示例#1
0
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
		}



}
示例#2
0
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());
}
示例#3
0
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);
}
示例#4
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());
}
示例#5
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]++;
		}
	}
}
示例#6
0
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);
	}
	

}
示例#7
0
	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);

}