1 | #include <cstdlib>
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2 | #include <cstdio>
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3 | #include <unistd.h>
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4 | #include <string>
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5 | #include <iostream>
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6 | #include <sstream>
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7 | #include <fstream>
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8 | #include <cstring>
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9 |
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10 | #include <vector>
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11 | #include <map>
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12 |
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13 | #include <csignal>
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14 |
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15 | #include <sys/time.h>
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16 |
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17 | #include <sys/socket.h>
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18 | #include <netdb.h>
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19 | #include <netinet/in.h>
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20 | #include <arpa/inet.h>
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21 |
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22 | #include <crypt.h>
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23 |
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24 | /*
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25 | #include <openssl/bio.h>
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26 | #include <openssl/ssl.h>
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27 | #include <openssl/err.h>
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28 | */
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29 |
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30 | #include "../common/Compiler.h"
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31 | #include "../common/Common.h"
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32 | #include "../common/MessageProcessor.h"
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33 | #include "../common/WorldMap.h"
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34 | #include "../common/Player.h"
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35 | #include "../common/Projectile.h"
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36 | #include "../common/Game.h"
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37 | #include "../common/GameSummary.h"
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38 |
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39 | #include "DataAccess.h"
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40 |
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41 | using namespace std;
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42 |
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43 | // from used to be const. Removed that so I could take a reference
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44 | // and use it to send messages
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45 | void processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, MessageProcessor& msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, DataAccess& da, ofstream& outputLog);
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46 |
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47 | Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
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48 | Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
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49 |
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50 | bool handleGameEvents(Game* game, MessageProcessor* msgProcessor, DataAccess* da);
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51 | bool handlePlayerEvents(Game* game, Player* p, MessageProcessor* msgProcessor, DataAccess* da);
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52 |
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53 | void quit(int sig);
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54 |
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55 | bool done;
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56 |
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57 | int main(int argc, char *argv[])
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58 | {
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59 | int sock, length;
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60 | struct sockaddr_in server;
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61 | struct sockaddr_in from; // info of client sending the message
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62 | NETWORK_MSG clientMsg, serverMsg;
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63 | MessageProcessor msgProcessor;
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64 | map<unsigned int, Player*> mapPlayers;
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65 | map<unsigned int, Projectile> mapProjectiles;
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66 | map<string, Game*> mapGames;
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67 | DataAccess da;
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68 | ofstream outputLog;
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69 |
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70 | done = false;
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71 |
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72 | signal(SIGINT, quit);
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73 |
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74 | //SSL_load_error_strings();
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75 | //ERR_load_BIO_strings();
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76 | //OpenSSL_add_all_algorithms();
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77 |
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78 | if (argc != 2)
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79 | {
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80 | cerr << "ERROR, expected server [domain] [port]" << endl;
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81 | exit(1);
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82 | }
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83 |
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84 | outputLog.open("server.log", ios::app);
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85 | outputLog << "Started server on " << getCurrentDateTimeString() << endl;
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86 |
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87 | sock = socket(AF_INET, SOCK_DGRAM, 0);
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88 | if (sock < 0)
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89 | error("Opening socket");
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90 | length = sizeof(server);
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91 | bzero(&server,length);
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92 | server.sin_family=AF_INET;
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93 | server.sin_port=htons(atoi(argv[1]));
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94 | server.sin_addr.s_addr=INADDR_ANY;
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95 | if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
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96 | error("binding");
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97 |
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98 | set_nonblock(sock);
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99 |
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100 | msgProcessor = MessageProcessor(sock, &outputLog);
