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/* Tenes Empanadas Graciela
*
* Copyright (C) 2000 Ricardo Quesada
*
* Author: Ricardo Calixto Quesada <rquesada@core-sdi.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; only version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
*/
#include <list>
#include <algorithm>
#include <iterator>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <assert.h>
#include <unistd.h>
#include "../common/tegdebug.h"
#include "server.h"
#include "scores.h"
#include "xmlscores.h"
#include "fcintl.h"
#include "main.h"
namespace teg::server
{
using PlayersList = std::list<SPLAYER>;
PlayersList players;
typedef struct {
int humans;
int robots;
} PlayerCount;
PlayerCount player_count(void)
{
PlayerCount result = {0, 0};
player_map([&result](PSPLAYER pJ) {
if(pJ->human) {
result.humans++;
} else {
result.robots++;
}
});
return result;
}
TEG_STATUS player_whois(int numjug, PSPLAYER *pJ)
{
TEG_STATUS result=TEG_STATUS_PLAYERNOTFOUND;
player_map([numjug, &result, pJ](PSPLAYER pJ_new) {
if(pJ_new->numjug == numjug) {
*pJ = pJ_new;
result = TEG_STATUS_SUCCESS;
}
});
return result;
}
TEG_STATUS player_findbyname(char const *name, PSPLAYER *pJ)
{
TEG_STATUS result = TEG_STATUS_PLAYERNOTFOUND;
player_map([name, &pJ, &result](PSPLAYER pJ_new) {
if(!strncmp(pJ_new->name, name, sizeof(pJ_new->name))) {
*pJ = pJ_new;
result = TEG_STATUS_SUCCESS;
}
});
return result;
}
void player_erase(PSPLAYER pJ)
{
auto player_it{std::find_if(players.begin(), players.end(),
[pJ](SPLAYER& p)
{
return pJ == &p;
})};
if(player_it != players.end()) {
players.erase(player_it);
}
}
void player_yield_color(SPLAYER& player)
{
if(player.color != -1) {
color_del(player.color);
}
}
bool player_is_to_be_deleted(SPLAYER const& player)
{
return (PLAYER_STATUS_DESCONECTADO==player.estado)
|| (-1 == player.fd);
}
void player_delete_discon(PSPLAYER pJ)
{
if(player_is_to_be_deleted(*pJ)) {
player_yield_color(*pJ);
player_erase(pJ);
}
}
void player_map_erasable(std::function<void(PlayersList::iterator it)> fn)
{
for(auto it=players.begin(); it!=players.end(); /*advance in body*/) {
auto follow=std::next(it); // Make a copy of the following iterator
fn(it);
/* it may be now invalid, and so is (it++). This is why we already
* stored the following iterator */
it=follow;
}
}
void player_delete_all_disconnected()
{
player_map_erasable([](PlayersList::iterator it) {
if(player_is_to_be_deleted(*it)) {
player_yield_color(*it);
players.erase(it);
}
});
}
void player_initplayer(PSPLAYER pJ)
{
assert(pJ);
pJ->hizo_canje = false;
pJ->tot_exchanges = 0;
pJ->tot_countries = 0;
pJ->tot_cards = 0;
pJ->tot_armies = 0;
pJ->turno_conq = 0;
pJ->country_src = -1;
pJ->country_dst = -1;
pJ->mission = -1;
pJ->fichasc_armies = 0;
pJ->fichasc_conts = 0;
stats_init(&pJ->player_stats);
}
/* main initialization */
void player_init(void)
{
}
TEG_STATUS player_numjug_libre(int *libre)
{
char jugs[maximum_player_count] = {0};
int i;
assert(libre);
player_map([&jugs](PSPLAYER pJ) {
if(pJ->numjug >= 0 && pJ->numjug < maximum_player_count) {
jugs[pJ->numjug] = 1;
}
});
for(i=0; i<maximum_player_count; i++) {
if(jugs[i] == 0) {
*libre = i;
