // move all players
172 // maybe put this in a separate method
173 FLOAT_POSITION oldPos;
174 bool broadcastMove = false;
175 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
176 cout << "Starting new for loop iteration" << endl;
177 oldPos = it->second.pos;
178 if (it->second.move(gameMap)) {
179
180 // check if the move needs to be canceled
181 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
182 case WorldMap::TERRAIN_NONE:
183 case WorldMap::TERRAIN_OCEAN:
184 case WorldMap::TERRAIN_ROCK:
185 {
186 it->second.pos = oldPos;
187 it->second.target.x = it->second.pos.x;
188 it->second.target.y = it->second.pos.y;
189 broadcastMove = true;
190 break;
191 }
192 default:
193 // if there are no obstacles, do nothing
194 break;
195 }
196
197 WorldMap::ObjectType flagType;
198 POSITION pos;
199 bool flagTurnedIn = false;
200 bool flagReturned = false;
201 bool ownFlagAtBase = false;
202
203 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
204 case WorldMap::STRUCTURE_BLUE_FLAG:
205 {
206 if (it->second.team == 0 && it->second.hasRedFlag)
207 {
208 // check that your flag is at your base
209 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
210
211 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
212 vector<WorldMap::Object>::iterator itObjects;
213
214 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
215 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
216 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
217 ownFlagAtBase = true;
218 break;
219 }
220 }
221 }
222
223 if (ownFlagAtBase) {
224 it->second.hasRedFlag = false;
225 flagType = WorldMap::OBJECT_RED_FLAG;
226 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
227 flagTurnedIn = true;
228 scoreBlue++;
229 }
230 }
231
232 break;
233 }
234 case WorldMap::STRUCTURE_RED_FLAG:
235 {
236 if (it->second.team == 1 && it->second.hasBlueFlag)
237 {
238 // check that your flag is at your base
239 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
240
241 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
242 vector<WorldMap::Object>::iterator itObjects;
243
244 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
245 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
246 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
247 ownFlagAtBase = true;
248 break;
249 }
250 }
251 }
252
253 if (ownFlagAtBase) {
254 it->second.hasBlueFlag = false;
255 flagType = WorldMap::OBJECT_BLUE_FLAG;
256 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
257 flagTurnedIn = true;
258 scoreRed++;
259 }
260 }
261
262 break;
263 }
264 }
265
266 if (flagTurnedIn) {
267 // send an OBJECT message to add the flag back to its spawn point
268 pos.x = pos.x*25+12;
269 pos.y = pos.y*25+12;
270 gameMap->addObject(flagType, pos.x, pos.y);
271
272 serverMsg.type = MSG_TYPE_OBJECT;
273 gameMap->getObjects()->back().serialize(serverMsg.buffer);
274
275 map<unsigned int, Player>::iterator it2;
276 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
277 {
278 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
279 error("sendMessage");
280 }
281
282 serverMsg.type = MSG_TYPE_SCORE;
283 memcpy(serverMsg.buffer, &scoreBlue, 4);
284 memcpy(serverMsg.buffer+4, &scoreRed, 4);
285
286 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
287 {
288 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
289 error("sendMessage");
290 }
291
292 // this means a PLAYER message will be sent
293 broadcastMove = true;
294 }
295
296 // go through all objects and check if the player is close to one and if its their flag
297 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
298 vector<WorldMap::Object>::iterator itObjects;
299 POSITION structPos;
300
301 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
302 POSITION pos = itObjects->pos;
303
304 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
305 if (it->second.team == 0 &&
306 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
