예제 #1
0
void RankingScene::display()
{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  /* 画面とZバッファのクリア */
	glClearColor(0, 0, 0, 0);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	gluLookAt(0, 0, 0, 0, 0, 1, 0, 1, 0);

	textureMap["font"]->drawString(" number of players " + total, Point2D( 0, 0.015 ), 0.75, Color( 1, 1, 1 ) );
	textureMap["font"]->drawString("Rank  Name   Score", Point2D(0.05, 0.1), 1, Color(1, 0, 0));

	Color gold(1, 0.8, 0);
	Color silver(0.8, 0.8, 0.8);
	Color bronze(0.8, 0.4, 0.1);
	Color blue(0.7, 0.7, 1);
	for (int i = 0; i < 10; i++)
	{
		if (i == 0) textureMap["font"]->drawString("1st", Point2D(0.05, 0.2 + 0.07*i), 0.8, gold);
		else if (i == 1) textureMap["font"]->drawString("2nd", Point2D(0.05, 0.2 + 0.07*i), 0.8, silver);
		else if (i == 2) textureMap["font"]->drawString("3rd", Point2D(0.05, 0.2 + 0.07*i), 0.8, bronze);
		else textureMap["font"]->drawString(to_string((long long)(i + 1)), Point2D(0.1, 0.2 + 0.07*i), 0.8, blue);
	}

	for (int j = 0; j < 10; j++){
		if (j == 0){
			textureMap["font"]->drawString(rank_name[j], Point2D(0.35, 0.2 + 0.07*j), 1, gold);
			textureMap["font"]->drawString(rank_score[j], Point2D(0.7, 0.2 + 0.07*j), 1, gold);
		}
		else if (j == 1){
			textureMap["font"]->drawString(rank_name[j], Point2D(0.35, 0.2 + 0.07*j), 1, silver);
			textureMap["font"]->drawString(rank_score[j], Point2D(0.7, 0.2 + 0.07*j), 1, silver);
		}
		else if (j == 2){
			textureMap["font"]->drawString(rank_name[j], Point2D(0.35, 0.2 + 0.07*j), 1, bronze);
			textureMap["font"]->drawString(rank_score[j], Point2D(0.7, 0.2 + 0.07*j), 1, bronze);
		}
		else{
			textureMap["font"]->drawString(rank_name[j], Point2D(0.35, 0.2 + 0.07*j), 1, blue);
			textureMap["font"]->drawString(rank_score[j], Point2D(0.7, 0.2 + 0.07*j), 1, blue);
		}
	}

	if (counter % FPS < FPS/2)
		textureMap["spaceReturn"]->draw2D(Point2D(0.7, 0.9), 0.4, Color(1, 1, 1));
}
예제 #2
0
int main(int argc, char* argv[])
{
    // Build your scene and setup your camera here, by calling
    // functions from Raytracer.  The code here sets up an example
    // scene and renders it from two different view points, DO NOT
    // change this if you're just implementing part one of the
    // assignment.
    Raytracer raytracer;
    int width = 320;
    int height = 240;
    int aa = 2;
    int sceneNum = 0;

    double toRadian = 2*M_PI/360.0;

    fprintf(stderr, "Using options:\n");

#ifdef USE_EXTENDEDLIGHTS
    fprintf(stderr, "\tExtended light sources\n");
#else
    fprintf(stderr, "\tPoint light sources\n");
#endif

#ifdef USE_REFRACTIONS
    fprintf(stderr, "\tRefractions\n");
#else
    fprintf(stderr, "\tNo refractions\n");
#endif

#ifdef USE_REFLECTIONS
    fprintf(stderr, "\tReflections\n");
#else
    fprintf(stderr, "\tNo reflections\n");
#endif

#ifdef IGNORE_SHADOWS
    fprintf(stderr, "\tNo shadows\n");
#else
    {
#ifdef USE_TRANSMISSIONSHADOWS
        fprintf(stderr, "\tTransmission-based shadows\n");
#else
        fprintf(stderr, "\tSimple shadows\n");
#endif
    }
#endif