return TEG_STATUS_SUCCESS;
}
}
/* server is full */
return TEG_STATUS_ERROR;
}
/* creates a player and initialize it */
PSPLAYER player_ins(PSPLAYER pJ, bool esplayer)
{
int numjug;
assert(pJ);
if(esplayer && player_numjug_libre(&numjug) != TEG_STATUS_SUCCESS) {
return NULL;
}
pJ->numjug = -1;
pJ->color = -1;
players.push_back(*pJ);
SPLAYER &newJ{players.back()};
player_initplayer(&newJ);
newJ.is_player = esplayer;
newJ.estado = PLAYER_STATUS_CONNECTED;
if(esplayer) {
newJ.numjug = numjug;
g_game.players++;
}
g_game.connections++;
return &newJ;
}
TEG_STATUS player_flush()
{
for(SPLAYER &player: players) {
if(player.fd > 0) {
fd_remove(player.fd);
player.fd = -1;
}
con_text_out(M_INF, ("Deleting %s\n"), player.name);
}
g_game.connections = 0;
g_game.players = 0;
return TEG_STATUS_SUCCESS;
}
bool player_is_playing(PSPLAYER pJ)
{
if(! pJ->is_player) {
return false;
}
if(pJ->estado < PLAYER_STATUS_START || pJ->estado >= PLAYER_STATUS_LAST) {
return false;
}
return true;
}
/* release the turn, and give it to the next or prev one */
TEG_STATUS player_give_turn_away(PSPLAYER pJ)
{
PLAYER_STATUS status = pJ->estado;
/* needed to prevent loops in xxx_next or xxx_prev algorithms */
pJ->estado = PLAYER_STATUS_GAMEOVER;
/* si el player tenia el turno, lo tiene que pasar al sig*/
if(g_game.turno && g_game.turno->numjug == pJ->numjug) {
if(status <= PLAYER_STATUS_POSTFICHAS) {
fichas_next();
} else if(status <= PLAYER_STATUS_POSTFICHAS2) {
fichas2_next();
} else if(status <= PLAYER_STATUS_POSTFICHASC) {
fichasc_next();
} else { /* tenia el turno */
turno_next();
}
}
pJ->estado = status;
return TEG_STATUS_SUCCESS;
}
TEG_STATUS player_del_soft(PSPLAYER pJ)
{
assert(pJ);
if(! player_is_playing(pJ)) {
return TEG_STATUS_ERROR;
}
g_game.playing--;
/* game without players */
if(JUEGO_EMPEZADO && g_game.playing == 0) {
con_text_out(M_INF, _("Game without players. Initializing another game.\n"));
game_end(NULL);
/* game with just one player... the winner */
} else if(g_game.playing == 1 && JUEGO_EMPEZADO) {
PSPLAYER winner=NULL;
player_map([pJ, &winner](PSPLAYER pJ2) {
if(pJ2->numjug!=pJ->numjug && player_is_playing(pJ2)) {
con_text_out(M_INF, _("Game with one player. Player %s(%d) is the winner\n"), pJ2->name, pJ2->numjug);
pJ2->estado = PLAYER_STATUS_GAMEOVER;
winner = pJ2;
}
});
if(winner != nullptr) {
game_end(winner);
}
/* game may continue normally */
} else {
player_give_turn_away(pJ);
pJ->estado = PLAYER_STATUS_GAMEOVER;
}
return TEG_STATUS_SUCCESS;
}
void player_del_hard(PSPLAYER pJ)
{
assert(pJ);
g_game.connections--;
/* close the connection */
fd_remove(pJ->fd);
pJ->fd = -1;
if(pJ->is_player) {
con_text_out(M_INF, _("Player %s(%d) quit the game\n"), pJ->name, pJ->numjug);
netall_printf(TOKEN_EXIT"=%d\n", pJ->numjug);
if(player_is_playing(pJ)) {
player_del_soft(pJ);
g_game.players--;
pJ->status_before_discon = PLAYER_STATUS_IDLE;
pJ->estado = PLAYER_STATUS_DESCONECTADO;
return;
} else if(pJ->estado == PLAYER_STATUS_GAMEOVER) {
g_game.players--;
pJ->status_before_discon = PLAYER_STATUS_GAMEOVER;
pJ->estado = PLAYER_STATUS_DESCONECTADO;
return;
}
color_del(pJ->color);
g_game.players--;
} else {
