source: network-game/server/server.cpp@ d03ec0f

Last change on this file since d03ec0f was 8dad966, checked in by dportnoy <dmp1488@…>, 11 years ago

Added server support for player attack animations and cooldowns and firing projectiles for ranged attacks

  • Property mode set to 100644
File size: 28.2 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
328 //send everyone an ATTACK message
329 cout << "about to broadcast attack" << endl;
330
331 serverMsg.type = MSG_TYPE_ATTACK;
332 memcpy(serverMsg.buffer, &it->second.id, 4);
333 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
334
335 map<unsigned int, Player>::iterator it2;
336 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
337 {
338 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
339 error("sendMessage");
340 }
341
342 if (it->second.attackType == Player::ATTACK_MELEE) {
343 Player* target = &mapPlayers[it->second.targetPlayer];
344
345 target->health -= it->second.damage;
346 if (target->health < 0)
347 target->health = 0;
348
349 serverMsg.type = MSG_TYPE_PLAYER;
350 target->serialize(serverMsg.buffer);
351 }else if (it->second.attackType == Player::ATTACK_RANGED) {
352 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
353 proj.id = unusedProjectileId;
354 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
355 mapProjectiles[proj.id] = proj;
356
357 serverMsg.type = MSG_TYPE_PROJECTILE;
358 memcpy(serverMsg.buffer, &it->second.pos.x, 4);
359 memcpy(serverMsg.buffer+4, &it->second.pos.y, 4);
360 memcpy(serverMsg.buffer+8, &it->second.targetPlayer, 4);
361 }else {
362 cout << "Invalid attack type: " << it->second.attackType << endl;
363 }
364
365 // broadcast either a PLAYER or PROJECTILE message
366 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
367 {
368 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
369 error("sendMessage");
370 }
371 }
372 }
373
374 // move all projectiles
375 map<unsigned int, Projectile>::iterator itProj;
376 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
377 if (itProj->second.move(mapPlayers)) {
378 // send a REMOVE_PROJECTILE message
379 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
380 memcpy(serverMsg.buffer, &itProj->second.id, 4);
381 mapProjectiles.erase(itProj->second.id);
382
383 map<unsigned int, Player>::iterator it2;
384 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
385 {
386 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
387 error("sendMessage");
388 }
389
390 // send a PLAYER message after dealing damage
391 Player* target = &mapPlayers[it->second.targetPlayer];
392
393 target->health -= itProj->second.damage;
394 if (target->health < 0)
395 target->health = 0;
396
397 serverMsg.type = MSG_TYPE_PLAYER;
398 target->serialize(serverMsg.buffer);
399
400 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
401 {
402 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
403 error("sendMessage");
404 }
405 }
406 }
407 }
408
409 n = receiveMessage(&clientMsg, sock, &from);
410
411 if (n >= 0) {
412 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
413
414 if (broadcastResponse)
415 {
416 cout << "Should be broadcasting the message" << endl;
417
418 map<unsigned int, Player>::iterator it;
419 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
420 {
421 cout << "Sent message back to " << it->second.name << endl;
422 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
423 error("sendMessage");
424 }
425 }
426 else
427 {
428 cout << "Should be sending back the message" << endl;
429
430 if ( sendMessage(&serverMsg, sock, &from) < 0 )
431 error("sendMessage");
432 }
433 }
434 }
435
436 return 0;
437}
438
439bool 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)
440{
441 DataAccess da;
442
443 cout << "Received message" << endl;
444 cout << "MSG: type: " << clientMsg.type << endl;
445 cout << "MSG contents: " << clientMsg.buffer << endl;
446
447 // maybe we should make a message class and have this be a member
448 bool broadcastResponse = false;
449
450 // Check that if an invalid message is sent, the client will correctly
451 // receive and display the response. Maybe make a special error msg type
452 switch(clientMsg.type)
453 {
454 case MSG_TYPE_REGISTER:
455 {
456 string username(clientMsg.buffer);
457 string password(strchr(clientMsg.buffer, '\0')+1);
458
459 cout << "username: " << username << endl;
460 cout << "password: " << password << endl;
461
462 int error = da.insertPlayer(username, password);
463
464 if (!error)
465 strcpy(serverMsg.buffer, "Registration successful.");
466 else
467 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
468