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101 |
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102 | timespec ts;
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103 | int timeLastUpdated = 0, curTime = 0;
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104 | while (!done)
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105 | {
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106 | usleep(5000);
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107 |
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108 | clock_gettime(CLOCK_REALTIME, &ts);
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109 | // make the number smaller so millis can fit in an int
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110 | ts.tv_sec -= 1368000000;
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111 | curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
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112 |
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113 | if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
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114 | {
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115 | timeLastUpdated = curTime;
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116 |
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117 | msgProcessor.cleanAckedMessages();
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118 | msgProcessor.resendUnackedMessages();
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119 |
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120 | map<unsigned int, Player*>::iterator it;
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121 |
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122 | // set targets for all chasing players (or make them attack if they're close enough)
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123 | // this should be moved into the games loop
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124 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
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125 | {
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126 | Player* p = it->second;
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127 |
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128 | // check if it's time to revive dead players
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129 | if (p->isDead)
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130 | {
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131 | cout << "Player is dead" << endl;
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132 |
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133 | if (getCurrentMillis() - p->timeDied >= 10000)
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134 | {
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135 | p->isDead = false;
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136 |
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137 | POSITION spawnPos;
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138 |
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139 | switch (p->team)
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140 | {
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141 | case Player::TEAM_BLUE:
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142 | spawnPos = p->currentGame->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
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143 | break;
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144 | case Player::TEAM_RED:
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145 | spawnPos = p->currentGame->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
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146 | break;
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147 | default:
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148 | // should never go here
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149 | cout << "Error: Invalid team" << endl;
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150 | break;
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151 | }
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152 |
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153 | // spawn the player to the right of their flag location
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154 | spawnPos.x = (spawnPos.x+1) * 25 + 12;
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155 | spawnPos.y = spawnPos.y * 25 + 12;
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156 |
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157 | p->pos = spawnPos.toFloat();
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158 | p->target = spawnPos;
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159 | p->health = p->maxHealth;
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160 |
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161 | serverMsg.type = MSG_TYPE_PLAYER;
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162 | p->serialize(serverMsg.buffer);
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163 |
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164 | msgProcessor.broadcastMessage(serverMsg, p->currentGame->getPlayers());
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165 | }
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166 |
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167 | continue;
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168 | }
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169 |
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170 | if (p->currentGame != NULL) {
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171 | map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
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172 | if (p->updateTarget(playersInGame))
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173 | {
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174 | serverMsg.type = MSG_TYPE_PLAYER;
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175 | p->serialize(serverMsg.buffer);
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176 | msgProcessor.broadcastMessage(serverMsg, playersInGame);
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177 | }
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178 | }
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179 | }
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180 |
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181 | // process players currently in a game
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182 | map<string, Game*>::iterator itGames;
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183 | Game* game = NULL;
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184 |
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185 | for (itGames = mapGames.begin(); itGames != mapGames.end();) {
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186 | game = itGames->second;
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187 | bool gameFinished = handleGameEvents(game, &msgProcessor, &da);
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188 |
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189 | if (gameFinished) {
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190 | // save game record
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191 | int winningTeam = -1;
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192 | if (game->getBlueScore() == 3)
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193 | winningTeam = 1;
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194 | else if (game->getRedScore() == 3)
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195 | winningTeam = 2;
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196 |
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197 | if (winningTeam == -1)
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198 | cout << "Error: Game ended, but neither team has a score of 3" << endl;
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199 | else {