307 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
308 flagReturned = true;
309 break;
310 } else if (it->second.team == 1 &&
311 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
312 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
313 flagReturned = true;
314 break;
315 }
316 }
317 }
318
319 if (flagReturned) {
320 itObjects->pos.x = structPos.x*25+12;
321 itObjects->pos.y = structPos.y*25+12;
322
323 serverMsg.type = MSG_TYPE_OBJECT;
324 itObjects->serialize(serverMsg.buffer);
325
326 map<unsigned int, Player>::iterator it2;
327 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
328 {
329 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
330 error("sendMessage");
331 }
332 }
333
334 if (broadcastMove) {
335 serverMsg.type = MSG_TYPE_PLAYER;
336 it->second.serialize(serverMsg.buffer);
337
338 cout << "about to broadcast move" << endl;
339 map<unsigned int, Player>::iterator it2;
340 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
341 {
342 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
343 error("sendMessage");
344 }
345 }
346 }
347
348 // check if the player's attack animation is complete
349 if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) {
350 it->second.isAttacking = false;
351 cout << "Attack animation is complete" << endl;
352
353 //send everyone an ATTACK message
354 cout << "about to broadcast attack" << endl;
355
356 serverMsg.type = MSG_TYPE_ATTACK;
357 memcpy(serverMsg.buffer, &it->second.id, 4);
358 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
359
360 map<unsigned int, Player>::iterator it2;
361 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
362 {
363 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
364 error("sendMessage");
365 }
366
367 if (it->second.attackType == Player::ATTACK_MELEE) {
368 cout << "Melee attack" << endl;
369
370 Player* target = &mapPlayers[it->second.targetPlayer];
371
372 target->health -= it->second.damage;
373 if (target->health < 0)
374 target->health = 0;
375
376 serverMsg.type = MSG_TYPE_PLAYER;
377 target->serialize(serverMsg.buffer);
378 }else if (it->second.attackType == Player::ATTACK_RANGED) {
379 cout << "Ranged attack" << endl;
380
381 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
382 proj.id = unusedProjectileId;
383 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
384 mapProjectiles[proj.id] = proj;
385
386 int x = it->second.pos.x;
387 int y = it->second.pos.y;
388
389 serverMsg.type = MSG_TYPE_PROJECTILE;
390 memcpy(serverMsg.buffer, &proj.id, 4);
391 memcpy(serverMsg.buffer+4, &x, 4);
392 memcpy(serverMsg.buffer+8, &y, 4);
393 memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4);
394 }else {
395 cout << "Invalid attack type: " << it->second.attackType << endl;
396 }
397
398 // broadcast either a PLAYER or PROJECTILE message
399 cout << "Broadcasting player or projectile message" << endl;
400 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
401 {
402 if (sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
403 error("sendMessage");
404 }
405 cout << "Done broadcasting" << endl;
406 }
407 }
408
409 cout << "Done with the for loop" << endl;
410
411 // move all projectiles
412 cout << "Moving projectiles" << endl;
413 map<unsigned int, Projectile>::iterator itProj;
414 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
415 if (itProj->second.move(mapPlayers)) {
416 // send a REMOVE_PROJECTILE message
417 cout << "send a REMOVE_PROJECTILE message" << endl;
418 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
419 memcpy(serverMsg.buffer, &itProj->second.id, 4);
420 mapProjectiles.erase(itProj->second.id);
421
422 map<unsigned int, Player>::iterator it2;
423 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
424 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
425 {
426 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
427 error("sendMessage");
428 }
429
430 cout << "send a PLAYER message after dealing damage" << endl;