#ifdef USE_FINERFLUX
    fprintf(stderr, "\tFiner numerical flux intergrations\n");
#else
    fprintf(stderr, "\tCoarser numerical flux intergrations\n");
#endif


    if (argc == 3) {
        width = atoi(argv[1]);
        height = atoi(argv[2]);
    } else if (argc == 4) {
        width = atoi(argv[1]);
        height = atoi(argv[2]);
        aa = atoi(argv[3]);
    } else if (argc == 5) {
        width = atoi(argv[1]);
        height = atoi(argv[2]);
        aa = atoi(argv[3]);
        sceneNum = atoi(argv[4]);
    }
    // SceneNum should not exceed total scenes
    if ((sceneNum > 3)|| (sceneNum <0)) {
        sceneNum = 0;
    }
    // Camera parameters.
    Point3D eye(0, 0, 1);
    Vector3D view(0, 0, -1);
    Vector3D up(0, 1, 0);
    double fov = 60;


    // Defines materials for shading.
    Material gold( Colour(0.3, 0.3, 0.3), Colour(0.75164, 0.60648, 0.22648),
                   Colour(0.628281, 0.555802, 0.366065),
                   51.2, 0.001, 0.0, 1/2.4 );
    Material jade( Colour(0.22, 0.38, 0.33), Colour(0.52, 0.73, 0.57),
                   Colour(0.316228, 0.316228, 0.316228),
                   12.8, 0.2 , 0.0, 0.0 );
    Material polishedGold( Colour(0.24725, 0.2245, 0.0645), Colour(0.34615, 0.3143, 0.0903),
                           Colour(0.797357, 0.723991, 0.208006), 83.2, 0.01,0.0,0.0);

    Material glass( Colour(0.15, 0.15, 0.15), Colour(0.08, 0.08, 0.08),
                    Colour(0.2, 0.2, 0.2), 50.1,0.08,0.9,0.6667 );

    Material glass1( Colour(0.2, 0.2, 0.2), Colour(0.2, 0.2, 0.2),
                     Colour(0.7, 0.7, 0.7), 10.1,0.03,0.9,0.6667 );


    Material steel( Colour(0.1, 0.1, 0.1), Colour(0.1, 0.1, 0.1),
                    Colour(0.8, 0.8, 0.8), 80, 0.03, 0.0, 1.0 );

    Material blueSolid( Colour(0, 0, 1), Colour(0, 0, 1),
                        Colour(0, 0, 0), 0, 0.0, 0.0, 1.0 );

    Material redSolid( Colour(1, 0, 0), Colour(1, 0, 0),
                       Colour(0, 0, 0), 0, 0.0, 0.0, 1.0 );

    Material chrome( Colour(0.25, 0.25, 0.25), Colour(0.4,0.4,0.4),
                     Colour(0.7746, 0.7746, 0.7746), 77, 0.42, 0.0, 1.0);

    Material ruby( Colour(0.1745, 0.01175, 0.01175), Colour(0.61424, 0.04136, 0.04136),
                   Colour(0.727811, 0.626959, 0.626959) , 76.8, 0.01, 0.0, 0.565);

    Material pearl( Colour(0.25, 0.20725, 0.20725), Colour(1, 0.829, 0.829),
                    Colour(0.296648, 0.296648, 0.296648), 11.264, 0.1,0.0,1.0 );

    Material silver(Colour(0.23125, 0.23125, 0.23125), Colour(0.2775, 0.2775, 0.2775),
                    Colour(0.773911, 0.773911, 0.773911), 89.6, 0.4,0.0, 1.0);

    Material emerald(Colour(0.0215, 0.1745, 0.0215),Colour(0.07568, 0.61424, 0.07568),
                     Colour(0.633, 0.727811, 0.633), 76.8, 0.1, 0.25, 0.637);

    Material brass(Colour(0.329412, 0.223529,  0.027451),Colour(0.780392, 0.568627, 0.113725),
                   Colour(0.992157, 0.941176, 0.807843),27.8974, 0.3, 0.0, 1.0 );

    Material bronze(Colour(0.2125, 0.1275, 0.054), Colour(0.714, 0.4284, 0.18144),
                    Colour(0.393548, 0.271906, 0.166721), 25.6, 0.1, 0.0, 1.0 );