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200 | map<unsigned int, Player*>::iterator it;
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201 |
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202 | time_t timeFinished = time(NULL);
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203 | for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++) {
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204 | Player* p = it->second;
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205 | cout << "winning team: " << winningTeam << endl;
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206 | cout << "player team: " << p->team << endl;
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207 | cout << "player id: " << p->getId() << endl;
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208 |
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209 | if (winningTeam == p->team)
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210 | p->wins++;
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211 | else
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212 | p->losses++;
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213 | da.updatePlayer(p);
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214 | da.saveGameHistory(p->getId(), winningTeam, game->getBlueScore(), game->getRedScore(), timeFinished);
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215 | }
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216 | }
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217 |
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218 | // send a GAME_INFO message with 0 players to force clients to delete the game
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219 | int numPlayers = 0;
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220 | serverMsg.type = MSG_TYPE_GAME_INFO;
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221 | memcpy(serverMsg.buffer, &numPlayers, 4);
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222 | strcpy(serverMsg.buffer+4, game->getName().c_str());
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223 |
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224 | // only send this to players in the game
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225 | msgProcessor.broadcastMessage(serverMsg, game->getPlayers());
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226 |
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227 | delete itGames->second;
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228 | mapGames.erase(itGames++);
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229 | }else
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230 | itGames++;
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231 | }
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232 |
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233 | // move all projectiles
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234 | // see if this can be moved inside the game class
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235 | // this method can be moved when I add a MessageProcessor to the Game class
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236 | map<unsigned int, Projectile>::iterator itProj;
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237 | for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
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238 | game = itGames->second;
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239 | for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
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240 | {
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241 | cout << "About to call projectile move" << endl;
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242 | if (itProj->second.move(game->getPlayers()))
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243 | {
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244 | // send a REMOVE_PROJECTILE message
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245 | cout << "send a REMOVE_PROJECTILE message" << endl;
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246 | serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
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247 | memcpy(serverMsg.buffer, &itProj->second.id, 4);
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248 | game->removeProjectile(itProj->second.id);
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249 | msgProcessor.broadcastMessage(serverMsg, game->getPlayers());
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250 |
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251 | Player* target = game->getPlayers()[itProj->second.target];
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252 | game->dealDamageToPlayer(target, itProj->second.damage);
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253 | }
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254 | }
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255 | }
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256 | }
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257 |
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258 | if (msgProcessor.receiveMessage(&clientMsg, &from) >= 0)
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259 | {
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260 | processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, da, outputLog);
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261 |
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262 | cout << "Finished processing the message" << endl;
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263 | }
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264 | }
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265 |
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266 | outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
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267 | outputLog.close();
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268 |
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269 | // delete all games
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270 | map<string, Game*>::iterator itGames;
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271 | for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
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272 | {
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273 | delete itGames->second;
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274 | }
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275 |
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276 | map<unsigned int, Player*>::iterator itPlayers;
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277 | for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
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278 | {
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279 | delete itPlayers->second;
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280 | }
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281 |
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282 | return 0;
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283 | }
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284 |
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285 | void processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, DataAccess& da, ofstream& outputLog)
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286 | {
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287 | NETWORK_MSG serverMsg;
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288 |
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289 | cout << "Inside processMessage" << endl;
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290 |
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291 | cout << "Received message" << endl;
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292 | cout << "MSG: type: " << clientMsg.type << endl;
