Merging Alpha 0.5 to add the license as the repo is going public.
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GNU AFFERO GENERAL PUBLIC LICENSE
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Version 3, 19 November 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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of this license document, but changing it is not allowed.
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||||||
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Preamble
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||||||
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The GNU Affero General Public License is a free, copyleft license for
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software and other kinds of works, specifically designed to ensure
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cooperation with the community in the case of network server software.
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||||||
|
|
||||||
|
The licenses for most software and other practical works are designed
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||||||
|
to take away your freedom to share and change the works. By contrast,
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||||||
|
our General Public Licenses are intended to guarantee your freedom to
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||||||
|
share and change all versions of a program--to make sure it remains free
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||||||
|
software for all its users.
|
||||||
|
|
||||||
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When we speak of free software, we are referring to freedom, not
|
||||||
|
price. Our General Public Licenses are designed to make sure that you
|
||||||
|
have the freedom to distribute copies of free software (and charge for
|
||||||
|
them if you wish), that you receive source code or can get it if you
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||||||
|
want it, that you can change the software or use pieces of it in new
|
||||||
|
free programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
Developers that use our General Public Licenses protect your rights
|
||||||
|
with two steps: (1) assert copyright on the software, and (2) offer
|
||||||
|
you this License which gives you legal permission to copy, distribute
|
||||||
|
and/or modify the software.
|
||||||
|
|
||||||
|
A secondary benefit of defending all users' freedom is that
|
||||||
|
improvements made in alternate versions of the program, if they
|
||||||
|
receive widespread use, become available for other developers to
|
||||||
|
incorporate. Many developers of free software are heartened and
|
||||||
|
encouraged by the resulting cooperation. However, in the case of
|
||||||
|
software used on network servers, this result may fail to come about.
|
||||||
|
The GNU General Public License permits making a modified version and
|
||||||
|
letting the public access it on a server without ever releasing its
|
||||||
|
source code to the public.
|
||||||
|
|
||||||
|
The GNU Affero General Public License is designed specifically to
|
||||||
|
ensure that, in such cases, the modified source code becomes available
|
||||||
|
to the community. It requires the operator of a network server to
|
||||||
|
provide the source code of the modified version running there to the
|
||||||
|
users of that server. Therefore, public use of a modified version, on
|
||||||
|
a publicly accessible server, gives the public access to the source
|
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|
code of the modified version.
|
||||||
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|
||||||
|
An older license, called the Affero General Public License and
|
||||||
|
published by Affero, was designed to accomplish similar goals. This is
|
||||||
|
a different license, not a version of the Affero GPL, but Affero has
|
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|
released a new version of the Affero GPL which permits relicensing under
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|
this license.
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|
||||||
|
The precise terms and conditions for copying, distribution and
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||||||
|
modification follow.
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||||||
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||||||
|
TERMS AND CONDITIONS
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||||||
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||||||
|
0. Definitions.
|
||||||
|
|
||||||
|
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||||
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|
||||||
|
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
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|
||||||
|
"The Program" refers to any copyrightable work licensed under this
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|
License. Each licensee is addressed as "you". "Licensees" and
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|
"recipients" may be individuals or organizations.
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|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
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||||||
|
in a fashion requiring copyright permission, other than the making of an
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exact copy. The resulting work is called a "modified version" of the
|
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|
earlier work or a work "based on" the earlier work.
|
||||||
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|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
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|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
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||||||
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|
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To "convey" a work means any kind of propagation that enables other
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parties to make or receive copies. Mere interaction with a user through
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||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
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|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
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|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
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|
||||||
|
1. Source Code.
|
||||||
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|
||||||
|
The "source code" for a work means the preferred form of the work
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for making modifications to it. "Object code" means any non-source
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||||||
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form of a work.
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|
||||||
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A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
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|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
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packaging a Major Component, but which is not part of that Major
|
||||||
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Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
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|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
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System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
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|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
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|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
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|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
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|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
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|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
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|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
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|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
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|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
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|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
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|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
7. This requirement modifies the requirement in section 4 to
|
||||||
|
"keep intact all notices".
|
||||||
|
|
||||||
|
c) You must license the entire work, as a whole, under this
|
||||||
|
License to anyone who comes into possession of a copy. This
|
||||||
|
License will therefore apply, along with any applicable section 7
|
||||||
|
additional terms, to the whole of the work, and all its parts,
|
||||||
|
regardless of how they are packaged. This License gives no
|
||||||
|
permission to license the work in any other way, but it does not
|
||||||
|
invalidate such permission if you have separately received it.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
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|
||||||
|
a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium
|
||||||
|
customarily used for software interchange.
