Example #1
0
File: main.c Project: dougvk/CS223
// ------------------------------------------------------------------------
int main( int   argc,
          char *argv[] )
{
	// Create a hex board
	Hexboard hb = newHex( 11, 100.0, 100.0, 20);

	// Debugging printout
	printf("Created board of dimension %d\n", boardSizeHex( hb ));
	const Geometry* g = getGeoHex( hb );
	printf("Bounding box of board: %g %g %g %g\n", g->x0, g->y0, g->x1, g->y1);
	printf("Hexagon dimensions:\n"
		"  radius of inscribed circle = %g\n"
		"  radius of circumscribed circle = %g\n"
		"-----------------------------------------------\n", g->h, g->s);
	
    // Create the game
    Game game = newGame( hb );
    
    // Run the game
    startController( game, argc, argv );
	
    // Clean up
    freeGame(game);
    freeHex( hb );
}
Example #2
0
Game* loadBoard(char* name) { 
    char reader = ' ';
    unsigned int rows = 0, cols = 0;
    FILE* fp = NULL;    
    Game *g = NULL;    

    if ( (fp = fopen(name, "r")) == NULL ) return NULL;
    if ( fscanf(fp, "Rows : %d\nCols : %d\n", &rows, &cols) != 2) { fclose(fp); return NULL; }

    g = __newGame(rows, cols);

    DEBUG_MSG("Rows : %d, Cols : %d\n", rows, cols);
    rows = 0; cols = 0; /* Reinit variable */
    
    while ( (reader = fgetc(fp)) != EOF ) {
        if ( reader == '.' ) reader = DEAD_CELL;
        if ( reader == '#' ) reader = ALIVE_CELL;
        
        if ( reader == '\n') ++rows;
        else g->current_board[POS(cols, rows, g)] = reader;
        
        if ( ++cols > g->cols ) cols = 0; /* We are going to go over cols due to \n */
    }

    fclose(fp);

    if ( cols != g->cols && rows != g->rows ) { freeGame(g); return NULL; }
    return g;
}
Example #3
0
void freeAllResources()
{
	int i;

	freeLevelResources();

	/* Free the hud */

	freeHud();

	/* Free the dialog box */

	freeDialogBox();

	/* Free the script */

	freeScript();

	/* Free the game surfaces */

	freeGame();

	/* Free the font */

	closeFont(game.font);

	closeFont(game.largeFont);

	/* Clear the collision grid */

	freeCollisionGrid();

	/* Free the menus */

	freeMenus();

	/* Free the pak file */

	freePakFile();

	/* Free the texture cache */

	freeTextureCache();

	if (key != NULL)
	{
		for (i=0;i<MAX_PROPS_FILES;i++)
		{
			free(key[i]);
		}
		
		free(key);

		key = NULL;
	}

	if (value != NULL)
	{
		for (i=0;i<MAX_PROPS_FILES;i++)
		{
			free(value[i]);
		}
		
		free(value);

		value = NULL;
	}
}
Example #4
0
void MyProgram::update(float timeDelta)
{
	if(flagForShowlevel1==true)
	{
		timeDeltaForLevel1+=timeDelta;
		hideAll();
		EleEnd = OverlayManager::getSingleton().getOverlayElement("End");
		EleEnd->setCaption("Level One!");
		mEndOverlay->show();
		if(timeDeltaForLevel1>showDelay*timeDelta)
		{
			flagForShowlevel1=false;
			timeDeltaForLevel1=0;
			mEndOverlay->hide();
			showAll();
		}
	}
	else if(flagForShowlevel2==true)
	{
		timeDeltaForLevel2+=timeDelta;
		hideAll();
		EleEnd = OverlayManager::getSingleton().getOverlayElement("End");
		EleEnd->setCaption("Level Two!");
		mEndOverlay->show();
		if(timeDeltaForLevel2>showDelay*timeDelta)
		{
			flagForShowlevel2=false;
			timeDeltaForLevel2=0;
			mEndOverlay->hide();
			showAll();
		}
	}
	else if(!gameOver)
	{
		timeBoard(timeDelta);

		isGameOver();
		