431 // send a PLAYER message after dealing damage
432 Player* target = &mapPlayers[itProj->second.target];
433
434 target->health -= itProj->second.damage;
435 if (target->health < 0)
436 target->health = 0;
437
438 serverMsg.type = MSG_TYPE_PLAYER;
439 target->serialize(serverMsg.buffer);
440
441 cout << "Sending a PLAYER message" << endl;
442 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
443 {
444 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
445 error("sendMessage");
446 }
447 }
448 }
449 }
450 cout << "Done moving projectiles" << endl;
451
452 n = receiveMessage(&clientMsg, sock, &from);
453
454 if (n >= 0) {
455 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
456
457 if (broadcastResponse)
458 {
459 cout << "Should be broadcasting the message" << endl;
460
461 map<unsigned int, Player>::iterator it;
462 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
463 {
464 cout << "Sent message back to " << it->second.name << endl;
465 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
466 error("sendMessage");
467 }
468 }
469 else
470 {
471 cout << "Should be sending back the message" << endl;
472
473 if ( sendMessage(&serverMsg, sock, &from) < 0 )
474 error("sendMessage");
475 }
476 }
477 }
478
479 return 0;
480}
481
482bool 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)
483{
484 DataAccess da;
485
486 cout << "Received message" << endl;
487 cout << "MSG: type: " << clientMsg.type << endl;
488 cout << "MSG contents: " << clientMsg.buffer << endl;
489
490 // maybe we should make a message class and have this be a member
491 bool broadcastResponse = false;
492
493 // Check that if an invalid message is sent, the client will correctly
494 // receive and display the response. Maybe make a special error msg type
495 switch(clientMsg.type)
496 {
497 case MSG_TYPE_REGISTER:
498 {
499 string username(clientMsg.buffer);
500 string password(strchr(clientMsg.buffer, '\0')+1);
501
502 cout << "username: " << username << endl;
503 cout << "password: " << password << endl;
504
505 int error = da.insertPlayer(username, password);
506
507 if (!error)
508 strcpy(serverMsg.buffer, "Registration successful.");
509 else
510 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
511
512 serverMsg.type = MSG_TYPE_REGISTER;
513
514 break;
515 }
516 case MSG_TYPE_LOGIN:
517 {
518 cout << "Got login message" << endl;
519
520 serverMsg.type = MSG_TYPE_LOGIN;
521
522 string username(clientMsg.buffer);
523 string password(strchr(clientMsg.buffer, '\0')+1);
524
525 Player* p = da.getPlayer(username);
526
527 if (p == NULL || !da.verifyPassword(password, p->password))
528 {
529 strcpy(serverMsg.buffer, "Incorrect username or password");
530 }
531 else if(findPlayerByName(mapPlayers, username) != NULL)
532 {
533 strcpy(serverMsg.buffer, "Player has already logged in.");
534 }
535 else
536 {
537 serverMsg.type = MSG_TYPE_PLAYER;
538
539 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
540 p->id = unusedPlayerId;
541 cout << "new player id: " << p->id << endl;
542 p->setAddr(from);
543
544 // choose a random team (either 0 or 1)
545 p->team = rand() % 2;
546
547 // choose a random class
548 int intClass = rand() % 2;
549 switch (intClass) {
550 case 0:
551 p->setClass(Player::CLASS_WARRIOR);
552 break;
553 case 1:
554 p->setClass(Player::CLASS_RANGER);
555 break;
556 }
557
558 // tell the new player about all the existing players
559 cout << "Sending other players to new player" << endl;
560
561 map<unsigned int, Player>::iterator it;
562 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
563 {
564 it->second.serialize(serverMsg.buffer);
565
566 cout << "sending info about " << it->second.name << endl;
567 cout << "sending id " << it->second.id << endl;
568 if ( sendMessage(&serverMsg, sock, &from) < 0 )
569 error("sendMessage");
570 }
571
572 // tell the new player about all map objects
573 // (currently just the flags)
574 serverMsg.type = MSG_TYPE_OBJECT;
