Exemple #1
0
void new_connection(TCPsocket sock) {
   TCPsocket tmp;
   struct socket_node *socket;
   IPaddress *ip;
 
/* accept the connection temporarily */
   tmp = SDLNet_TCP_Accept(sock);
   if (!tmp)
      do_error(SDLNet_GetError());

/* are we full or game already started? */
   if (get_active_players() + 1 > NUM_PLAYERS || current_turn)
      SDLNet_TCP_Close(tmp);
   else {
   /* nope! */
      socket = new_socket(SOCKET_CLIENT);
      socket->sock = tmp;
      if (SDLNet_TCP_AddSocket(sockset, tmp) < 0)
         do_error(SDLNet_GetError());

      ip = SDLNet_TCP_GetPeerAddress(tmp);
      if (!ip)
         do_error(SDLNet_GetError());
      if (SDLNet_ResolveIP(ip))
         strcpy(socket->host, SDLNet_ResolveIP(ip));
      else
         sprintf(socket->host, "Unknown IP");

      join_player(socket);	/*	add player to game	*/
   }
}
Exemple #2
0
int get_free_player() {
    int i = 0;

    if (get_active_players() < NUM_PLAYERS) {
        while (IS_ACTIVE(i))
            i++;
        return i;
    }

    return -1;	/*	no free player slots	*/
}
Exemple #3
0
int main(void) {
    
    unsigned char * players;
    int i;


    // Want to initialize the game
    init_game();

    // Enter the waiting state for other players
    network_with_other_players();

    // If we're the master player, we need to send out the begin messages to all other players
    #if (THIS_PLAYER == MASTER_PLAYER)
        players = get_active_players();
        for (i = 1; i < NUM_PLAYERS; i++)
        {
            if (players[i] == PLAYER_PLAYING)
            {
                display_write_line(1, "sending begin to 1");
                send_message(MSG_BEGIN, 0, THIS_PLAYER, i, 0);
                __delay_ms(100);
            }
        }
    #endif




    // Made it to while loop!
    // display_write_line(1, "game begun!");

    // Just loop for now
    while(1){};

    display_write_line(1, "game over!");

    return 0;
}
Exemple #4
0
void init_player(int player, int option) {
    int i, num;
    struct action_node *next;

    if (option != INIT_PLAYER_INACTIVE)
        players[player].active = 1;
    else
        players[player].active = 0;

    if (option != INIT_PLAYER_RESET) {
        switch (option) {
        case INIT_PLAYER_HUMAN:
            sprintf(GET_NAME(player), "Player %d", get_active_players());
            players[player].ai = 0;
            players[player].portrait = LEADER_RONNIE;
            break;
        case INIT_PLAYER_AI:
            players[player].ai = 1;
            while (1) {
                /* select a random leader but check so it doesn't exist already */
                num = randomize(0, NUM_LEADERS - 1);
                if (player_name_available((char *)leader_names[num]))
                    break;	/*	end while-loop	*/
            }
            strcpy(GET_NAME(player), leader_names[num]);
            players[player].portrait = num;
            break;
        }
        memset(players[player].msg, 0, MAX_MESSAGE_LENGTH+1);
        players[player].msg_timer = 0;
    }

    /* population */
    if (option != INIT_PLAYER_RESET || server) {
        for (i = 0; i < NUM_CITIES; i++) {
            if (option == INIT_PLAYER_INACTIVE)
                GET_POPULATION(player, i) = 0;
            else
                GET_POPULATION(player, i) = randomize(10, 35);
            GET_WORLD(player, i) = GET_POPULATION(player, i);	/*	world state	*/
        }
    }

    /* weapons */
    for (i = 0; i < NUM_WEAPONS; i++)
        GET_STOCK(player, i) = 0;
    GET_STOCK(player, WEAPON_MISSILE_10MT) = 1;
    GET_STOCK(player, WEAPON_WARHEAD_10MT) = 1;
    GET_STOCK(player, WEAPON_LNDS) = 1;

    /* free action list */
    while (players[player].action_list != NULL) {
        next = players[player].action_list->next;
        free(players[player].action_list);
        players[player].action_list = next;
    }

    GET_PREVIOUS(player) = ACTION_NOTHING;
    GET_MISSILE(player) = -1;
    GET_BOMBER(player) = -1;

    GET_WORLD_MISSILE(player) = 0;
    GET_WORLD_BOMBER(player) = 0;
}