|
||||||
|
|
||||||
|
b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
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|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, if you modify the
|
||||||
|
Program, your modified version must prominently offer all users
|
||||||
|
interacting with it remotely through a computer network (if your version
|
||||||
|
supports such interaction) an opportunity to receive the Corresponding
|
||||||
|
Source of your version by providing access to the Corresponding Source
|
||||||
|
from a network server at no charge, through some standard or customary
|
||||||
|
means of facilitating copying of software. This Corresponding Source
|
||||||
|
shall include the Corresponding Source for any work covered by version 3
|
||||||
|
of the GNU General Public License that is incorporated pursuant to the
|
||||||
|
following paragraph.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the work with which it is combined will remain governed by version
|
||||||
|
3 of the GNU General Public License.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU Affero General Public License from time to time. Such new versions
|
||||||
|
will be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU Affero General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU Affero General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU Affero General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This program is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU Affero General Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
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 Affero General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Affero General Public License
|
||||||
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If your software can interact with users remotely through a computer
|
||||||
|
network, you should also make sure that it provides a way for users to
|
||||||
|
get its source. For example, if your program is a web application, its
|
||||||
|
interface could display a "Source" link that leads users to an archive
|
||||||
|
of the code. There are many ways you could offer source, and different
|
||||||
|
solutions will be better for different programs; see section 13 for the
|
||||||
|
specific requirements.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
|
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||||
|
<https://www.gnu.org/licenses/>.
|
|
@ -0,0 +1,91 @@
|
||||||
|
#+LATEX_HEADER: \RequirePackage[left=0.3in,top=0.3in,right=0.3in,bottom=0.3in, a4paper]{geometry}
|
||||||
|
* SilverMUD: The Hackable Terminal-Top Roleplaying Game.
|
||||||
|
SilverMUD is a tool for creating engaging and communal stories, all over the
|
||||||
|
world through the internet. It's designed to give a gamemaster the same power
|
||||||
|
to improvise that they have at the table, through simple programming and
|
||||||
|
easy-to-understand structures.
|
||||||
|
|
||||||
|
* Player's Guide
|
||||||
|
** Running The Client
|
||||||
|
*** How To Connect To A Server:
|
||||||
|
To connect to a server, use the command-line option =-i=, and the IP address of
|
||||||
|
the server. If the server admin is hosting the server on a port other than the
|
||||||
|
default port of 5000, you can use the =-p= option with the number of the port. If
|
||||||
|
the connection is successful, you will be placed in the server's login
|
||||||
|
area. Type =/join <player name>=, where player name is a name of your choosing,
|
||||||
|
and you will be placed in the spawn area, ready to play.
|
||||||
|
|
||||||
|
*** Other Launch Options:
|
||||||
|
|
||||||
|
** The Basic Commands
|
||||||
|
SilverMUD is played through a set of very simple commands. To use a command,
|
||||||
|
type a forward-slash (/) followed immediately by the command name. The command
|
||||||
|
can be upper or lower-case.
|
||||||
|
|
||||||
|
| Command | Arguments | Effect |
|
||||||
|
|---------+------------------------------------------+---------------------------------------------------------|
|
||||||
|
| JOIN | Character Name | Logs you into the server with the given character name. |
|
||||||
|
| MOVE | Path Name/Path Number | Moves you down the given path. |
|
||||||
|
| LOOK | None | Describes the current area. |
|
||||||
|
| STAT | None | Displays your current status and character sheet. |
|
||||||
|
| SPEC | Core Stat Name | Allows you to apply spec points to a given stat. |
|
||||||
|
| TRY | Core Stat Name/Skill Name, Object Number | Attempt to use the given stat or skill on the object. |
|
||||||
|
|
||||||
|
* Gamemaster's Guide
|
||||||
|
** Running the Server:
|
||||||
|
|
||||||
|
* Developer's Guide
|
||||||
|
** Build Prerequisites:
|
||||||
|
SilverMUD has the following dependencies:
|
||||||
|
- GnuTLS
|
||||||
|
- ncurses
|
||||||
|
|
||||||
|
** C Style Guide:
|
||||||
|
These rules attempt to make the program as visually clear as possible, while
|
||||||
|
some rules may be made based on my own personal tastes.
|
||||||
|
|
||||||
|
- () :: These are parentheses.
|
||||||
|
- [] :: These are brackets.
|
||||||
|
- {} :: These are braces.
|
||||||
|
*** Formatting:
|
||||||
|
**** Control Statements:
|
||||||
|
- A space should be between the keyword and the condition. This is to make
|
||||||
|
control statements visually distinct from function calls.
|
||||||
|
|
||||||
|
- Opening braces should be on the line after the control statement, and closing
|
||||||
|
braces on the line after the last statement, on it's own. This is to make the
|
||||||
|
scope of the control statement easily identifiable.
|
||||||
|
|
||||||
|
- else and else if should always be on a new line, not the same line as an if
|
||||||
|
statement's closing brace. This is to more easily distinguish the seperate
|
||||||
|
blocks.
|
||||||
|
|
||||||
|
- Control statements should never omit braces and do single statements. This is
|
||||||
|
mostly personal preference, but I do think it makes things more clear.
|
||||||
|
|
||||||
|
*** Naming:
|
||||||
|
**** Rule 0: NEVER USE i AND j!
|
||||||
|
Never use the variable names i and j. These are easy to confuse, and often make
|
||||||
|
nested loops awful to read. Name these more descriptively.