469 serverMsg.type = MSG_TYPE_REGISTER;
470
471 break;
472 }
473 case MSG_TYPE_LOGIN:
474 {
475 cout << "Got login message" << endl;
476
477 serverMsg.type = MSG_TYPE_LOGIN;
478
479 string username(clientMsg.buffer);
480 string password(strchr(clientMsg.buffer, '\0')+1);
481
482 Player* p = da.getPlayer(username);
483
484 if (p == NULL || !da.verifyPassword(password, p->password))
485 {
486 strcpy(serverMsg.buffer, "Incorrect username or password");
487 }
488 else if(findPlayerByName(mapPlayers, username) != NULL)
489 {
490 strcpy(serverMsg.buffer, "Player has already logged in.");
491 }
492 else
493 {
494 serverMsg.type = MSG_TYPE_PLAYER;
495
496 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
497 p->id = unusedPlayerId;
498 cout << "new player id: " << p->id << endl;
499 p->setAddr(from);
500
501 // choose a random team (either 0 or 1)
502 p->team = rand() % 2;
503
504 // choose a random class
505 int intClass = rand() % 2;
506 switch (intClass) {
507 case 0:
508 p->setClass(Player::CLASS_WARRIOR);
509 break;
510 case 1:
511 p->setClass(Player::CLASS_RANGER);
512 break;
513 }
514
515 // tell the new player about all the existing players
516 cout << "Sending other players to new player" << endl;
517
518 map<unsigned int, Player>::iterator it;
519 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
520 {
521 it->second.serialize(serverMsg.buffer);
522
523 cout << "sending info about " << it->second.name << endl;
524 cout << "sending id " << it->second.id << endl;
525 if ( sendMessage(&serverMsg, sock, &from) < 0 )
526 error("sendMessage");
527 }
528
529 // tell the new player about all map objects
530 // (currently just the flags)
531 serverMsg.type = MSG_TYPE_OBJECT;
532 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
533 vector<WorldMap::Object>::iterator itObjects;
534 cout << "sending items" << endl;
535 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
536 itObjects->serialize(serverMsg.buffer);
537 cout << "sending item id " << itObjects->id << endl;
538 if ( sendMessage(&serverMsg, sock, &from) < 0 )
539 error("sendMessage");
540 }
541
542 // send the current score
543 serverMsg.type = MSG_TYPE_SCORE;
544 memcpy(serverMsg.buffer, &scoreBlue, 4);
545 memcpy(serverMsg.buffer+4, &scoreRed, 4);
546 if ( sendMessage(&serverMsg, sock, &from) < 0 )
547 error("sendMessage");
548
549 serverMsg.type = MSG_TYPE_PLAYER;
550 p->serialize(serverMsg.buffer);
551 cout << "Should be broadcasting the message" << endl;
552
553 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
554 {
555 cout << "Sent message back to " << it->second.name << endl;
556 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
557 error("sendMessage");
558 }
559
560 serverMsg.type = MSG_TYPE_LOGIN;
561 mapPlayers[unusedPlayerId] = *p;
562 }
563
564 delete(p);
565
566 break;
567 }
568 case MSG_TYPE_LOGOUT:
569 {
570 string name(clientMsg.buffer);
571 cout << "Player logging out: " << name << endl;
572
573 Player *p = findPlayerByName(mapPlayers, name);
574
575 if (p == NULL)
576 {
577 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
578 cout << "Player not logged in" << endl;
579 }
580 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
581 p->addr.sin_port != from.sin_port )
582 {
583 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.");
584 cout << "Player logged in using a different connection" << endl;
585 }
586 else
587 {
588 if (p->id < unusedPlayerId)
589 unusedPlayerId = p->id;
590 mapPlayers.erase(p->id);
591 strcpy(serverMsg.buffer, "You have successfully logged out.");
592 }
593
594 serverMsg.type = MSG_TYPE_LOGOUT;
595
596 break;
597 }
598 case MSG_TYPE_CHAT:
599 {
600 cout << "Got a chat message" << endl;
601
602 Player *p = findPlayerByAddr(mapPlayers, from);
603
604 if (p == NULL)
605 {
606 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
607 }
608 else
609 {
610 broadcastResponse = true;
611
612 ostringstream oss;
613 oss << p->name << ": " << clientMsg.buffer;
614
615 strcpy(serverMsg.buffer, oss.str().c_str());
616 }
617
618 serverMsg.type = MSG_TYPE_CHAT;
619
620 break;
621 }
622 case MSG_TYPE_PLAYER_MOVE:
623 {
624 cout << "PLAYER_MOVE" << endl;
625
626 int id, x, y;
627
628 memcpy(&id, clientMsg.buffer, 4);
629 memcpy(&x, clientMsg.buffer+4, 4);
630 memcpy(&y, clientMsg.buffer+8, 4);
631
632 cout << "x: " << x << endl;
633 cout << "y: " << y << endl;
634 cout << "id: " << id << endl;
635
636 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
637 mapPlayers[id].addr.sin_port == from.sin_port )
638 {
639 // we need to make sure the player can move here
640 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