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293 | cout << "MSG contents: " << clientMsg.buffer << endl;
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294 |
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295 | // Check that if an invalid message is sent, the client will correctly
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296 | // receive and display the response. Maybe make a special error msg type
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297 | switch(clientMsg.type)
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298 | {
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299 | case MSG_TYPE_REGISTER:
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300 | {
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301 | string username(clientMsg.buffer);
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302 | string password(strchr(clientMsg.buffer, '\0')+1);
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303 | Player::PlayerClass playerClass;
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304 |
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305 | memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
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306 |
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307 | cout << "username: " << username << endl;
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308 | cout << "password: " << password << endl;
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309 |
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310 | bool validClass = false;
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311 |
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312 | switch(playerClass) {
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313 | case Player::CLASS_WARRIOR:
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314 | case Player::CLASS_RANGER:
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315 | validClass = true;
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316 | break;
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317 | case Player::CLASS_NONE:
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318 | validClass = false;
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319 | break;
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320 | }
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321 |
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322 | serverMsg.type = MSG_TYPE_REGISTER;
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323 |
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324 | if (validClass) {
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325 | int error = da.insertPlayer(username, password, playerClass);
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326 |
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327 | if (error)
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328 | strcpy(serverMsg.buffer, "Registration failed. Please try again.");
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329 | else
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330 | strcpy(serverMsg.buffer, "Registration successful.");
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331 | }else
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332 | strcpy(serverMsg.buffer, "You didn't select a class");
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333 |
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334 | msgProcessor.sendMessage(&serverMsg, &from);
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335 |
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336 | break;
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337 | }
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338 | case MSG_TYPE_LOGIN:
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339 | {
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340 | cout << "Got login message" << endl;
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341 |
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342 | string username(clientMsg.buffer);
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343 | string password(strchr(clientMsg.buffer, '\0')+1);
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344 |
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345 | Player* p = da.getPlayer(username);
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346 |
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347 | if (p == NULL || !da.verifyPassword(password, p->password))
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348 | {
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349 | strcpy(serverMsg.buffer, "Incorrect username or password");
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350 | if (p != NULL)
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351 | delete(p);
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352 | }
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353 | else if(findPlayerByName(mapPlayers, username) != NULL)
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354 | {
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355 | strcpy(serverMsg.buffer, "Player has already logged in.");
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356 | delete(p);
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357 | }
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358 | else
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359 | {
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360 | cout << "new player id: " << p->getId() << endl;
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361 | p->setAddr(from);
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362 |
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363 | serverMsg.type = MSG_TYPE_PLAYER;
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364 | // tell the new player about all the existing players
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365 | cout << "Sending other players to new player" << endl;
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366 |
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367 | map<unsigned int, Player*>::iterator it;
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368 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
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369 | {
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370 | it->second->serialize(serverMsg.buffer);
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371 |
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372 | cout << "sending info about " << it->second->name << endl;
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373 | cout << "sending id " << it->second->getId() << endl;
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374 | msgProcessor.sendMessage(&serverMsg, &from);
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375 | }
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376 |
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377 | // send info about existing games to new player
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378 | map<string, Game*>::iterator itGames;
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379 | Game* g;
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380 | int numPlayers;
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381 | serverMsg.type = MSG_TYPE_GAME_INFO;
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382 |
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383 | for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
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384 | {
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385 | g = itGames->second;
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386 | numPlayers = g->getNumPlayers();
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387 | memcpy(serverMsg.buffer, &numPlayers, 4);
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388 | strcpy(serverMsg.buffer+4, g->getName().c_str());
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389 | msgProcessor.sendMessage(&serverMsg, &from);
