void ratStates() { /* In our sample version, we don't know about the state of any rats over the net, so this is a no-op */ for (int i = 0; i < 8 ; i++) if (i != M->myRatId().value() && participants[i] == 0 && M->mazeRats_[Mapping_idToIndex.find(i)->second].playing)// no packet from this dude { cout << i << endl; //M->mazeRats_[Mapping_idToIndex.find(i)->second].playing = false; rat_array[Mapping_idToIndex.find(i)->second] = NULL; RatIndexType ratId( Mapping_idToIndex.find(i)->second); ClearRatPosition(ratId); } for (int i = 0; i < 8; i++) cout << "bool" << M->mazeRats_[i].playing << endl; if (!( M->mazeRats_[1].playing || M->mazeRats_[2].playing || M->mazeRats_[3].playing || M->mazeRats_[4].playing || M->mazeRats_[5].playing || M->mazeRats_[6].playing || M->mazeRats_[7].playing)) // this means that there are no other players :O { M->myRatIdIs(0); M->scoreIs(0); SetMyRatIndexType(0); Mapping_idToIndex.clear(); Mapping_indexToId.clear(); play();//main(0,NULL); // start over } }
void shoot() { mw_score_t score; mws_fire_missile(M->state, M->local_id); /* XXX: Should check return code in case of error. */ mws_get_rat_score(M->state, M->local_id, &score); M->scoreIs(score); UpdateScoreCard(M->myRatId().value()); }
void shoot() { if (proj.present) return; proj.present = true; proj.x = M->xloc().value(); proj.y = M->yloc().value(); proj.prev_x = proj.prev_y = 0; proj.direction = M->dir().value(); gettimeofday(&proj.shootTime, NULL); M->scoreIs( M->score().value()-1 ); UpdateScoreCard(0); }
/* This will presumably be modified by you. It is here to provide an example of how to open a UDP port. You might choose to use a different strategy */ void netInit() { bool joinGame(); Sockaddr nullAddr; Sockaddr *thisHost; char buf[128]; int reuse; u_char ttl; struct ip_mreq mreq; /* MAZEPORT will be assigned by the TA to each team */ M->mazePortIs(htons(MAZEPORT)); gethostname(buf, sizeof(buf)); if ((thisHost = resolveHost(buf)) == (Sockaddr *) NULL) MWError("who am I?"); bcopy((caddr_t) thisHost, (caddr_t) (M->myAddr()), sizeof(Sockaddr)); M->theSocketIs(socket(AF_INET, SOCK_DGRAM, 0)); if (M->theSocket() < 0) MWError("can't get socket"); /* SO_REUSEADDR allows more than one binding to the same socket - you cannot have more than one player on one machine without this */ reuse = 1; if (setsockopt(M->theSocket(), SOL_SOCKET, SO_REUSEADDR, &reuse, sizeof(reuse)) < 0) { MWError("setsockopt failed (SO_REUSEADDR)"); } nullAddr.sin_family = AF_INET; nullAddr.sin_addr.s_addr = htonl(INADDR_ANY); nullAddr.sin_port = M->mazePort(); if (bind(M->theSocket(), (struct sockaddr *)&nullAddr, sizeof(nullAddr)) < 0) MWError("netInit binding"); /* Multicast TTL: 0 restricted to the same host 1 restricted to the same subnet 32 restricted to the same site 64 restricted to the same region 128 restricted to the same continent 255 unrestricted DO NOT use a value > 32. If possible, use a value of 1 when testing. */ ttl = 32; if (setsockopt(M->theSocket(), IPPROTO_IP, IP_MULTICAST_TTL, &ttl, sizeof(ttl)) < 0) { MWError("setsockopt failed (IP_MULTICAST_TTL)"); } /* uncomment the following if you do not want to receive messages that you sent out - of course, you cannot have multiple players on the same machine if you do this */ #if 0 { u_char loop = 0; if (setsockopt(M->theSocket(), IPPROTO_IP, IP_MULTICAST_LOOP, &loop, sizeof(loop)) < 0) { MWError("setsockopt failed (IP_MULTICAST_LOOP)"); } } #endif /* join the multicast group */ mreq.imr_multiaddr.s_addr = htonl(MAZEGROUP); mreq.imr_interface.s_addr = htonl(INADDR_ANY); if (setsockopt(M->theSocket(), IPPROTO_IP, IP_ADD_MEMBERSHIP, (char *) &mreq, sizeof(mreq)) < 0) { MWError("setsockopt failed (IP_ADD_MEMBERSHIP)"); } /* * Now we can try to find a game to join; if none, start one. */ /* I haven't implemented joinGame or startGame in this sample */ /* if (!joinGame()) startGame(); */ printf("\n"); /* set up some stuff strictly for this local sample */ M->myRatIdIs(0); M->scoreIs(0); SetMyRatIndexType(0); /* Get the multi-cast address ready to use in SendData() calls. */ memcpy(&groupAddr, &nullAddr, sizeof(Sockaddr)); groupAddr.sin_addr.s_addr = htonl(MAZEGROUP); mws_set_addr(M->state, (struct sockaddr *)&groupAddr, M->theSocket()); }
