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