    Material bronzeShiny(Colour(0.25, 0.148, 0.06475), Colour(0.4, 0.2368, 0.1036),
                         Colour(0.774597, 0.458561, 0.200621), 76.86, 0.15, 0.0, 1.0 );

    Material turquoise(Colour(0.1, 0.18725, 0.1745), Colour(0.396, 0.74151, 0.69102),
                       Colour(0.297254, 0.30829, 0.306678), 12.8, 0.01, 0.2, 0.9);

    Material obsidian(Colour(0.05375, 0.05, 0.06625), Colour(0.18275, 0.17, 0.22525),
                      Colour(0.332741, 0.328634, 0.346435), 38.4, 0.05, 0.18, 0.413);

    Material copper(Colour(0.19125, 0.0735, 0.0225), Colour(0.7038, 0.27048, 0.0828),
                    Colour(0.256777, 0.137622, 0.086014), 12.8, 0.1, 0.0, 1.0 );

    Material copperPolished(Colour(0.2295, 0.08825, 0.0275), Colour(0.5508, 0.2118, 0.066),
                            Colour(0.580594, 0.223257, 0.0695701), 51.2, 0.15, 0.0, 1.0 );

    Material pewter(Colour(0.105882, 0.058824, 0.113725), Colour(0.427451, 0.470588, 0.541176),
                    Colour(0.333333, 0.333333, 0.521569), 9.84615, 0.0, 0.0, 1.0 );


    // Light Sources
    //=====================
    //raytracer.addLightSource( new PointLight(Point3D(1, 1, 2),Colour(0.5, 0.5, 0.5)) );

#ifdef USE_EXTENDEDLIGHTS
    // Defines a ball light source
    raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1),
                                            2.0, Colour(0.9, 0.9, 0.9), 4) );
#else
    // Defines a point light source.
    raytracer.addLightSource( new PointLight(Point3D(0, 0, 5),
                              Colour(0.9, 0.9,0.9) ) );
#endif


    if (sceneNum==0) {

        // Defines a point light source.
        //raytracer.addLightSource( new PointLight(Point3D(0, 0, 5),
        //			Colour(0.9, 0.9, 0.9) ) );

        // Add a unit square into the scene with material mat.
        SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &gold);
        SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade );

        // Apply some transformations to the unit square.
        double factor1[3] = { 1.0, 2.0, 1.0 };
        double factor2[3] = { 6.0, 6.0, 1.0 };
        double factor3[3] = { 4.0, 4.0, 4.0 };
        double factor4[3] = { 3.7, 3.7, 3.7 };
        raytracer.translate(sphere, Vector3D(0, 0, -5));
        raytracer.rotate(sphere, 'x', -45);
        raytracer.rotate(sphere, 'z', 45);
        raytracer.scale(sphere, Point3D(0, 0, 0), factor1);

        raytracer.translate(plane, Vector3D(0, 0, -7));
        raytracer.rotate(plane, 'z', 45);
        raytracer.scale(plane, Point3D(0, 0, 0), factor2);
        /*
        SceneDagNode* bigSphere = raytracer.addObject( new UnitSphere(), &glass1);
        raytracer.scale(bigSphere, Point3D(0, 0, 0), factor3);
        raytracer.translate(bigSphere, Vector3D(0, 0, -7));

        SceneDagNode* bigSphere2 = raytracer.addObject( new UnitSphere(), &glass1);
        raytracer.scale(bigSphere2, Point3D(0, 0, 0), factor4);
        raytracer.translate(bigSphere2, Vector3D(0, 0, -7));
        */

    }// end of scene 0

    if (sceneNum==1) {
        /*
        raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1),
        	5.0, Colour(0.9, 0.9, 0.9), 0.888) );
        raytracer.addLightSource( new PointLight(Point3D(0, 0, 2),Colour(0.5, 0.5, 0.5)) );
        */

        // Add a unit square into the scene with material mat.
        SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &glass);
        SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &brass);
        SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade);
        SceneDagNode* cylinder = raytracer.addObject( new UnitCylinder(), &brass);