void processPacket (MWEvent *eventPacket) { MW244BPacket *p = new MW244BPacket ; p = eventPacket->eventDetail; /*cout << p->ID<< endl; cout << p->sequence_number<< endl; cout << p->score<< endl; cout << p->x_pos<< endl; cout << p->y_pos<< endl; cout << p->dir<< endl; cout << p->tagged_rat<< endl; cout << p->globalID<< endl; ConvertIncoming(p); cout << p->ID<< endl; cout << p->sequence_number<< endl; cout << p->score<< endl; cout << p->x_pos<< endl; cout << p->y_pos<< endl; cout << p->dir<< endl; cout << p->tagged_rat<< endl; cout << p->globalID<< endl; exit(0);*/ cout << "PP " << p->ID << endl; if (myPacket(p, &eventPacket->eventSource) && join)// BECAUSE WHILE YOU ARE STILL 0, you will get packets with ID 0 { return; } else { if (!join && expected_seqno[p->ID] <= p->sequence_number){ if (p->globalID == 7) // What if there is only player with global ID 7? :/ { cout << "You are one player too many :(" << endl; cout << "Please try again later." << endl; exit(0); } else { for (int i = 0; i < 100; i++) cout << "Incrementing for no reason" << endl; join = true; GLOBAL_ID = p->globalID+1; M->myRatIdIs(GLOBAL_ID); setMapping(); UpdateScoreCard(0); MW244BPacket q; makePacket(&q,'h',-1, updateSeqNo); sendPacketToPlayers(q); participants[p->ID]++; Rat r; r.playing = 1; cout << "NEW " << p->ID << endl; r.x=p->x_pos; r.y=p->y_pos; r.dir=(p->dir); M->mazeRats_[Mapping_idToIndex.find(p->ID)->second] = r; rat_array[p-> ID]=new MW244BPacket; rat_array[Mapping_idToIndex.find(p->ID)->second]=p; Loc x(p->x_pos); Loc y(p->y_pos); Direction dir(p-> dir); RatIndexType ratId(Mapping_idToIndex.find(p->ID)->second); SetRatPosition(ratId, x, y, dir); UpdateScoreCard(Mapping_idToIndex.find(p-> ID)->second); expected_seqno[p->ID] = p->sequence_number + 1; return; } } if (GLOBAL_ID < p->globalID && expected_seqno[p->ID] <= p->sequence_number ) GLOBAL_ID = p->globalID; if (p->status == 'a' && p->tagged_rat == M->myRatId().value()) { // cannot discard expected_seqno[p->ID] <= p->sequence_number // because we're getting this packet because the other side didn't get b :( // MUST send b MW244BPacket q; makePacket(&q,'b',-1, updateSeqNo); sendPacketToPlayers(q); cout<<p->sequence_number<<"Seq number"<<endl; cout<<prevseq_a[p->ID]<<"Previous Seq number"<<endl; if (p->sequence_number > prevseq_a[p->ID]) { // dealing with duplicates DrawString("You have been tagged!",21,200,250); M->scoreIs( M->score().value()-5 ); UpdateScoreCard(0); NewPosition(M); } prevseq_a[p->ID] = p->sequence_number; } else if (p->status == 'a' && expected_seqno[p->ID] <= p->sequence_number){ //RatIndexType ratId(p-> ID); //ClearRatPosition(ratId); RatIndexType ratId( Mapping_idToIndex.find(p->ID)->second); ClearRatPosition(ratId); } if (p->status == 'b' && expected_seqno[p->ID] <= p->sequence_number) { checkingzero = 1; updateSeqNo = true; } if (p->status == 'f' && expected_seqno[p->ID] <= p->sequence_number) { //player has left cout << "Player has gone :(" << endl; participants[p->ID] = -1;// in next section, will be incremented to 0 // automatically dealt with in ratstates RatIndexType ratId( Mapping_idToIndex.find(p->ID)->second); ClearRatPosition(ratId); // WHY IS THIS NOT WORKING? :/ clearSquare(p->x_pos, p->y_pos); cout << p->x_pos << "," << p->y_pos << endl; cout << M->mazeRats_[Mapping_idToIndex.find(p->ID)->second].x.value() << "," << M->mazeRats_[Mapping_idToIndex.find(p->ID)->second].y.value() << endl; } if (expected_seqno[p->ID] <= p->sequence_number) { // if this condition is false, then we are discarding the packet. Rat r; r.playing = 1; cout << "IF " << p->ID << endl; r.x=p->x_pos; r.y=p->y_pos; r.dir=(p->dir); M->mazeRats_[Mapping_idToIndex.find(p->ID)->second] = r; rat_array[p-> ID]=new MW244BPacket; rat_array[Mapping_idToIndex.find(p->ID)->second]=p; Loc x(p->x_pos); Loc y(p->y_pos); Direction dir(p-> dir); RatIndexType ratId(Mapping_idToIndex.find(p->ID)->second); SetRatPosition(ratId, x, y, dir); UpdateScoreCard(Mapping_idToIndex.find(p-> ID)->second); expected_seqno[p->ID] = p->sequence_number + 1; participants[p->ID]++; } } }