575 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
576 vector<WorldMap::Object>::iterator itObjects;
577 cout << "sending items" << endl;
578 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
579 itObjects->serialize(serverMsg.buffer);
580 cout << "sending item id " << itObjects->id << endl;
581 if ( sendMessage(&serverMsg, sock, &from) < 0 )
582 error("sendMessage");
583 }
584
585 // send the current score
586 serverMsg.type = MSG_TYPE_SCORE;
587 memcpy(serverMsg.buffer, &scoreBlue, 4);
588 memcpy(serverMsg.buffer+4, &scoreRed, 4);
589 if ( sendMessage(&serverMsg, sock, &from) < 0 )
590 error("sendMessage");
591
592 serverMsg.type = MSG_TYPE_PLAYER;
593 p->serialize(serverMsg.buffer);
594 cout << "Should be broadcasting the message" << endl;
595
596 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
597 {
598 cout << "Sent message back to " << it->second.name << endl;
599 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
600 error("sendMessage");
601 }
602
603 serverMsg.type = MSG_TYPE_LOGIN;
604 mapPlayers[unusedPlayerId] = *p;
605 }
606
607 delete(p);
608
609 break;
610 }
611 case MSG_TYPE_LOGOUT:
612 {
613 string name(clientMsg.buffer);
614 cout << "Player logging out: " << name << endl;
615
616 Player *p = findPlayerByName(mapPlayers, name);
617
618 if (p == NULL)
619 {
620 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
621 cout << "Player not logged in" << endl;
622 }
623 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
624 p->addr.sin_port != from.sin_port )
625 {
626 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.");
627 cout << "Player logged in using a different connection" << endl;
628 }
629 else
630 {
631 if (p->id < unusedPlayerId)
632 unusedPlayerId = p->id;
633 mapPlayers.erase(p->id);
634 strcpy(serverMsg.buffer, "You have successfully logged out.");
635 }
636
637 serverMsg.type = MSG_TYPE_LOGOUT;
638
639 break;
640 }
641 case MSG_TYPE_CHAT:
642 {
643 cout << "Got a chat message" << endl;
644
645 Player *p = findPlayerByAddr(mapPlayers, from);
646
647 if (p == NULL)
648 {
649 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
650 }
651 else
652 {
653 broadcastResponse = true;
654
655 ostringstream oss;
656 oss << p->name << ": " << clientMsg.buffer;
657
658 strcpy(serverMsg.buffer, oss.str().c_str());
659 }
660
661 serverMsg.type = MSG_TYPE_CHAT;
662
663 break;
664 }
665 case MSG_TYPE_PLAYER_MOVE:
666 {
667 cout << "PLAYER_MOVE" << endl;
668
669 int id, x, y;
670
671 memcpy(&id, clientMsg.buffer, 4);
672 memcpy(&x, clientMsg.buffer+4, 4);
673 memcpy(&y, clientMsg.buffer+8, 4);
674
675 cout << "x: " << x << endl;
676 cout << "y: " << y << endl;
677 cout << "id: " << id << endl;
678
679 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
680 mapPlayers[id].addr.sin_port == from.sin_port )
681 {
682 // we need to make sure the player can move here
683 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
684 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
685 {
686 cout << "valid terrain" << endl;
687
688 mapPlayers[id].target.x = x;
689 mapPlayers[id].target.y = y;
690
691 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
692
693 memcpy(serverMsg.buffer, &id, 4);
694 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
695 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
696
697 broadcastResponse = true;
698 }
699 else
700 cout << "Bad terrain detected" << endl;
701 }
702 else // nned to send back a message indicating failure
703 cout << "Player id (" << id << ") doesn't match sender" << endl;
704
705 break;
706 }
707 case MSG_TYPE_PICKUP_FLAG:
708 {
709 // may want to check the id matches the sender, just like for PLAYER_NOVE
710 cout << "PICKUP_FLAG" << endl;
711
712 int id;
713
714 memcpy(&id, clientMsg.buffer, 4);
715 cout << "id: " << id << endl;
716
717 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
718 vector<WorldMap::Object>::iterator itObjects;
719
720 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