        // Apply some transformations to the unit square.
        double factor1[3] = { 1.0, 2.0, 1.0 };
        double factor2[3] = { 6.0, 6.0, 1.0 };
        double factor3[3] = { 0.5, 0.5, 2.0 };
        raytracer.translate(sphere, Vector3D(0, 0, -5));
        raytracer.rotate(sphere, 'x', -45);
        raytracer.rotate(sphere, 'z', 45);
        raytracer.scale(sphere, Point3D(0, 0, 0), factor1);

        raytracer.translate(sphere1, Vector3D(-2.5, 0, -5));

        raytracer.translate(plane, Vector3D(0, 0, -7));
        raytracer.rotate(plane, 'z', 45);
        raytracer.scale(plane, Point3D(0, 0, 0), factor2);


        raytracer.translate(cylinder, Vector3D(3, 0, -5));
        //raytracer.rotate(cylinder, 'y', -20);
        raytracer.rotate(cylinder, 'z', 45);
        raytracer.rotate(cylinder, 'x', -75);
        raytracer.scale(cylinder, Point3D(0, 0, 0), factor3);

    }// end of scene1


    //=============== Scene 2 ==============================
    //=====================================================

    if(sceneNum == 2) {
        /*
        raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1),
        	5.0, Colour(0.9, 0.9, 0.9), 0.888) );*/
        //raytracer.addLightSource( new PointLight(Point3D(0, 0, 2),Colour(0.5, 0.5, 0.5)) );

        //Set up walls
        //========================================================

        SceneDagNode* planeBack = raytracer.addObject( new UnitSquare(), &brass);
        SceneDagNode* planeBottom = raytracer.addObject( new UnitSquare(), &chrome);
        SceneDagNode* planeTop = raytracer.addObject( new UnitSquare(), &copperPolished);
        SceneDagNode* planeLeft = raytracer.addObject( new UnitSquare(), &bronzeShiny);
        SceneDagNode* planeRight = raytracer.addObject( new UnitSquare(), &brass);
        SceneDagNode* planeRear = raytracer.addObject( new UnitSquare(), &brass);

        double scaleFactor[3] = {8.0,8.0,1.0};
        double scaleFactor1[3] = {20.01,20.01,1.0};

        raytracer.translate(planeBottom, Vector3D(0, -10, 0));
        raytracer.translate(planeTop, Vector3D(0, 10, 0));
        raytracer.translate(planeLeft, Vector3D(-10, 0, 0));

        raytracer.translate(planeRight, Vector3D(10, 0, 0));

        raytracer.translate(planeBack, Vector3D(0, 0, -19.9));
        raytracer.translate(planeBottom, Vector3D(0, 0, -10));
        raytracer.translate(planeTop, Vector3D(0, 0, -10));
        raytracer.translate(planeLeft, Vector3D(0, 0, -10));
        raytracer.translate(planeRight, Vector3D(0, 0, -10));
        raytracer.translate(planeRear, Vector3D(0, 0, 20));

        raytracer.rotate(planeTop, 'x', 90);
        raytracer.rotate(planeBottom, 'x',-90);
        raytracer.rotate(planeLeft, 'y', -90);
        raytracer.rotate(planeRight, 'y', 90);
        raytracer.rotate(planeRear, 'x', 180);

        raytracer.scale(planeBack, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeBottom, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeTop, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeLeft, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeRight, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeRear, Point3D(0, 0, 0), scaleFactor1);
        //===========================================================

        double scaleEgg[3] = { 1.0, 1.5, 1.0 };
        double scaleBall[3] = {2,2,2};
        SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &glass1);
        SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &ruby);
        SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &chrome);

        //SceneDagNode* cone = raytracer.addObject(sphere, new UnitCone(), &emerald);

        //raytracer.translate(cone, Vector3D(0,0,-2));
        raytracer.translate(sphere, Vector3D(-1,-1,-11));
        raytracer.scale(sphere, Point3D(0,0,0), scaleBall);

        raytracer.translate(sphere1, Vector3D(2.5,-1,-11));
        raytracer.translate(sphere2, Vector3D(2,3,-11));
        //raytracer.translate(cone, Vector3D(-1,-1,-12));
        raytracer.rotate(sphere1, 'z', -45);
        raytracer.scale(sphere1, Point3D(0,0,0), scaleEgg);
        //raytracer.rotate(cone, 'x', 90);