		if(bMove)
		{
			if(_keyboard->isKeyDown(KC_SPACE)&&(!myTimeDelta||myTimeDelta>timeDelta*bulletDelay))
			{
				myTimeDelta=0;
				for(int i=0;i<allBullet.size();++i)
				{
					if(allBullet[i]->used==false)
					{
						allBullet[i]->used=true;
						allBullet[i]->mySceneNode->setVisible(true);
						allBullet[i]->myDirection=myPlayer->myDirection;
						allBullet[i]->myPos=myPlayer->myPos;
						break;
					}
				}
			}

			if (_keyboard->isKeyDown(KC_LEFT))
			{
				Vector3 tempVec;
				tempVec.x=-myPlayer->myDirection.y;
				tempVec.y=myPlayer->myDirection.x;
				tempVec.z=myPlayer->myDirection.z;
				myPlayer->myPos.x = myPlayer->myPos.x + tempVec.x * myPlayer->mySpeed * timeDelta;
				myPlayer->myPos.y = myPlayer->myPos.y + tempVec.y * myPlayer->mySpeed * timeDelta;
			}
			
			if (_keyboard->isKeyDown(KC_RIGHT))
			{
				Vector3 tempVec;
				tempVec.x=myPlayer->myDirection.y;
				tempVec.y=-myPlayer->myDirection.x;
				tempVec.z=myPlayer->myDirection.z;
				myPlayer->myPos.x = myPlayer->myPos.x + tempVec.x * myPlayer->mySpeed * timeDelta;
				myPlayer->myPos.y = myPlayer->myPos.y + tempVec.y * myPlayer->mySpeed * timeDelta;
			}

			if (_keyboard->isKeyDown(KC_UP))
			{
				myPlayer->myPos.x = myPlayer->myPos.x + myPlayer->myDirection.x * myPlayer->mySpeed * timeDelta;
				myPlayer->myPos.y = myPlayer->myPos.y + myPlayer->myDirection.y * myPlayer->mySpeed * timeDelta;
			}

			if (_keyboard->isKeyDown(KC_DOWN))
			{
				myPlayer->myPos.x = myPlayer->myPos.x - myPlayer->myDirection.x * myPlayer->mySpeed * timeDelta;
				myPlayer->myPos.y = myPlayer->myPos.y - myPlayer->myDirection.y * myPlayer->mySpeed * timeDelta;
			}

			//if(_keyboard->isKeyDown(KC_Q))
			//{
			//	myPlayer->mySceneNode->yaw(Radian(timeDelta)*yawDelay);
			//	myPlayer->zRotation(timeDelta*yawDelay);
			//}
			//if(_keyboard->isKeyDown(KC_E))
			//{
			//	myPlayer->mySceneNode->yaw(Radian(-timeDelta)*yawDelay);
			//	myPlayer->zRotation(-timeDelta*yawDelay);
			//}
			// set player position
			myPlayer->mySceneNode->setPosition(myPlayer->myPos);
			outOfBount(myPlayer);
			myTimeDelta+=timeDelta;
		}
		
		createNewEnemy(timeDelta);

		if(bReborn)
		{
			rebornPause++;
			if(rebornPause == 60) // one second
			{
				bMove = true;
				myPlayer->mySceneNode->setVisible(true);
			}
			if(rebornPause==120) // two second
			{
				bReborn = false;
				rebornPause = 0;
			}
		}

		bulletBehavior(timeDelta);
		
		explosionBehavior(timeDelta);

		asteriodBehavior(timeDelta);