641 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
642 {
643 cout << "valid terrain" << endl;
644
645 mapPlayers[id].target.x = x;
646 mapPlayers[id].target.y = y;
647
648 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
649
650 memcpy(serverMsg.buffer, &id, 4);
651 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
652 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
653
654 broadcastResponse = true;
655 }
656 else
657 cout << "Bad terrain detected" << endl;
658 }
659 else // nned to send back a message indicating failure
660 cout << "Player id (" << id << ") doesn't match sender" << endl;
661
662 break;
663 }
664 case MSG_TYPE_PICKUP_FLAG:
665 {
666 // may want to check the id matches the sender, just like for PLAYER_NOVE
667 cout << "PICKUP_FLAG" << endl;
668
669 int id;
670
671 memcpy(&id, clientMsg.buffer, 4);
672 cout << "id: " << id << endl;
673
674 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
675 vector<WorldMap::Object>::iterator itObjects;
676
677 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
678 POSITION pos = itObjects->pos;
679 bool gotFlag = false;
680
681 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
682 switch (itObjects->type) {
683 case WorldMap::OBJECT_BLUE_FLAG:
684 if (mapPlayers[id].team == 1) {
685 gotFlag = true;
686 mapPlayers[id].hasBlueFlag = true;
687 broadcastResponse = true;
688 }
689 break;
690 case WorldMap::OBJECT_RED_FLAG:
691 if (mapPlayers[id].team == 0) {
692 gotFlag = true;
693 mapPlayers[id].hasRedFlag = true;
694 broadcastResponse = true;
695 }
696 break;
697 }
698
699 if (gotFlag) {
700 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
701 memcpy(serverMsg.buffer, &itObjects->id, 4);
702
703 map<unsigned int, Player>::iterator it;
704 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
705 {
706 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
707 error("sendMessage");
708 }
709
710 // remove the object from the server-side map
711 cout << "size before: " << gameMap->getObjects()->size() << endl;
712 itObjects = vctObjects->erase(itObjects);
713 cout << "size after: " << gameMap->getObjects()->size() << endl;
714 }
715 }
716
717 if (!gotFlag)
718 itObjects++;
719 }
720
721 serverMsg.type = MSG_TYPE_PLAYER;
722 mapPlayers[id].serialize(serverMsg.buffer);
723
724 break;
725 }
726 case MSG_TYPE_DROP_FLAG:
727 {
728 // may want to check the id matches the sender, just like for PLAYER_NOVE
729 cout << "DROP_FLAG" << endl;
730
731 int id;
732
733 memcpy(&id, clientMsg.buffer, 4);
734 cout << "id: " << id << endl;
735
736 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
737 if (mapPlayers[id].hasBlueFlag)
738 flagType = WorldMap::OBJECT_BLUE_FLAG;
739 else if (mapPlayers[id].hasRedFlag)
740 flagType = WorldMap::OBJECT_RED_FLAG;
741
742 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
743
744 // need to send the OBJECT message too
745 serverMsg.type = MSG_TYPE_OBJECT;
746 gameMap->getObjects()->back().serialize(serverMsg.buffer);
747
748 map<unsigned int, Player>::iterator it;
749 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
750 {
751 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
752 error("sendMessage");
753 }
754
755 mapPlayers[id].hasBlueFlag = false;
756 mapPlayers[id].hasRedFlag = false;
757
758 serverMsg.type = MSG_TYPE_PLAYER;
759 mapPlayers[id].serialize(serverMsg.buffer);
760
761 broadcastResponse = true;
762
763 break;
764 }
765 case MSG_TYPE_START_ATTACK:
766 {
767 cout << "Received a START_ATTACK message" << endl;
768
769 int id, targetId;
770
771 memcpy(&id, clientMsg.buffer, 4);
772 memcpy(&targetId, clientMsg.buffer+4, 4);
773
774 Player* source = &mapPlayers[id];
775 source->timeAttackStarted = getCurrentMillis();
776 source->targetPlayer = targetId;
777
778 serverMsg.type = MSG_TYPE_START_ATTACK;
779 memcpy(serverMsg.buffer, &id, 4);
780 memcpy(serverMsg.buffer+4, &targetId, 4);
781 broadcastResponse = true;
782
783 break;
784 }
785 case MSG_TYPE_ATTACK:
786 {
787 cout << "Received am ATTACK message" << endl;
788 cout << "ERROR: Clients should not send ATTACK messages" << endl;
789
790 break;
791 }
792 default:
793 {
794 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
795
796 serverMsg.type = MSG_TYPE_CHAT;
797
798 break;
799 }
800 }
801
802 return broadcastResponse;
803}
804
805void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
806{
807 while (mapPlayers.find(id) != mapPlayers.end())
808 id++;
809}
810
811void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
812{
813 while (mapProjectiles.find(id) != mapProjectiles.end())
814 id++;
815}
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