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390 | }
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391 |
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392 | serverMsg.type = MSG_TYPE_PLAYER;
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393 | p->serialize(serverMsg.buffer);
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394 | msgProcessor.broadcastMessage(serverMsg, mapPlayers);
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395 |
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396 | mapPlayers[p->getId()] = p;
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397 | }
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398 |
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399 | serverMsg.type = MSG_TYPE_LOGIN;
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400 | msgProcessor.sendMessage(&serverMsg, &from);
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401 |
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402 | break;
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403 | }
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404 | case MSG_TYPE_LOGOUT:
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405 | {
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406 | string name(clientMsg.buffer);
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407 | cout << "Player logging out: " << name << endl;
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408 |
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409 | Player *p = findPlayerByName(mapPlayers, name);
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410 |
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411 | if (p == NULL)
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412 | {
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413 | strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
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414 | cout << "Player not logged in" << endl;
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415 | }
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416 | else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
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417 | p->addr.sin_port != from.sin_port )
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418 | {
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419 | strcpy(serverMsg.buffer+4, "That player is logged in using a differemt connection. This is either a bug, or you're trying to hack the server.");
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420 | cout << "Player logged in using a different connection" << endl;
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421 | }
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422 | else
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423 | {
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424 | // broadcast to all players before deleting p from the map
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425 | unsigned int playerId = p->getId();
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426 | serverMsg.type = MSG_TYPE_LOGOUT;
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427 | memcpy(serverMsg.buffer, &playerId, 4);
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428 |
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429 | msgProcessor.broadcastMessage(serverMsg, mapPlayers);
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430 |
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431 | mapPlayers.erase(p->getId());
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432 | delete p;
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433 |
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434 | strcpy(serverMsg.buffer+4, "You have successfully logged out.");
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435 | }
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436 |
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437 | serverMsg.type = MSG_TYPE_LOGOUT;
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438 | msgProcessor.sendMessage(&serverMsg, &from);
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439 |
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440 | break;
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441 | }
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442 | case MSG_TYPE_CHAT:
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443 | {
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444 | cout << "Got a chat message" << endl;
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445 |
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446 | serverMsg.type = MSG_TYPE_CHAT;
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447 |
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448 | Player *p = findPlayerByAddr(mapPlayers, from);
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449 |
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450 | if (p == NULL)
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451 | {
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452 | strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
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453 | msgProcessor.sendMessage(&serverMsg, &from);
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454 | }
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455 | else
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456 | {
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457 | ostringstream oss;
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458 | oss << p->name << ": " << clientMsg.buffer;
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459 |
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460 | strcpy(serverMsg.buffer, oss.str().c_str());
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461 | msgProcessor.broadcastMessage(serverMsg, mapPlayers);
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462 | }
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463 |
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464 | break;
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465 | }
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466 | case MSG_TYPE_PLAYER_MOVE:
|
---|
467 | {
|
---|
468 | cout << "PLAYER_MOVE" << endl;
|
---|
469 |
|
---|
470 | unsigned int id;
|
---|
471 | int x, y;
|
---|
472 |
|
---|
473 | memcpy(&id, clientMsg.buffer, 4);
|
---|
474 | memcpy(&x, clientMsg.buffer+4, 4);
|
---|
475 | memcpy(&y, clientMsg.buffer+8, 4);
|
---|
476 |
|
---|
477 | cout << "x: " << x << endl;
|
---|
478 | cout << "y: " << y << endl;
|
---|
479 | cout << "id: " << id << endl;
|
---|
480 |
|
---|
481 | Player* p = mapPlayers[id];
|
---|
482 | bool validMessage = false;
|
---|
483 |
|
---|
484 | if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
|
---|
485 | p->addr.sin_port == from.sin_port )
|
---|
486 | {
|
---|
487 | if (p->currentGame->startPlayerMovement(id, x, y)) {
|
---|
488 | serverMsg.type = MSG_TYPE_PLAYER_MOVE;
|
---|
489 |
|
---|
490 | memcpy(serverMsg.buffer, &id, 4);
|
---|
491 | memcpy(serverMsg.buffer+4, &p->target.x, 4);
|
---|
492 | memcpy(serverMsg.buffer+8, &p->target.y, 4);
|
---|
493 |
|
---|
494 | msgProcessor.broadcastMessage(serverMsg, mapPlayers);
|
---|
495 |
|
---|
496 | validMessage = true;
|
---|
497 | }
|
---|
498 | else
|
---|
499 | cout << "Bad terrain detected" << endl;
|
---|
500 | }
|
---|
501 | else
|
---|
502 | cout << "Player id (" << id << ") doesn't match sender" << endl;
|
---|
503 |
|
---|
504 | if (!validMessage)
|
---|
505 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
506 |
|
---|
507 | break;
|
---|
508 | }
|
---|
509 | case MSG_TYPE_PICKUP_FLAG:
|
---|
510 | {
|
---|
511 | // may want to check the id matches the sender, just like for PLAYER_NOVE
|
---|
512 | cout << "PICKUP_FLAG" << endl;
|
---|
513 |
|
---|
514 | unsigned int id;
|
---|
515 |
|
---|
516 | memcpy(&id, clientMsg.buffer, 4);
|
---|
517 | cout << "id: " << id << endl;
|
---|
518 |
|
---|
519 | Player* p = mapPlayers[id];
|
---|
520 | unsigned int objectId = p->currentGame->processFlagPickupRequest(p);