		ballBehavior(timeDelta);
	}
	else
	{
		EleEnd = OverlayManager::getSingleton().getOverlayElement("End");
		if(win&&flagForGameLevel)
		{
			gameLevel++;
			flagForGameLevel=false;
		}
		if(gameLevel==2)
		{
			EleEnd->setCaption("You Pass!");
			mEndOverlay->show();
			/*string path4 = "Celebrate.wav";
			fmodSystem->createSound(path4.c_str(), FMOD_2D, 0, &passSound);
			fmodSystem->playSound(FMOD_CHANNEL_FREE, passSound, false, &channel);
			passSound->release();*/
		}
		else
		{
			if(win)
				EleEnd->setCaption("You Win!");
			else
			{
				EleEnd->setCaption("GameOver\n  Fail!");
				/*string path5 = "GameOver.wav";
				fmodSystem->createSound(path5.c_str(), FMOD_2D, 0, &overSound);
				fmodSystem->playSound(FMOD_CHANNEL_FREE,overSound, false, &channel);
				overSound->release();*/
			}
			mEndOverlay->show();	
		}
		if(_keyboard->isKeyDown(KC_RETURN))
		{
			if(gameLevel==2)
				gameLevel=0;
			mEndOverlay->hide();
			if(gameLevel==0)
				flagForShowlevel1=true;
			else
				flagForShowlevel2=true;
			freeGame();
			//sound->release();
			sound2->release();
			//SpassSound->release();
			//overSound->release();
			rebuildGame();
		}
	}
}
Example #5
0
void handleGameEvent(Game * g, Message * mes)
{
	Player * sp = NULL;
	Game * sg = NULL;
	char * nick = NULL;
	Message nmes;

	if (mes->sndr_t == O_PLAYER)
	{
		sp = mes->sndr.player;
		nick = getNickname(sp);
	}
	if (mes->sndr_t == O_GAME)
		sg = mes->sndr.game;

	switch(mes->type)
	{
		case MEST_PLAYER_JOIN_GAME:
			info("%s has joined into game\n", nick);
			info("Players on server/in hall: %d/%d\n", srv.nPlayers, srv.hallPlayers);
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYER_JOINS_GAME], 1);
				i = htonl(sp->pid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in our game  */
				for (mp = g->players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}

			if (g->num > 0 && g->num == g->nPlayers)
			{
				nmes.sndr_t = O_GAME;
				nmes.sndr.game = g;
				nmes.rcvr_t = O_GAME;
				nmes.rcvr.game = g;
				nmes.type = MEST_START_GAME;
				nmes.len = 0;
				nmes.data = NULL;
				sendMessage(&nmes);
			}
			break;

		case MEST_PLAYER_LEAVE_GAME:
			info("%s has leaved game\n", nick);
			info("Players on server/in hall: %d/%d\n", srv.nPlayers, srv.hallPlayers);
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYER_LEAVES_GAME], 1);
				i = htonl(sp->pid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in our game  */
				for (mp = g->players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			break;

		case MEST_PLAYER_JOINS_HALL:
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYER_JOINS_HALL], 1);
				i = htonl(sp->pid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in hall  */
				for (mp = srv.players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			break;

		case MEST_PLAYER_LEAVES_HALL:
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYER_LEAVES_HALL], 1);
				i = htonl(sp->pid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in hall  */
				for (mp = srv.players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			break;

		case MEST_NEW_GAME:
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_NEW_GAME], 1);
				i = htonl(((Game *)(mes->data))->gid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in hall  */
				for (mp = srv.players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			break;

		case MEST_PLAYERS_STAT_GAME:
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYERS_STAT_GAME], 1);
				i = htonl(g->nPlayers);
				addnStr(msg, &i, sizeof(i));
				i = htonl(g->num);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in our game  */
				for (mp = g->players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			break;

		case MEST_COMMAND_GET:
			info("%s trying to get something\n", nick);
			if (g == NULL)
			{
				info("%s didn't get anything\n", nick);
				char err = 0;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else
			{
				uint32_t i = g->num;
				i = htonl(i);
				info("%s get %d\n", nick, g->num);
				write(sp->fd, answrs[ANSWR_STAT], 1);
				write(sp->fd, &i, sizeof(i));
			}
			break;

		case MEST_COMMAND_SET:
			info("%s trying to set something into %d\n", nick, *(uint32_t *)(mes->data));
			if (g == NULL)
			{
				info("%s not in game\n", nick, *(uint32_t *)(mes->data));
				char err = 0;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else
			{
				info("%s successfully sets something into %d\n", nick, *(uint32_t *)(mes->data));
				g->num = *(uint32_t *)(mes->data);
				write(sp->fd, answrs[ANSWR_OK], 1);

				if (g->num > 0 && g->num <= g->nPlayers)
				{
					nmes.sndr_t = O_GAME;
					nmes.sndr.game = g;
					nmes.rcvr_t = O_GAME;
					nmes.rcvr.game = g;
					nmes.type = MEST_START_GAME;
					nmes.len = 0;
					nmes.data = NULL;
					sendMessage(&nmes);
				}
			}
			free(mes->data);
			break;

