Пример #1
0
void clearProjectile()
{
	proj.present = false;
	clearSquare(proj.prev_x, proj.prev_y);
	proj.x = 0;
	proj.y = 0;	proj.prev_x= 1;
	proj.prev_y= 1;

}
Пример #2
0
/*
 * Displays a missile.  Takes the new location to display the missile in x_loc and y_loc
 * Takes the previous location of the missile to delete, if the clear boolean is set
 */
void
showMissile(Loc x_loc, Loc y_loc, Direction dir, Loc prev_x, Loc prev_y, bool clear)
{
	{
		register BitCell	*bp;

		bp = missile;
        if ( clear )
        	clearSquare(prev_x, prev_y);
		HackMazeBitmap(x_loc, y_loc, &bp[0]);
	}
}
Пример #3
0
/*
 * When someone moves off a position, clear it out. If there's someone
 * "under" him, display the second guy.
 */
void
clearPosition(RatIndexType ratIndex, Loc xClear, Loc yClear)
{
	Rat	rp;
	register int		i;

	clearSquare(xClear, yClear);
	for (i = 0; i < MAX_RATS; i++) {
		rp = M->rat(i);
		if ((i == ratIndex.value()) || !(rp.playing))
			continue;
		if ((rp.x == xClear) && (rp.y == yClear))
			if (i == MY_RAT_INDEX)
			  showMe(rp.x, rp.y, rp.dir);
	}
}
Пример #4
0
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]++;
		}
	}
}