    }//end of scene 2


    //==================== Scene 3 =================
    //===============================================


    if(sceneNum == 3) {

#ifdef USE_EXTENDEDLIGHTS
        raytracer.addLightSource( new BallLight(Point3D(-5, 5, -3),
                                                2.0, Colour(0.4, 0.4, 0.4), 2) );
        raytracer.addLightSource( new BallLight(Point3D(5, 5, -3),
                                                2.0, Colour(0.4, 0.4, 0.4), 2) );
#else
        raytracer.addLightSource( new PointLight(Point3D(-5, 5, 0),
                                  Colour(0.5, 0.0, 0.0) ) );
        raytracer.addLightSource( new PointLight(Point3D(5, 5, 0),
                                  Colour(0.0, 0.5, 0.0) ) );
        raytracer.addLightSource( new PointLight(Point3D(0, -5, 0),
                                  Colour(0.0, 0.0, 0.5) ) );
#endif

        double planeScale[3] = {10.0, 10.0, 1.0};
        double sphereScale[3]= {1.5,1.5,1.5};
        double coneScale[3] = {1.5,1.5,5};

        SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &pearl);
        SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &chrome);
        SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &brass);
        //SceneDagNode* cone = raytracer.addObject( new UnitCone(), &turquoise);

        raytracer.translate(sphere1, Vector3D(1, 1.5, -6.5));
        raytracer.translate(sphere2, Vector3D(-1, -1.5, -6.5));
        raytracer.scale(sphere2, Point3D(0,0,0), sphereScale);
        raytracer.scale(sphere1, Point3D(0,0,0), sphereScale);

        raytracer.rotate(plane, 'z', 45);
        raytracer.scale(plane, Point3D(0,0,0), planeScale);
        raytracer.translate(plane, Vector3D(0, 0, -8));
        /*
        		raytracer.translate(cone, Vector3D(2.0,-1.0,-3));
        		raytracer.rotate(cone, 'x', 180);
        		raytracer.scale(cone, Point3D(0,0,0), coneScale); */
    }

    // Render the scene, feel free to make the image smaller for
    // testing purposes.

    raytracer.render(width, height, eye, view, up, fov, aa,  "sig1.bmp", 's');
    //raytracer.render(width, height, eye, view, up, fov, aa, "diffuse1.bmp",'d');
    //raytracer.render(width, height, eye, view, up, fov, aa, "view1.bmp",'p');





    // Render it from a different point of view.
    Point3D eye2(4, 2, 1);
    Vector3D view2(-4, -2, -6);

    raytracer.render(width, height, eye2, view2, up, fov, aa, "sig2.bmp", 's');
    //raytracer.render(width, height, eye2, view2, up, fov, aa, "diffuse2.bmp",'d');
    //raytracer.render(width, height, eye2, view2, up, fov, aa, "view2.bmp",'p');



    Point3D eye3(-4, -2, 1);
    Vector3D view3(4, 2, -6);

    raytracer.render(width, height, eye3, view3, up, fov, aa, "sig3.bmp", 's');
    //raytracer.render(width, height, eye3, view3, up, fov, aa, "diffuse3.bmp",'d');
    raytracer.render(width, height, eye3, view3, up, fov, aa, "view3.bmp",'p');




    return 0;
}
예제 #3
0
int read_msg(char *src, char *Instr, char *Arg1, char *Arg2)
{
	//printf("Received: FROM => %s\tCMD => %s,%s,%s\n",src,Instr,Arg1,Arg2);
	char instr[CONTENT_MAX];
	char arg1[CONTENT_MAX];
	char arg2[CONTENT_MAX];

	strcpy(instr,Instr);
	strcpy(arg1,Arg1);
	strcpy(arg2,Arg2);


	if(echo(instr))
	{
		message_host(src,"echo,NULL,NULL");
	}

	/* Database will immediately notify its registered clients if local data
 * has been updated, only when the database is configured to PUSH updates 
 * with the command line flag -p */
	else if(incr(instr))
	{
		if(PUSH_UPDATES)
		{
			// send invalidation msg to all known clients
			struct cache_entry *client;
			int index=0;
			/* Iterates over all saved clients */
			for(index=0;index<clients_cache->length;index++)
			{
				client = get_index(index,clients_cache);
				printf("Pushing updates to client [%s]\n",client->value);
				char msg[CONTENT_MAX];
				sprintf(msg,"%s,%s,%s",inv,arg1,arg2);
				message_host(client->value,msg);
			}
		}
	