		case MEST_COMMAND_LEAVE:
			info("%s trying to leave us\n", nick);
			if (g == NULL)
			{
				info("%s not in game\n", nick);
				char err = 0;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else
			{
				info("%s leaves game #%d\n", nick, g->gid);
				IntoNil(sp);
				write(sp->fd, answrs[ANSWR_OK], 1);
				nmes.sndr_t = O_PLAYER;
				nmes.sndr.player = sp;
				nmes.rcvr_t = O_GAME;
				nmes.rcvr.game = g;
				nmes.type = MEST_PLAYER_LEAVE_GAME;
				nmes.len = 0;
				nmes.data = NULL;
				sendMessage(&nmes);
				nmes.sndr_t = O_PLAYER;
				nmes.sndr.player = sp;
				nmes.rcvr_t = O_GAME;
				nmes.rcvr.game = NULL;
				nmes.type = MEST_PLAYER_JOINS_HALL;
				nmes.len = sizeof(g);
				nmes.data = g;
				sendMessage(&nmes);
				nmes.sndr_t = O_PLAYER;
				nmes.sndr.player = sp;
				nmes.rcvr_t = O_GAME;
				nmes.rcvr.game = g;
				nmes.type = MEST_PLAYERS_STAT_GAME;
				nmes.len = 0;
				nmes.data = NULL;
				sendMessage(&nmes);
			}
			break;

		case MEST_COMMAND_START:
			info("%s trying to start game\n", nick);
			if (!sp->adm)
			{
				info("%s not granted to start games\n", nick);
				char err = 0;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else if (g == NULL)
			{
				info("%s not in game\n", nick);
				char err = 1;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else if (g->started)
			{
				info("Game #%d is already started\n", g->gid);
				char err = 3;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else if (g->nPlayers == 0)
			{
				info("No players in game #%d\n", g->gid);
				char err = 2;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else
			{
				write(sp->fd, answrs[ANSWR_OK], 1);
				nmes.sndr_t = O_PLAYER;
				nmes.sndr.player = sp;
				nmes.rcvr_t = O_GAME;
				nmes.rcvr.game = g;
				nmes.type = MEST_START_GAME;
				nmes.len = 0;
				nmes.data = NULL;
				sendMessage(&nmes);
			}
			break;

		case MEST_COMMAND_TURN:
			info("%s trying to turn in game\n", nick);
			if (g == NULL)
			{
				info("%s not in game\n", nick);
				char err = 0;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else if (!g->started)
			{
				info("Game #%d isn't started\n", g->gid);
				char err = 2;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else if (sp->turned)
			{
				info("%s already turned\n", nick);
				char err = 1;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else
			{
				int ntp = 0; /* not turned players */
				mPlayer * mp;
				write(sp->fd, answrs[ANSWR_OK], 1);

				/* Semd info message about turned player */
				{
					Buffer * msg = newBuffer();
					Buffer * info = newBuffer();
					char * str;
					uint32_t i;

					/*  generating MES part  */
					addnStr(msg, infos[INFO_PLAYER_TURNED], 1);
					i = htonl(sp->pid);
					addnStr(msg, &i, sizeof(i));

					/*  generating INFO part  */
					addnStr(info, answrs[ANSWR_INFO], 1);
					i = htonl(msg->count);
					addnStr(info, &i, sizeof(i));
					i = msg->count;
					str = flushBuffer(msg);
					addnStr(info, str, i);
					free(str);

					/*  sending info message  */
					i = info->count;
					str = flushBuffer(info);
					/*  players in our game  */
					for (mp = g->players; mp != NULL; mp = mp->next)
						if (mp->player != sp)
							write(mp->player->fd, str, i);
					free(str);

					clearBuffer(msg);
					free(msg);
					clearBuffer(info);
					free(info);
				}

				sp->turned = 1;

				for (mp = g->players; mp != NULL; mp = mp->next)
					if (!mp->player->turned)
						++ntp;

				info("Turned players: %d/%d\n", g->nPlayers, ntp);

				if (ntp > 0)  /* Send info message about not turned players */
				{
					Buffer * msg = newBuffer();
					Buffer * info = newBuffer();
					char * str;
					uint32_t i;