|
---|
521 |
|
---|
522 | if (objectId >= 0) {
|
---|
523 | map<unsigned int, Player*> players = p->currentGame->getPlayers();
|
---|
524 |
|
---|
525 | serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
|
---|
526 | memcpy(serverMsg.buffer, &objectId, 4);
|
---|
527 | msgProcessor.broadcastMessage(serverMsg, players);
|
---|
528 |
|
---|
529 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
530 | p->serialize(serverMsg.buffer);
|
---|
531 | msgProcessor.broadcastMessage(serverMsg, players);
|
---|
532 | }
|
---|
533 |
|
---|
534 | break;
|
---|
535 | }
|
---|
536 | case MSG_TYPE_DROP_FLAG:
|
---|
537 | {
|
---|
538 | // may want to check the id matches the sender, just like for PLAYER_NOVE
|
---|
539 | cout << "DROP_FLAG" << endl;
|
---|
540 |
|
---|
541 | unsigned int id;
|
---|
542 |
|
---|
543 | memcpy(&id, clientMsg.buffer, 4);
|
---|
544 | cout << "id: " << id << endl;
|
---|
545 |
|
---|
546 | Player* p = mapPlayers[id];
|
---|
547 |
|
---|
548 | ObjectType flagType = OBJECT_NONE;
|
---|
549 | if (p->hasBlueFlag)
|
---|
550 | flagType = OBJECT_BLUE_FLAG;
|
---|
551 | else if (p->hasRedFlag)
|
---|
552 | flagType = OBJECT_RED_FLAG;
|
---|
553 |
|
---|
554 | map<unsigned int, Player*> players = p->currentGame->getPlayers();
|
---|
555 |
|
---|
556 | p->currentGame->addObjectToMap(flagType, p->pos.x, p->pos.y);
|
---|
557 |
|
---|
558 | p->hasBlueFlag = false;
|
---|
559 | p->hasRedFlag = false;
|
---|
560 |
|
---|
561 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
562 | p->serialize(serverMsg.buffer);
|
---|
563 | msgProcessor.broadcastMessage(serverMsg, players);
|
---|
564 |
|
---|
565 | break;
|
---|
566 | }
|
---|
567 | case MSG_TYPE_ATTACK:
|
---|
568 | {
|
---|
569 | cout << "Received a START_ATTACK message" << endl;
|
---|
570 |
|
---|
571 | unsigned int id, targetId;
|
---|
572 |
|
---|
573 | memcpy(&id, clientMsg.buffer, 4);
|
---|
574 | memcpy(&targetId, clientMsg.buffer+4, 4);
|
---|
575 |
|
---|
576 | // need to make sure the target is in the sender's game
|
---|
577 |
|
---|
578 | Player* p = mapPlayers[id];
|
---|
579 | p->setTargetPlayer(targetId);
|
---|
580 | p->isChasing = true;
|
---|
581 |
|
---|
582 | map<unsigned int, Player*> players = p->currentGame->getPlayers();
|
---|
583 |
|
---|
584 | serverMsg.type = MSG_TYPE_ATTACK;
|
---|
585 | memcpy(serverMsg.buffer, &id, 4);
|
---|
586 | memcpy(serverMsg.buffer+4, &targetId, 4);
|
---|
587 | msgProcessor.broadcastMessage(serverMsg, players);
|
---|
588 |
|
---|
589 | break;
|
---|
590 | }
|
---|
591 | case MSG_TYPE_PROFILE:
|
---|
592 | {
|
---|
593 | cout << "Received a PROFILE message" << endl;
|
---|
594 |
|
---|
595 | unsigned int id;
|
---|
596 |
|
---|
597 | memcpy(&id, clientMsg.buffer, 4);
|
---|
598 |
|
---|
599 | cout << "Player id: " << id << endl;
|
---|
600 | unsigned int numGames = 0;
|
---|
601 | int** gameHistory = da.getPlayerGameHistory(id, numGames);
|
---|
602 | int* playerRecord = da.getPlayerRecord(id);
|
---|
603 |
|
---|
604 | // playerRecord[0] is level
|
---|
605 | // playerRecord[1] is experience
|
---|
606 | int honorPoints = playerRecord[2];
|
---|
607 | int wins = playerRecord[3];
|
---|
608 | int losses = playerRecord[4];
|
---|
609 |
|
---|
610 | serverMsg.type = MSG_TYPE_PROFILE;
|
---|
611 |
|
---|
612 | memcpy(serverMsg.buffer, &honorPoints, 4);
|
---|
613 | memcpy(serverMsg.buffer+4, &wins, 4);
|
---|
614 | memcpy(serverMsg.buffer+8, &losses, 4);
|
---|
615 | memcpy(serverMsg.buffer+12, &numGames, 4);
|
---|
616 | for (unsigned int i=0; i<numGames; i++) {
|
---|
617 | memcpy(serverMsg.buffer+16+i*20, &gameHistory[i][0], 4);
|
---|
618 | memcpy(serverMsg.buffer+20+i*20, &gameHistory[i][1], 4);
|
---|
619 | memcpy(serverMsg.buffer+24+i*20, &gameHistory[i][2], 4);
|
---|
620 | memcpy(serverMsg.buffer+28+i*20, &gameHistory[i][3], 4);
|
---|
621 | memcpy(serverMsg.buffer+32+i*20, &gameHistory[i][4], 4);
|
---|
622 | delete[] gameHistory[i];
|
---|
623 | }
|
---|
624 |
|
---|
625 | //delete[] gameHistory;
|
---|
626 | free(gameHistory);
|
---|
627 | delete[] playerRecord;
|
---|
628 |
|
---|
629 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
630 |
|
---|
631 | break;
|
---|
632 | }
|
---|
633 | case MSG_TYPE_CREATE_GAME:
|
---|
634 | {
|
---|
635 | cout << "Received a CREATE_GAME message" << endl;
|
---|
636 |
|
---|
637 | string gameName(clientMsg.buffer);
|
---|
638 | cout << "Game name: " << gameName << endl;
|
---|
639 |
|
---|
640 | // check if this game already exists
|
---|
641 | if (mapGames.find(gameName) != mapGames.end()) {
|
---|
642 | cout << "Error: Game already exists" << endl;
|
---|
643 | serverMsg.type = MSG_TYPE_CREATE_GAME_FAILURE;
|
---|
644 | }else {
|
---|
645 | Game* g = new Game(gameName, "../data/map.txt", &msgProcessor);
|
---|
646 | mapGames[gameName] = g;
|
---|
647 |
|
---|
648 | // add flag objects to the map
|
---|
649 | WorldMap* m = g->getMap();
|
---|
650 | m->createObjectsFromStructures();
|
---|
651 |
|
---|
652 | serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
|
---|
653 | strcpy(serverMsg.buffer, gameName.c_str());
|
---|
654 | }
|
---|
655 |
|
---|
656 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
657 |
|
---|
658 | break;
|
---|
659 | }
|
---|
660 | case MSG_TYPE_JOIN_GAME:
|
---|
661 | {
|
---|
662 | cout << "Received a JOIN_GAME message" << endl;
|
---|
663 |
|
---|
664 | string gameName(clientMsg.buffer);
|
---|
665 | cout << "Game name: " << gameName << endl;
|
---|
666 |
|
---|
667 | // check if this game already exists
|
---|
668 | if (mapGames.find(gameName) == mapGames.end()) {
|
---|
669 | cout << "Error: Game does not exist" << endl;
|
---|
670 | serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
|
---|
671 | }else {
|
---|
672 | Game* g = mapGames[gameName];
|
---|
673 | map<unsigned int, Player*>& players = g->getPlayers();
|
---|
674 | Player* p = findPlayerByAddr(mapPlayers, from);
|
---|
675 |
|
---|
676 | if (players.find(p->getId()) != players.end()) {
|
---|
677 | cout << "Player " << p->name << " trying to join a game he's already in" << endl;
|
---|
678 | serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
|
---|
679 | }else {
|
---|
680 | serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
|
---|
681 | strcpy(serverMsg.buffer, gameName.c_str());
|
---|
682 | }
|
---|
683 | }
|
---|
684 |
|
---|
685 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
686 |
|
---|
687 | break;
|
---|
688 | }
|
---|
689 | case MSG_TYPE_LEAVE_GAME:
|
---|
690 | {
|
---|
691 | cout << "Received a LEAVE_GAME message" << endl;
|
---|
692 |
|
---|
693 | Player* p = findPlayerByAddr(mapPlayers, from);
|
---|
694 | Game* g = p->currentGame;
|
---|
695 |
|
---|
696 | if (g == NULL) {
|
---|
697 | cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
|
---|
698 |
|
---|
699 | /// should send a response back, maybe a new message type is needed
|
---|
700 | // not sure what to do here
|
---|
701 | }else {
|
---|
702 | cout << "Game name: " << g->getName() << endl;
|
---|
703 |
|
---|
704 | if (!p->isDead) {
|
---|
705 | ObjectType flagType = OBJECT_NONE;
|
---|
706 | if (p->hasBlueFlag)
|
---|
707 | flagType = OBJECT_BLUE_FLAG;
|
---|
708 | else if (p->hasRedFlag)
|
---|
709 | flagType = OBJECT_RED_FLAG;
|
---|
710 |
|
---|
711 | if (flagType != OBJECT_NONE)
|
---|
712 | g->addObjectToMap(flagType, p->pos.x, p->pos.y);
|
---|
713 | }
|
---|
714 |
|
---|
715 | p->currentGame = NULL;
|
---|
716 | g->removePlayer(p->getId());
|
---|
717 |
|
---|
718 | unsigned int playerId = p->getId();
|
---|
719 | serverMsg.type = MSG_TYPE_LEAVE_GAME;
|
---|
720 | memcpy(serverMsg.buffer, &playerId, 4);
|
---|
721 | strcpy(serverMsg.buffer+4, g->getName().c_str());
|
---|
722 | msgProcessor.broadcastMessage(serverMsg, g->getPlayers());
|
---|
723 |
|
---|
724 | int numPlayers = g->getNumPlayers();
|
---|
725 |
|
---|
726 | serverMsg.type = MSG_TYPE_GAME_INFO;
|
---|
727 | memcpy(serverMsg.buffer, &numPlayers, 4);
|
---|
728 | strcpy(serverMsg.buffer+4, g->getName().c_str());
|
---|
729 | msgProcessor.broadcastMessage(serverMsg, mapPlayers);
|
---|