con_text_out(M_INF, _("Observer %s(%d) quit the game\n"), pJ->name, pJ->numjug);
}
player_erase(pJ);
return;
}
TEG_STATUS player_from_indice(int j, int *real_j)
{
TEG_STATUS result = TEG_STATUS_PLAYERNOTFOUND;
int i=0;
player_map([&i, j, &real_j, &result](PSPLAYER pJ) {
if(pJ->estado>=PLAYER_STATUS_HABILITADO) {
if(j == i) {
*real_j = pJ->numjug;
result = TEG_STATUS_SUCCESS;
}
i++;
}
});
return result;
}
TEG_STATUS player_asignarcountry(int numjug, PCOUNTRY p)
{
PSPLAYER pJ;
if(player_whois(numjug, &pJ) != TEG_STATUS_SUCCESS) {
return TEG_STATUS_PLAYERNOTFOUND;
}
p->numjug = numjug;
pJ->tot_countries++;
pJ->tot_armies++; /* cada country viene con un ejercito */
return TEG_STATUS_SUCCESS;
}
/* given a fd, return the player who owns it */
TEG_STATUS player_whoisfd(int fd, PSPLAYER *j)
{
TEG_STATUS result = TEG_STATUS_PLAYERNOTFOUND;
player_map([fd, &j, &result](PSPLAYER i) {
if(i->fd == fd) {
*j = i;
result = TEG_STATUS_SUCCESS;
}
}, PlayerMapPolicy::everyone);
return result;
}
bool player_esta_xxx(int fd, PLAYER_STATUS state, bool exact)
{
PSPLAYER pJ;
return player_esta_xxx_plus(fd, state, exact, &pJ);
}
bool player_esta_xxx_plus(int fd, PLAYER_STATUS state, bool strict, PSPLAYER *j)
{
if(player_whoisfd(fd, j) == TEG_STATUS_SUCCESS) {
if(strict) {
return ((*j)->estado == state);
} else {
return ((*j)->estado >= state);
}
} else {
return false;
}
}
void player_listar_countries(PSPLAYER pJ, int *countries)
{
assert(pJ);
assert(countries);
countries_map(pJ->numjug,
[&countries](COUNTRY &country) {
countries[country.continente]++;
});
}
void player_listar_conts(PSPLAYER pJ, unsigned long *ret)
{
int countries[CONT_CANT];
int i;
assert(pJ);
assert(ret);
memset(countries, 0, sizeof(countries));
player_listar_countries(pJ, countries);
*ret = 0;
for(i=0; i< CONT_CANT; i++) {
if(countries[i] == g_conts[i].cant_countries) {
*ret |= 1 << i;
}
}
}
void player_clear_turn(PSPLAYER pJ)
{
int i;
assert(pJ);
pJ->turno_conq = 0;
pJ->country_src = -1;
pJ->country_dst = -1;
pJ->estado = PLAYER_STATUS_IDLE;
/* clean all the regroups the player could have done */
for(i=0; i<COUNTRIES_CANT; i++) {
if(g_countries[i].numjug == pJ->numjug) {
g_countries[i].ejer_reagrupe = 0;
}
}
}
int player_fichasc_cant(PSPLAYER pJ)
{
assert(pJ);
if(pJ->tot_countries <= 6) {
return 3;
} else {
return pJ->tot_countries/2;
}
}
void player_all_set_status(PLAYER_STATUS estado)
{
player_map([estado](PSPLAYER pJ) {
if(pJ->estado >= PLAYER_STATUS_GAMEOVER) {
pJ->estado = estado;
}
});
}
void player_map(jug_map_func func,
PlayerMapPolicy policy)
{
assert(func);
std::for_each(players.begin(), players.end(),
[func, policy](SPLAYER& p) {
if(p.is_player || (policy==PlayerMapPolicy::everyone)) {
func(&p);
}
});
}
bool player_is_lost(PSPLAYER pJ)
{
assert(pJ);
if(pJ->tot_countries > 0) {
return 0;
}
return 1;
}
void player_poner_perdio(PSPLAYER pJ)
{
assert(pJ);
if(pJ->estado == PLAYER_STATUS_DESCONECTADO) {
scores_insert_player(pJ);
player_delete_discon(pJ);
}
// We get called if a player's last country is conquered. If the player
// surrendered before that happened we must NOT decrement the player count again
if(player_is_playing(pJ)) {
g_game.playing--;
}
pJ->estado = PLAYER_STATUS_GAMEOVER;