					/*  generating MES part  */
					addnStr(msg, infos[INFO_NOT_TURNED_PLAYERS_LEFT], 1);
					i = htonl(g->nPlayers);
					addnStr(msg, &i, sizeof(i));
					i = htonl(ntp);
					addnStr(msg, &i, sizeof(i));

					/*  generating INFO part  */
					addnStr(info, answrs[ANSWR_INFO], 1);
					i = htonl(msg->count);
					addnStr(info, &i, sizeof(i));
					i = msg->count;
					str = flushBuffer(msg);
					addnStr(info, str, i);
					free(str);

					/*  sending info message  */
					i = info->count;
					str = flushBuffer(info);
					/*  players in our game  */
					for (mp = g->players; mp != NULL; mp = mp->next)
						write(mp->player->fd, str, i);
					free(str);

					clearBuffer(msg);
					free(msg);
					clearBuffer(info);
					free(info);
				}
				else
				{
					nmes.sndr_t = O_GAME;
					nmes.sndr.game = g;
					nmes.rcvr_t = O_GAME;
					nmes.rcvr.game = g;
					nmes.type = MEST_TURN_ENDED;
					nmes.len = 0;
					nmes.data = NULL;
					sendMessage(&nmes);
				}
			}
			break;

		case MEST_COMMAND_PROD:
			info("%s trying to product something in game\n", nick);
			{
				uint32_t n = *(uint32_t *)(mes->data);
				if (g == NULL)
				{
					info("%s not in game\n", nick);
					char err = 0;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (sp->turned)
				{
					info("%s already turned\n", nick);
					char err = 3;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (!g->started)
				{
					info("Game #%d isn't started\n", g->gid);
					char err = 4;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n < 1 || n > sp->bf)
				{
					info("Nonavail product value got\n");
					char err = 1;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n*(g->prodPrice) > sp->money || n*(g->prodStuff) > sp->mat)
				{
					info("Not enough resources to product\n");
					char err = 2;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else
				{
					write(sp->fd, answrs[ANSWR_OK], 1);

					sp->prodBid.c = n;
				}
			}
			free(mes->data);
			break;

		case MEST_COMMAND_MARKET:
			info("%s trying to take market information in game\n", nick);
			if (g == NULL)
			{
				info("%s not in game\n", nick);
				char err = 0;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else if (!g->started)
			{
				info("Game #%d isn't started\n", g->gid);
				char err = 1;
				write(sp->fd, answrs[ANSWR_ERROR], 1);
				write(sp->fd, &err, 1);
			}
			else
			{
				uint32_t i;
				char * str;
				Buffer * buf = newBuffer();

				i = htonl(g->nPlayers);
				addnStr(buf, &i, sizeof(i));

				i = htonl(g->turn);
				addnStr(buf, &i, sizeof(i));

				i = htonl(g->state.sellC);
				addnStr(buf, &i, sizeof(i));
				i = htonl(g->state.sellMinP);
				addnStr(buf, &i, sizeof(i));

				i = htonl(g->state.buyC);
				addnStr(buf, &i, sizeof(i));
				i = htonl(g->state.buyMaxP);
				addnStr(buf, &i, sizeof(i));

				write(sp->fd, answrs[ANSWR_MARKET], 1);
				i = buf->count;
				str = flushBuffer(buf);
				write(sp->fd, str, i);
				free(str);

				clearBuffer(buf);
				free(buf);
			}
			break;

		case MEST_COMMAND_BUILD:
			info("%s trying to build something in game\n", nick);
			{
				uint32_t n = *(uint32_t *)(mes->data);
				if (g == NULL)
				{
					info("%s not in game\n", nick);
					char err = 0;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (!g->started)
				{
					info("Game #%d isn't started\n", g->gid);
					char err = 4;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (sp->turned)
				{
					info("%s already turned\n", nick);
					char err = 3;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n < 1)
				{
					info("Nonavail build value got\n");
					char err = 1;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if ((g->bFacPrice/2) > sp->money)
				{
					info("Not enough resources to build\n");
					char err = 2;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else
				{
					write(sp->fd, answrs[ANSWR_OK], 1);