		/* Routine for updating local data */
		if(rome(arg1))
		{
			if(gold(arg2))
			{
				r.gold++;
			}
			if(silver(arg2))
			{
				r.silver++;
			}	
			if(bronze(arg2))
			{
				r.bronze++;
			}
			if(tennis(arg2))
			{
				score_tennis.rome_score++;	
			}
			if(soccer(arg2))
			{
				score_soccer.rome_score++;
			}
			if(frisbee(arg2))
			{
				score_frisbee.rome_score++;
			}
		}
		if(gaul(arg1))
		{
			if(gold(arg2))
			{		
				g.gold++;
			}
			if(silver(arg2))
			{
				g.silver++;
			}
			if(bronze(arg2))
			{
				g.bronze++;
			}
			if(tennis(arg2))
			{
				score_tennis.gaul_score++;	
			}
			if(soccer(arg2))
			{
				score_soccer.gaul_score++;
			}
			if(frisbee(arg2))
			{
				score_frisbee.gaul_score++;
			}
		}
		/* Display updates on the terminal screen */
		printf("Update received -------------------------\n"
			"Gaul >>	Gold %d, Silver %d, Bronze %d\n"
			"Rome >>  Gold %d, Silver %d, Bronze %d\n"
			"--------------------------------------------\n"
			"Tennis:  Gaul %d	|	Rome %d\n"
			"Frisbee:	Gaul %d	|	Rome	%d\n"
			"Soccer:  Gaul %d	|	Rome	%d\n",
			r.gold, r.silver, r.bronze,
			g.gold, g.silver, g.bronze,
			score_tennis.gaul_score, score_tennis.rome_score,
			score_frisbee.gaul_score, score_frisbee.rome_score,
			score_soccer.gaul_score, score_soccer.rome_score);
	}

	/* Service client query */
	else if(query(instr))
	{
		// when a front-end server queries for the first time, add it to the
		// cache of known hosts
		printf("Responding to query [%s:%s] from client [%s]\n",
			arg1,arg2,src);
		while(clients_cache==NULL);	// wait for client cache to come online
		struct cache_entry *connected_client;
		unsigned int client_id;

		inet_pton(AF_INET,src,&client_id);
		connected_client = new_cache_entry(client_id,src);
		if(!found(client_id,clients_cache))	
			add_cache_entry(SORTED,connected_client,clients_cache);

		/* Build query response */
		
		char response[100];
		if(rome(arg1))
		{
			if(gold(arg2))
			{
				sprintf(response,"rome,gold,%d",r.gold);
			}
			if(silver(arg2))
			{
				sprintf(response,"rome,silver,%d",r.silver);
			}	
			if(bronze(arg2))
			{
				sprintf(response,"rome,bronze,%d",r.bronze);
			}
			if(tennis(arg2))
			{
				sprintf(response,"rome,tennis,%d",score_tennis.rome_score);
			}
			if(soccer(arg2))
			{
				sprintf(response,"rome,soccer,%d",score_soccer.rome_score);
			}
			if(frisbee(arg2))
			{
				sprintf(response,"rome,frisbee,%d",score_frisbee.rome_score);
			}
		}
		if(gaul(arg1))
		{
			if(gold(arg2))
			{		
				sprintf(response,"gaul,gold,%d",r.gold);
			}
			if(silver(arg2))
			{
				sprintf(response,"gaul,silver,%d",r.silver);
			}
			if(bronze(arg2))
			{
				sprintf(response,"gaul,bronze,%d",r.bronze);
			}
			if(tennis(arg2))
			{
				sprintf(response,"gaul,tennis,%d",score_tennis.gaul_score);
			}
			if(soccer(arg2))
			{
				sprintf(response,"gaul,soccer,%d",score_soccer.gaul_score);
			}
			if(frisbee(arg2))
			{
				sprintf(response,"gaul,frisbee,%d",score_soccer.gaul_score);
			}
		}	
		printf("Responding to %s\n",src);
		message_host(src,response);
	}
	return 0;
}