730 |
|
---|
731 | // if there are no more players in the game, remove it
|
---|
732 | if (numPlayers == 0) {
|
---|
733 | mapGames.erase(g->getName());
|
---|
734 | delete g;
|
---|
735 | }
|
---|
736 | }
|
---|
737 |
|
---|
738 | break;
|
---|
739 | }
|
---|
740 | case MSG_TYPE_JOIN_GAME_ACK:
|
---|
741 | {
|
---|
742 | cout << "Received a JOIN_GAME_ACK message" << endl;
|
---|
743 |
|
---|
744 | string gameName(clientMsg.buffer);
|
---|
745 | cout << "Game name: " << gameName << endl;
|
---|
746 |
|
---|
747 | // check if this game already exists
|
---|
748 | if (mapGames.find(gameName) == mapGames.end()) {
|
---|
749 | serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
|
---|
750 |
|
---|
751 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
752 | }
|
---|
753 |
|
---|
754 | Game* g = mapGames[gameName];
|
---|
755 |
|
---|
756 | Player* p = findPlayerByAddr(mapPlayers, from);
|
---|
757 |
|
---|
758 | // tell the new player about all map objects
|
---|
759 | // (currently just the flags)
|
---|
760 |
|
---|
761 | serverMsg.type = MSG_TYPE_OBJECT;
|
---|
762 | vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
|
---|
763 | vector<WorldMap::Object>::iterator itObjects;
|
---|
764 | cout << "sending items" << endl;
|
---|
765 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
766 | itObjects->serialize(serverMsg.buffer);
|
---|
767 | cout << "sending item id " << itObjects->id << endl;
|
---|
768 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
769 | }
|
---|
770 |
|
---|
771 |
|
---|
772 | // send the current score
|
---|
773 | serverMsg.type = MSG_TYPE_SCORE;
|
---|
774 |
|
---|
775 | unsigned int blueScore = g->getBlueScore();
|
---|
776 | unsigned int redScore = g->getRedScore();
|
---|
777 | memcpy(serverMsg.buffer, &blueScore, 4);
|
---|
778 | memcpy(serverMsg.buffer+4, &redScore, 4);
|
---|
779 |
|
---|
780 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
781 |
|
---|
782 |
|
---|
783 | map<unsigned int, Player*>& oldPlayers = g->getPlayers();
|
---|
784 | g->addPlayer(p);
|
---|
785 | p->team = Player::TEAM_NONE;
|
---|
786 |
|
---|
787 | // send info to other players
|
---|
788 | serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
|
---|
789 | p->serialize(serverMsg.buffer);
|
---|
790 | cout << "Should be broadcasting the message" << endl;
|
---|
791 | msgProcessor.broadcastMessage(serverMsg, oldPlayers);
|
---|
792 |
|
---|
793 |
|
---|
794 | // tell the new player about all the players in the game (including himself)
|
---|
795 | cout << "Sending other players to new player" << endl;
|
---|
796 | serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
|
---|
797 |
|
---|
798 | map<unsigned int, Player*>& allPlayers = g->getPlayers();
|
---|
799 | map<unsigned int, Player*>::iterator it;
|
---|
800 | for (it = allPlayers.begin(); it != allPlayers.end(); it++)
|
---|
801 | {
|
---|
802 | it->second->serialize(serverMsg.buffer);
|
---|
803 |
|
---|
804 | cout << "sending info about " << it->second->name << endl;
|
---|
805 | cout << "sending id " << it->second->getId() << endl;
|
---|
806 | msgProcessor.sendMessage(&serverMsg, &from);
|
---|
807 | }
|
---|
808 |
|
---|
809 |
|
---|
810 | int numPlayers = g->getNumPlayers();
|
---|
811 |
|
---|
812 | serverMsg.type = MSG_TYPE_GAME_INFO;
|
---|
813 | memcpy(serverMsg.buffer, &numPlayers, 4);
|
---|
814 | strcpy(serverMsg.buffer+4, gameName.c_str());
|
---|
815 | msgProcessor.broadcastMessage(serverMsg, mapPlayers);
|
---|
816 |
|
---|
817 | break;
|
---|
818 | }
|
---|
819 | case MSG_TYPE_JOIN_TEAM:
|
---|
820 | {
|
---|
821 | cout << "Received a JOIN_TEAM message" << endl;
|
---|
822 |
|
---|
823 | Player* p = findPlayerByAddr(mapPlayers, from);
|
---|
824 | map<unsigned int, Player*> players = p->currentGame->getPlayers();
|
---|
825 |
|
---|
826 | memcpy(&(p->team), clientMsg.buffer, 4);
|
---|
827 |
|
---|
828 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
829 | p->serialize(serverMsg.buffer);
|
---|
830 | msgProcessor.broadcastMessage(serverMsg, players);
|
---|
831 |
|
---|
832 | break;
|
---|
833 | }
|
---|
834 | case MSG_TYPE_START_GAME:
|
---|
835 | {
|
---|
836 | cout << "Received a START_GAME message" << endl;
|
---|
837 |
|
---|
838 | Player* p = findPlayerByAddr(mapPlayers, from);
|
---|
839 | map<unsigned int, Player*> players = p->currentGame->getPlayers();
|
---|
840 |
|
---|
841 | serverMsg.type = MSG_TYPE_START_GAME;
|
---|
842 | msgProcessor.broadcastMessage(serverMsg, players);
|
---|
843 |
|
---|
844 | // send a GAME_INFO message to all players not in the game so they delete it from their lobby
|
---|
845 | map<unsigned int, Player*> playersNotInGame;
|
---|
846 | map<unsigned int, Player*>::iterator it;
|
---|
847 |
|
---|
848 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
|
---|
849 | if (players.count(it->first) == 0)
|
---|
850 | playersNotInGame[it->first] = it->second;
|
---|
851 | }
|
---|
852 |
|
---|
853 | cout << "Sending game info to " << playersNotInGame.size() << " players not in the currently started game" << endl;
|
---|
854 |
|
---|
855 | int numPlayers = 0;
|
---|
856 | serverMsg.type = MSG_TYPE_GAME_INFO;
|
---|
857 | memcpy(serverMsg.buffer, &numPlayers, 4);
|
---|
858 | strcpy(serverMsg.buffer+4, p->currentGame->getName().c_str());
|
---|
859 |
|
---|
860 | msgProcessor.broadcastMessage(serverMsg, playersNotInGame);
|
---|
861 |
|
---|
862 | break;
|
---|
863 | }
|
---|
864 | default:
|
---|
865 | {
|
---|
866 | outputLog << "Received unknown message of type " << clientMsg.type << endl;
|
---|
867 |
|
---|
868 | break;
|
---|
869 | }
|
---|
870 | }
|
---|
871 | }
|
---|
872 |
|
---|
873 | Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
|
---|
874 | {
|
---|
875 | map<unsigned int, Player*>::iterator it;
|
---|
876 |
|
---|
877 | for (it = m.begin(); it != m.end(); it++)
|
---|
878 | {
|
---|
879 | if ( it->second->name.compare(name) == 0 )
|
---|
880 | return it->second;
|
---|
881 | }
|
---|
882 |
|
---|
883 | return NULL;
|
---|
884 | }
|
---|
885 |
|
---|
886 | Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
|
---|
887 | {
|
---|
888 | map<unsigned int, Player*>::iterator it;
|
---|
889 |
|
---|
890 | for (it = m.begin(); it != m.end(); it++)
|
---|
891 | {
|
---|
892 | if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
|
---|
893 | it->second->addr.sin_port == addr.sin_port )
|
---|
894 | return it->second;
|
---|
895 | }
|
---|
896 |
|
---|
897 | return NULL;
|
---|
898 | }
|
---|
899 |
|
---|
900 | bool handleGameEvents(Game* game, MessageProcessor* msgProcessor, DataAccess* da) {
|
---|
901 | map<unsigned int, Player*> players = game->getPlayers();
|
---|
902 | map<unsigned int, Player*>::iterator it;
|
---|
903 | bool gameFinished = false;
|
---|
904 |
|
---|
905 | for (it = players.begin(); it != players.end(); it++) {
|
---|
906 | gameFinished = gameFinished || handlePlayerEvents(game, it->second, msgProcessor, da);
|
---|
907 | }
|
---|
908 |
|
---|
909 | if (gameFinished) {
|
---|
910 | for (it = players.begin(); it != players.end(); it++) {
|
---|
911 | it->second->currentGame = NULL;
|
---|
912 | }
|
---|
913 | }
|
---|
914 |
|
---|
915 | return gameFinished;
|
---|
916 | }
|
---|
917 |
|
---|
918 | bool handlePlayerEvents(Game* game, Player* p, MessageProcessor* msgProcessor, DataAccess* da) {
|
---|
919 | NETWORK_MSG serverMsg;
|
---|
920 | FLOAT_POSITION oldPos;
|
---|
921 | bool gameFinished = false;
|
---|
922 | bool broadcastMove = false;
|
---|
923 |
|
---|
924 | cout << "moving player" << endl;
|
---|
925 |
|
---|
926 | // move player and perform associated tasks
|
---|
927 | oldPos = p->pos;
|
---|
928 | if (p->move(game->getMap())) {
|
---|
929 |
|
---|
930 | cout << "player moved" << endl;
|
---|
931 | if (game->processPlayerMovement(p, oldPos))
|
---|
932 | broadcastMove = true;
|
---|
933 | cout << "player move processed" << endl;
|
---|
934 |
|
---|
935 | ObjectType flagType;
|
---|
936 | POSITION pos;
|
---|
937 | bool flagTurnedIn = false;
|
---|
938 | bool flagReturned = false;
|
---|
939 | bool ownFlagAtBase = false;
|
---|
940 |
|
---|