721 POSITION pos = itObjects->pos;
722 bool gotFlag = false;
723
724 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
725 switch (itObjects->type) {
726 case WorldMap::OBJECT_BLUE_FLAG:
727 if (mapPlayers[id].team == 1) {
728 gotFlag = true;
729 mapPlayers[id].hasBlueFlag = true;
730 broadcastResponse = true;
731 }
732 break;
733 case WorldMap::OBJECT_RED_FLAG:
734 if (mapPlayers[id].team == 0) {
735 gotFlag = true;
736 mapPlayers[id].hasRedFlag = true;
737 broadcastResponse = true;
738 }
739 break;
740 }
741
742 if (gotFlag) {
743 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
744 memcpy(serverMsg.buffer, &itObjects->id, 4);
745
746 map<unsigned int, Player>::iterator it;
747 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
748 {
749 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
750 error("sendMessage");
751 }
752
753 // remove the object from the server-side map
754 cout << "size before: " << gameMap->getObjects()->size() << endl;
755 itObjects = vctObjects->erase(itObjects);
756 cout << "size after: " << gameMap->getObjects()->size() << endl;
757 }
758 }
759
760 if (!gotFlag)
761 itObjects++;
762 }
763
764 serverMsg.type = MSG_TYPE_PLAYER;
765 mapPlayers[id].serialize(serverMsg.buffer);
766
767 break;
768 }
769 case MSG_TYPE_DROP_FLAG:
770 {
771 // may want to check the id matches the sender, just like for PLAYER_NOVE
772 cout << "DROP_FLAG" << endl;
773
774 int id;
775
776 memcpy(&id, clientMsg.buffer, 4);
777 cout << "id: " << id << endl;
778
779 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
780 if (mapPlayers[id].hasBlueFlag)
781 flagType = WorldMap::OBJECT_BLUE_FLAG;
782 else if (mapPlayers[id].hasRedFlag)
783 flagType = WorldMap::OBJECT_RED_FLAG;
784
785 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
786
787 // need to send the OBJECT message too
788 serverMsg.type = MSG_TYPE_OBJECT;
789 gameMap->getObjects()->back().serialize(serverMsg.buffer);
790
791 map<unsigned int, Player>::iterator it;
792 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
793 {
794 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
795 error("sendMessage");
796 }
797
798 mapPlayers[id].hasBlueFlag = false;
799 mapPlayers[id].hasRedFlag = false;
800
801 serverMsg.type = MSG_TYPE_PLAYER;
802 mapPlayers[id].serialize(serverMsg.buffer);
803
804 broadcastResponse = true;
805
806 break;
807 }
808 case MSG_TYPE_START_ATTACK:
809 {
810 cout << "Received a START_ATTACK message" << endl;
811
812 int id, targetId;
813
814 memcpy(&id, clientMsg.buffer, 4);
815 memcpy(&targetId, clientMsg.buffer+4, 4);
816
817 Player* source = &mapPlayers[id];
818 source->targetPlayer = targetId;
819 source->isChasing = true;
820
821 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
822 // actually, the client should not ignore this and should instead perform the same movement
823 // algorithm on its end (following the target player until in range) that the server does.
824 // Once the attacker is in range, the client should stop movement and wait for messages
825 // from the server
826 serverMsg.type = MSG_TYPE_START_ATTACK;
827 memcpy(serverMsg.buffer, &id, 4);
828 memcpy(serverMsg.buffer+4, &targetId, 4);
829 broadcastResponse = true;
830
831 break;
832 }
833 case MSG_TYPE_ATTACK:
834 {
835 cout << "Received am ATTACK message" << endl;
836 cout << "ERROR: Clients should not send ATTACK messages" << endl;
837
838 break;
839 }
840 default:
841 {
842 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
843
844 serverMsg.type = MSG_TYPE_CHAT;
845
846 break;
847 }
848 }
849
850 return broadcastResponse;
851}
852
853void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
854{
855 while (mapPlayers.find(id) != mapPlayers.end())
856 id++;
857}
858
859void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
860{
861 while (mapProjectiles.find(id) != mapProjectiles.end())
862 id++;
863}
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