}
void player_fillname(PSPLAYER pJ, char *name)
{
PSPLAYER pJ_new;
char new_name [ max_playername_length ];
memset(new_name, 0, sizeof(new_name));
strncpy(new_name, name, sizeof(new_name) -1);
strip_invalid(new_name);
if(player_findbyname(new_name, &pJ_new) == TEG_STATUS_SUCCESS && pJ_new->estado != PLAYER_STATUS_DESCONECTADO) {
/* that name is already registered, assign a new name dynamically */
size_t n = strlen(new_name);
if(n < (sizeof(pJ->name) - 2)) {
new_name[n] = '_';
player_fillname(pJ, new_name);
} else {
if(new_name[n-1] < '0' || new_name[n-1] > '9') {
new_name[n-1]='0';
} else {
new_name[n-1]++;
}
player_fillname(pJ, new_name);
}
} else {
strncpy(pJ->name, new_name, sizeof(pJ->name)-1);
pJ->name[ sizeof(pJ->name) -1 ] = 0;
}
}
/* return a disconected player with the same name as pJ */
PSPLAYER player_return_disconnected(PSPLAYER pJ)
{
PSPLAYER result = nullptr;
player_map([pJ, &result](PSPLAYER pJ_new) {
if((pJ_new->estado == PLAYER_STATUS_DESCONECTADO) &&
strcmp(pJ->name, pJ_new->name) == 0
) {
g_game.players++;
g_game.playing++;
g_game.connections++;
result = pJ_new;
}
}, PlayerMapPolicy::everyone);
return result;
}
/* return true if the player is disconnected */
bool player_is_disconnected(PSPLAYER pJ)
{
/// \todo replace the parameter by a char pointer
bool result = false;
player_map([&result, pJ](PSPLAYER pJ_new) {
if((pJ_new->estado == PLAYER_STATUS_DESCONECTADO) &&
strcmp(pJ->name, pJ_new->name) == 0
) {
result = true;
}
}, PlayerMapPolicy::everyone);
return result;
}
/* insert all the player but the ones in GAME OVER */
void player_insert_scores(PSPLAYER pJ)
{
scores_insert_player(pJ);
}
/* kick a robot from the game */
static void player_kick_robot(PSPLAYER pJ)
{
if(! pJ->human) {
player_del_hard(pJ);
con_text_out_wop(M_INF, _("Robot %s was kicked from the game\n"), pJ->name);
}
}
/* kick robots when no human is available */
TEG_STATUS player_kick_unparent_robots(void)
{
if(g_server.kick_unparent_robots) {
PlayerCount counts = player_count();
if(counts.robots && ! counts.humans) {
con_text_out_wop(M_INF, _("Kicking unwanted robots...\n"));
player_map_erasable([](PlayersList::iterator it) {
player_kick_robot(&*it);
});
}
}
return TEG_STATUS_SUCCESS;
}
SPLAYER *find_next_player(SPLAYER* after, std::function<bool(SPLAYER&)> acceptable)
{
using It = PlayersList::iterator; // just a shortcut for the iterator type
// find the element after which we search for the next one
It const playerIt = std::find_if(players.begin(), players.end(),
[after](SPLAYER& p) {
return after == &p;
});
if(playerIt == players.end()) {
PDEBUG("Internal error: request for non-existing player (%p).", after);
return nullptr;
}
{
// Search in the interval after playerIt to the end, if one wanted element is there
It inEnd = std::find_if(std::next(playerIt), players.end(), acceptable);
if(inEnd != players.end()) {
return &*inEnd;
}
}
{
// There was nothing in the second part of the list, search the [begin, playerIt) interval
It inBeginning = std::find_if(players.begin(), playerIt, acceptable);
if(inBeginning != playerIt) {
return &*inBeginning;
}
}
return nullptr;
}
}
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