941 | switch(game->getMap()->getStructure(p->pos.x/25, p->pos.y/25)) {
|
---|
942 | case STRUCTURE_BLUE_FLAG:
|
---|
943 | {
|
---|
944 | if (p->team == Player::TEAM_BLUE && p->hasRedFlag) {
|
---|
945 | // check that your flag is at your base
|
---|
946 | pos = game->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
---|
947 |
|
---|
948 | vector<WorldMap::Object>* vctObjects = game->getMap()->getObjects();
|
---|
949 | vector<WorldMap::Object>::iterator itObjects;
|
---|
950 |
|
---|
951 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
952 | if (itObjects->type == OBJECT_BLUE_FLAG) {
|
---|
953 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
|
---|
954 | ownFlagAtBase = true;
|
---|
955 | break;
|
---|
956 | }
|
---|
957 | }
|
---|
958 | }
|
---|
959 |
|
---|
960 | if (ownFlagAtBase) {
|
---|
961 | p->hasRedFlag = false;
|
---|
962 | flagType = OBJECT_RED_FLAG;
|
---|
963 | pos = game->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
|
---|
964 | flagTurnedIn = true;
|
---|
965 | game->setBlueScore(game->getBlueScore()+1);
|
---|
966 | }
|
---|
967 | }
|
---|
968 |
|
---|
969 | break;
|
---|
970 | }
|
---|
971 | case STRUCTURE_RED_FLAG:
|
---|
972 | {
|
---|
973 | if (p->team == Player::TEAM_RED && p->hasBlueFlag) {
|
---|
974 | // check that your flag is at your base
|
---|
975 | pos = game->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
|
---|
976 |
|
---|
977 | vector<WorldMap::Object>* vctObjects = game->getMap()->getObjects();
|
---|
978 | vector<WorldMap::Object>::iterator itObjects;
|
---|
979 |
|
---|
980 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
981 | if (itObjects->type == OBJECT_RED_FLAG) {
|
---|
982 | if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
|
---|
983 | ownFlagAtBase = true;
|
---|
984 | break;
|
---|
985 | }
|
---|
986 | }
|
---|
987 | }
|
---|
988 |
|
---|
989 | if (ownFlagAtBase) {
|
---|
990 | p->hasBlueFlag = false;
|
---|
991 | flagType = OBJECT_BLUE_FLAG;
|
---|
992 | pos = game->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
---|
993 | flagTurnedIn = true;
|
---|
994 | game->setRedScore(game->getRedScore()+1);
|
---|
995 | }
|
---|
996 | }
|
---|
997 |
|
---|
998 | break;
|
---|
999 | }
|
---|
1000 | default:
|
---|
1001 | {
|
---|
1002 | break;
|
---|
1003 | }
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 | if (flagTurnedIn) {
|
---|
1007 | unsigned int blueScore = game->getBlueScore();
|
---|
1008 | unsigned int redScore = game->getRedScore();
|
---|
1009 |
|
---|
1010 | pos.x = pos.x*25+12;
|
---|
1011 | pos.y = pos.y*25+12;
|
---|
1012 | game->addObjectToMap(flagType, pos.x, pos.y);
|
---|
1013 |
|
---|
1014 | serverMsg.type = MSG_TYPE_SCORE;
|
---|
1015 | memcpy(serverMsg.buffer, &blueScore, 4);
|
---|
1016 | memcpy(serverMsg.buffer+4, &redScore, 4);
|
---|
1017 | msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
|
---|
1018 |
|
---|
1019 | // give honor to everyone on the winning team
|
---|
1020 | map<unsigned int, Player*>::iterator itPlayers;
|
---|
1021 | for (itPlayers = game->getPlayers().begin(); itPlayers != game->getPlayers().end(); itPlayers++) {
|
---|
1022 | if (itPlayers->second->team == p->team) {
|
---|
1023 | itPlayers->second->honor += 50;
|
---|
1024 | da->updatePlayer(itPlayers->second);
|
---|
1025 | }
|
---|
1026 | }
|
---|
1027 |
|
---|
1028 | // check to see if the game should end
|
---|
1029 | // move to its own method
|
---|
1030 | if (game->getBlueScore() == 3 || game->getRedScore() == 3) {
|
---|
1031 | gameFinished = true;
|
---|
1032 |
|
---|
1033 | unsigned int winningTeam;
|
---|
1034 | if (game->getBlueScore() == 3)
|
---|
1035 | winningTeam = 0;
|
---|
1036 | else if (game->getRedScore() == 3)
|
---|
1037 | winningTeam = 1;
|
---|
1038 |
|
---|
1039 | serverMsg.type = MSG_TYPE_FINISH_GAME;
|
---|
1040 |
|
---|
1041 | // I should create an instance of the GameSummary object here and just serialize it into this message
|
---|
1042 | memcpy(serverMsg.buffer, &winningTeam, 4);
|
---|
1043 | memcpy(serverMsg.buffer+4, &blueScore, 4);
|
---|
1044 | memcpy(serverMsg.buffer+8, &redScore, 4);
|
---|
1045 | strcpy(serverMsg.buffer+12, game->getName().c_str());
|
---|
1046 | msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
|
---|
1047 |
|
---|
1048 | // give honor to everyone on the winning team
|
---|
1049 | for (itPlayers = game->getPlayers().begin(); itPlayers != game->getPlayers().end(); itPlayers++) {
|
---|
1050 | if (itPlayers->second->team == p->team) {
|
---|
1051 | itPlayers->second->honor += 150;
|
---|
1052 | da->updatePlayer(itPlayers->second);
|
---|
1053 | }
|
---|
1054 | }
|
---|
1055 | }
|
---|
1056 |
|
---|
1057 | // this means a PLAYER message will be sent
|
---|
1058 | broadcastMove = true;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 | // go through all objects and check if the player is close to one and if its their flag
|
---|
1062 | vector<WorldMap::Object>* vctObjects = game->getMap()->getObjects();
|
---|
1063 | vector<WorldMap::Object>::iterator itObjects;
|
---|
1064 | POSITION structPos;
|
---|
1065 |
|
---|
1066 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
|
---|
1067 | POSITION pos = itObjects->pos;
|
---|
1068 |
|
---|
1069 | if (posDistance(p->pos, pos.toFloat()) < 10) {
|
---|
1070 | if (p->team == Player::TEAM_BLUE && itObjects->type == OBJECT_BLUE_FLAG) {
|
---|
1071 | structPos = game->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
|
---|
1072 | flagReturned = true;
|
---|
1073 | break;
|
---|
1074 | } else if (p->team == Player::TEAM_RED && itObjects->type == OBJECT_RED_FLAG) {
|
---|
1075 | structPos = game->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
|
---|
1076 | flagReturned = true;
|
---|
1077 | break;
|
---|
1078 | }
|
---|
1079 | }
|
---|
1080 | }
|
---|
1081 |
|
---|
1082 | if (flagReturned) {
|
---|
1083 | itObjects->pos.x = structPos.x*25+12;
|
---|
1084 | itObjects->pos.y = structPos.y*25+12;
|
---|
1085 |
|
---|
1086 | serverMsg.type = MSG_TYPE_OBJECT;
|
---|
1087 | itObjects->serialize(serverMsg.buffer);
|
---|
1088 | msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
|
---|
1089 | }
|
---|
1090 |
|
---|
1091 | if (broadcastMove) {
|
---|
1092 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
1093 | p->serialize(serverMsg.buffer);
|
---|
1094 | msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
|
---|
1095 | }
|
---|
1096 | }
|
---|
1097 |
|
---|
1098 | cout << "processing player attack" << endl;
|
---|
1099 |
|
---|
1100 | // check if the player's attack animation is complete
|
---|
1101 | if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis()) {
|
---|
1102 | p->isAttacking = false;
|
---|
1103 | cout << "Attack animation is complete" << endl;
|
---|
1104 |
|
---|
1105 | //send everyone an ATTACK message
|
---|
1106 | cout << "about to broadcast attack" << endl;
|
---|
1107 |
|
---|
1108 | if (p->attackType == Player::ATTACK_MELEE) {
|
---|
1109 | cout << "Melee attack" << endl;
|
---|
1110 |
|
---|
1111 | Player* target = game->getPlayers()[p->getTargetPlayer()];
|
---|
1112 | game->dealDamageToPlayer(target, p->damage);
|
---|
1113 | } else if (p->attackType == Player::ATTACK_RANGED) {
|
---|
1114 | cout << "Ranged attack" << endl;
|
---|
1115 |
|
---|
1116 | Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
|
---|
1117 | game->assignProjectileId(&proj);
|
---|
1118 | game->addProjectile(proj);
|
---|
1119 |
|
---|
1120 | int x = p->pos.x;
|
---|
1121 | int y = p->pos.y;
|
---|
1122 | unsigned int targetId = p->getTargetPlayer();
|
---|
1123 |
|
---|
1124 | serverMsg.type = MSG_TYPE_PROJECTILE;
|
---|
1125 | memcpy(serverMsg.buffer, &proj.id, 4);
|
---|
1126 | memcpy(serverMsg.buffer+4, &x, 4);
|
---|
1127 | memcpy(serverMsg.buffer+8, &y, 4);
|
---|
1128 | memcpy(serverMsg.buffer+12, &targetId, 4);
|
---|
1129 | msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
|
---|
1130 | } else
|
---|
1131 | cout << "Invalid attack type: " << p->attackType << endl;
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | return gameFinished;
|
---|
1135 | }
|
---|
1136 |
|
---|
1137 | void quit(int sig) {
|
---|
1138 | done = true;
|
---|
1139 | }
|
---|