void manageMissiles() { if (!proj.present) return; struct timeval now; gettimeofday(&now, NULL); int x = proj.x, y = proj.y; int elapsed_time = time_diff(now, proj.shootTime); int distance_travelled = elapsed_time * projectile_speed; if (proj.direction == 0) x += distance_travelled; else if (proj.direction == 1) x -= distance_travelled; else if (proj.direction == 2) y += distance_travelled; else if (proj.direction == 3) y -= distance_travelled; if (MY_X_LOC == x && MY_Y_LOC == y) return; if (M->maze_[x][y]) { // hit wall clearProjectile(); return; } for (int i = 0; i < 8; i++) { if (M->mazeRats_[i].playing && M->mazeRats_[i].x.value() == x && y == M->mazeRats_[i].y.value()) { MW244BPacket p; makePacket(&p,'a',Mapping_indexToId.find(i)->second, updateSeqNo); proj.prev_x = x; proj.prev_y = y; sendPacketToPlayers(p); updateSeqNo = false; checkingzero = 0; RatIndexType ratId(i); kills = Mapping_indexToId.find(i)->second; clearProjectile(); M->scoreIs( M->score().value() + 11 ); UpdateScoreCard(0); DrawString("You have tagged a player!",25,200,250); ClearRatPosition(ratId); } } if (proj.prev_x == 0 && proj.prev_y == 0) proj.prev_x = proj.prev_y = 1; showMissile(x, y, proj.direction, proj.prev_x, proj.prev_y, true); proj.prev_x = x; proj.prev_y = y; if (updateSeqNo && join) { MW244BPacket p; makePacket(&p,'t',-1, updateSeqNo); sendPacketToPlayers(p); } }
void netInit() { Sockaddr nullAddr; Sockaddr *thisHost; char buf[128]; int reuse; u_char ttl; struct ip_mreq mreq; /* MAZEPORT will be assigned by the TA to each team */ M->mazePortIs(htons(MAZEPORT)); gethostname(buf, sizeof(buf)); if ((thisHost = resolveHost(buf)) == (Sockaddr *) NULL) MWError("who am I?"); bcopy((caddr_t) thisHost, (caddr_t) (M->myAddr()), sizeof(Sockaddr)); M->theSocketIs(socket(AF_INET, SOCK_DGRAM, 0)); if (M->theSocket() < 0) MWError("can't get socket"); /* SO_REUSEADDR allows more than one binding to the same socket - you cannot have more than one player on one machine without this */ reuse = 1; if (setsockopt(M->theSocket(), SOL_SOCKET, SO_REUSEADDR, &reuse, sizeof(reuse)) < 0) { MWError("setsockopt failed (SO_REUSEADDR)"); } nullAddr.sin_family = AF_INET; nullAddr.sin_addr.s_addr = htonl(INADDR_ANY); nullAddr.sin_port = M->mazePort(); if (bind(M->theSocket(), (struct sockaddr *)&nullAddr, sizeof(nullAddr)) < 0) MWError("netInit binding"); /* Multicast TTL: 0 restricted to the same host 1 restricted to the same subnet 32 restricted to the same site 64 restricted to the same region 128 restricted to the same continent 255 unrestricted DO NOT use a value > 32. If possible, use a value of 1 when testing. */ ttl = 1; if (setsockopt(M->theSocket(), IPPROTO_IP, IP_MULTICAST_TTL, &ttl, sizeof(ttl)) < 0) { MWError("setsockopt failed (IP_MULTICAST_TTL)"); } /* join the multicast group */ mreq.imr_multiaddr.s_addr = htonl(MAZEGROUP); mreq.imr_interface.s_addr = htonl(INADDR_ANY); if (setsockopt(M->theSocket(), IPPROTO_IP, IP_ADD_MEMBERSHIP, (char *) &mreq, sizeof(mreq)) < 0) { MWError("setsockopt failed (IP_ADD_MEMBERSHIP)"); } /* * Now we can try to find a game to join; if none, start one. */ printf("\n"); /* set up some stuff strictly for this local sample */ //int temp = rand()%8;/*FIXME- REALLY REALLY RANDOM*/ M->myRatIdIs(0); // FIXME //M->rat(M->myRatId().value()).playing=true; //cout << M->myRatId().value() << endl; //cout << temp << endl; M->scoreIs(0); SetMyRatIndexType(0); /* Get the multi-cast address ready to use in SendData() calls. */ memcpy(&groupAddr, &nullAddr, sizeof(Sockaddr)); groupAddr.sin_addr.s_addr = htonl(MAZEGROUP); }