					for (; n > 0; n--)
						addFactory(sp);
				}
			}
			free(mes->data);
			break;

		case MEST_COMMAND_SELL:
			info("%s trying to sell something in game\n", nick);
			{
				uint32_t n = *(uint32_t *)(mes->data);
				uint32_t p = *(uint32_t *)(mes->data + 4);
				if (g == NULL)
				{
					info("%s not in game\n", nick);
					char err = 0;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (!g->started)
				{
					info("Game #%d isn't started\n", g->gid);
					char err = 5;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (sp->turned)
				{
					info("%s already turned\n", nick);
					char err = 4;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n != 0 && p > g->state.buyMaxP)
				{
					info("Price that is offered by %s is too high\n", nick);
					char err = 1;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n > sp->prod)
				{
					info("%s don't have enough product\n", nick);
					char err = 2;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n > g->state.buyC)
				{
					info("%s offered too many product to sell\n", nick);
					char err = 3;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else
				{
					write(sp->fd, answrs[ANSWR_OK], 1);
					sp->sellBid.c = n;
					sp->sellBid.p = p;
				}
			}
			free(mes->data);
			break;

		case MEST_COMMAND_BUY:
			info("%s trying to buy something in game\n", nick);
			{
				uint32_t n = *(uint32_t *)(mes->data);
				uint32_t p = *(uint32_t *)(mes->data + 4);
				if (g == NULL)
				{
					info("%s not in game\n", nick);
					char err = 0;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (!g->started)
				{
					info("Game #%d isn't started\n", g->gid);
					char err = 5;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (sp->turned)
				{
					info("%s already turned\n", nick);
					char err = 4;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n != 0 && p < g->state.sellMinP)
				{
					info("Price that is offered by %s is too small\n", nick);
					char err = 1;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n*p > sp->money)
				{
					info("%s don't have enough money\n", nick);
					char err = 2;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else if (n > g->state.sellC)
				{
					info("%s offered too many material to buy\n", nick);
					char err = 3;
					write(sp->fd, answrs[ANSWR_ERROR], 1);
					write(sp->fd, &err, 1);
				}
				else
				{
					write(sp->fd, answrs[ANSWR_OK], 1);
					sp->buyBid.c = n;
					sp->buyBid.p = p;
				}
			}
			free(mes->data);
			break;

		case MEST_GAME_OVER:
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_GAME_OVER], 1);
				i = htonl(g->gid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in hall  */
				for (mp = srv.players; mp != NULL; mp = mp->next)
					if (mp->player != sp)
						write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			freeGame(g);
			break;

		case MEST_START_GAME:
			info("Game #%d started with %d players\n", g->gid, g->nPlayers);

			/* Send info message about game start */
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_START_GAME], 1);

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in our game  */
				for (mp = g->players; mp != NULL; mp = mp->next)
					write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}

			startGame(g);
			break;

		case MEST_TURN_ENDED:
			info("New turn in game #%d\n", g->gid);

			{
				Turn * t;
				Buffer * msgshr = newBuffer();
				mPlayer * mp;
				Bid * b;
				char * strshr;
				int lenshr;
				uint32_t i;

				t = turnGame(g);

				/*  generating shared MES part  */
				addnStr(msgshr, infos[INFO_TURN_ENDED], 1);
				i = htonl(t->turn);
				addnStr(msgshr, &i, sizeof(i));
				i = htonl(countBids(t->sell) + countBids(t->buy));
				addnStr(msgshr, &i, sizeof(i));
				for (b = t->buy->f; b != NULL; b = b->next)
				{
					i = htonl(b->type);
					addnStr(msgshr, &i, sizeof(i));
					i = htonl(b->p->pid);
					addnStr(msgshr, &i, sizeof(i));
					i = htonl(b->count);
					addnStr(msgshr, &i, sizeof(i));
					i = htonl(b->price);
					addnStr(msgshr, &i, sizeof(i));
				}
				for (b = t->sell->f; b != NULL; b = b->next)
				{
					i = htonl(b->type);
					addnStr(msgshr, &i, sizeof(i));
					i = htonl(b->p->pid);
					addnStr(msgshr, &i, sizeof(i));
					i = htonl(b->count);
					addnStr(msgshr, &i, sizeof(i));
					i = htonl(b->price);
					addnStr(msgshr, &i, sizeof(i));
				}

				lenshr = msgshr->count;
				strshr = flushBuffer(msgshr);

				for (mp = g->players; mp != NULL; mp = mp->next)
				{
					Buffer * info = newBuffer();
					Buffer * msg = newBuffer();
					char * str;

					/*  generating private MES part  */
					addnStr(msg, strshr, lenshr);

					if (countBids(t->prod) == 0)
					{
						i = htonl(0);
						addnStr(msg, &i, sizeof(i));
					}
					else
					{
						for (b = t->prod->f; b != NULL && b->p != mp->player; b = b->next);
						if (b == NULL)
							i = htonl(0);
						else
							i = htonl(b->count);
						addnStr(msg, &i, sizeof(i));
					}

					if (countBids(t->fac) == 0)
					{
						i = htonl(0);
						addnStr(msg, &i, sizeof(i));
					}
					else
					{
						for (b = t->fac->f; b != NULL && b->p != mp->player; b = b->next);
						if (b == NULL)
							i = htonl(0);
						else
							i = htonl(b->count);
						addnStr(msg, &i, sizeof(i));
					}

					/*  generating INFO part  */
					addnStr(info, answrs[ANSWR_INFO], 1);
					i = htonl(msg->count);
					addnStr(info, &i, sizeof(i));
					i = msg->count;
					str = flushBuffer(msg);
					addnStr(info, str, i);
					free(str);

					/*  sending info message  */
					i = info->count;
					str = flushBuffer(info);
					write(mp->player->fd, str, i);
					free(str);

					clearBuffer(msg);
					free(msg);
					clearBuffer(info);
					free(info);
				}

				free(strshr);

				clearBuffer(msgshr);
				free(msgshr);

				remTurn(t);
			}
			break;

		case MEST_PLAYER_BANKRUPT:
			sp = (Player *)(mes->data);
			info("%s had bankrupted in game #%d\n", getNickname(sp), g->gid);
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYER_BANKRUPT], 1);
				i = htonl(sp->pid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in our game  */
				for (mp = g->players; mp != NULL; mp = mp->next)
					write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			nmes.sndr_t = O_PLAYER;
			nmes.sndr.player = sp;
			nmes.rcvr_t = O_GAME;
			nmes.rcvr.game = NULL;
			nmes.type = MEST_PLAYER_JOINS_HALL;
			nmes.len = 0;
			nmes.data = NULL;
			sendMessage(&nmes);
			IntoNil(sp);
			break;

		case MEST_PLAYER_WIN:
			sp = (Player *)(mes->data);
			info("%s had win in game #%d\n", getNickname(sp), g->gid);
			{
				Buffer * msg = newBuffer();
				Buffer * info = newBuffer();
				mPlayer * mp;
				char * str;
				uint32_t i;

				/*  generating MES part  */
				addnStr(msg, infos[INFO_PLAYER_WIN], 1);
				i = htonl(sp->pid);
				addnStr(msg, &i, sizeof(i));

				/*  generating INFO part  */
				addnStr(info, answrs[ANSWR_INFO], 1);
				i = htonl(msg->count);
				addnStr(info, &i, sizeof(i));
				i = msg->count;
				str = flushBuffer(msg);
				addnStr(info, str, i);
				free(str);

				/*  sending info message  */
				i = info->count;
				str = flushBuffer(info);
				/*  players in our game  */
				for (mp = g->players; mp != NULL; mp = mp->next)
					write(mp->player->fd, str, i);
				free(str);

				clearBuffer(msg);
				free(msg);
				clearBuffer(info);
				free(info);
			}
			nmes.sndr_t = O_PLAYER;
			nmes.sndr.player = sp;
			nmes.rcvr_t = O_GAME;
			nmes.rcvr.game = NULL;
			nmes.type = MEST_PLAYER_JOINS_HALL;
			nmes.len = 0;
			nmes.data = NULL;
			sendMessage(&nmes);
			IntoNil(sp);
			break;
	}
}