|
||||||
|
For example:
|
||||||
|
- If you are using a variable to index an array, name the variable index.
|
||||||
|
- If you are indexing multiple arrays, name it "array name + Index".
|
||||||
|
- If you are using it to count something, call it count, or "name of the
|
||||||
|
thing you are counting + count".
|
||||||
|
|
||||||
|
**** Rule 1: No one letter variable names, unless in a mathematical function.
|
||||||
|
You should never use one letter variable names. They're needlessly obtuse and
|
||||||
|
you will not remember their meaning upon re-reading of the source code. The
|
||||||
|
exception to this is when you are writing a function which replicates a
|
||||||
|
mathematical formula or function with commonly accepted notation. However, you
|
||||||
|
should consider if it would be better to break mathematical convention for
|
||||||
|
clarity inside the program, such as when the variable names are the first letter
|
||||||
|
of a word or the mathematical notation uses many similar looking variables.
|
||||||
|
|
||||||
|
**** Rule 2: Prefer to use full words in variable and function names:
|
||||||
|
You should always prefer to use full words in variable and function names. It
|
||||||
|
makes the source code much easier to read, like a sentence. Ideally, if you want
|
||||||
|
to shorten the name, use synonyms or rephrasing before you resort to removing
|
||||||
|
letters.
|
||||||
|
|
||||||
|
*** Comments:
|
726
src/gamelogic.c
726
src/gamelogic.c
|
@ -108,7 +108,7 @@ void queueMessagedCommand(queue * queue, inputMessage * messageToQueue)
|
||||||
// Copy the command and arguments to the new commandEvent:
|
// Copy the command and arguments to the new commandEvent:
|
||||||
memcpy(newCommand->command, &messageToQueue->content->messageContent[1], 16);
|
memcpy(newCommand->command, &messageToQueue->content->messageContent[1], 16);
|
||||||
memcpy(newCommand->arguments, &messageToQueue->content->messageContent[strlen(newCommand->command) + 2],
|
memcpy(newCommand->arguments, &messageToQueue->content->messageContent[strlen(newCommand->command) + 2],
|
||||||
MAX - (strlen(newCommand->command) + 2));
|
MAX - (strlen(newCommand->command) + 2));
|
||||||
|
|
||||||
// Ensure the arguments are safe to parse, without adding newlines:
|
// Ensure the arguments are safe to parse, without adding newlines:
|
||||||
userNameSanatize(newCommand->command, 16);
|
userNameSanatize(newCommand->command, 16);
|
||||||
|
@ -158,213 +158,349 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
||||||
{
|
{
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
// Try command: Attempt to use a stat or skill on an object:
|
|
||||||
if (strncmp(currentCommand->command, "try", 3) == 0)
|
// Hash the command and execute the relevant functionality:
|
||||||
|
switch (hashCommand(currentCommand->command, strlen(currentCommand->command)))
|
||||||
{
|
{
|
||||||
userMessage * tryMessage = malloc(sizeof(userMessage));
|
// Look command: Returns the description of the current area and paths:
|
||||||
tryMessage->senderName[0] = '\0';
|
case 5626697:
|
||||||
|
|
||||||
// Temporary message until we can implement objects, events, and challenges.
|
|
||||||
strcpy(tryMessage->messageContent, "The try command is currently not implemented. Implement it if you want to use it.\n");
|
|
||||||
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * tryOutputMessage = createTargetedOutputMessage(tryMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, tryOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
// Free the userMessage:
|
|
||||||
free(tryMessage);
|
|
||||||
}
|
|
||||||
// Exit command: Sends an "empty" exit message to disconnect a client:
|
|
||||||
if (strncmp(currentCommand->command, "exit", 4) == 0)
|
|
||||||
{
|
|
||||||
// Allocate a userMessage containing null characters as the first char in both fields:
|
|
||||||
userMessage * exitMessage = malloc(sizeof(userMessage));
|
|
||||||
exitMessage->senderName[0] = '\0';
|
|
||||||
exitMessage->messageContent[0] = '\0';
|
|
||||||
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * exitOutputMessage = createTargetedOutputMessage(exitMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, exitOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
// Free the userMessage
|
|
||||||
free(exitMessage);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Move command: Moves the caller to a different area given a path name or number:
|
|
||||||
if (strncmp(currentCommand->command, "move", 4) == 0)
|
|
||||||
{
|
|
||||||
char requestedPath[32];
|
|
||||||
if (strlen(currentCommand->arguments) > 0 && currentCommand->caller->currentArea != getFromList(parameters->areaList, 0)->area)
|
|
||||||
{
|
{
|
||||||
memcpy(requestedPath, currentCommand->arguments, 32);
|
char formattedString[64];
|
||||||
userNameSanatize(requestedPath, 32);
|
userMessage * lookMessage = calloc(1, sizeof(userMessage));
|
||||||
requestedPath[31] = '\0';
|
lookMessage->senderName[0] = '\0';
|
||||||
if (movePlayerToArea(currentCommand->caller, requestedPath) == 0)
|
strncat(lookMessage->messageContent, currentCommand->caller->currentArea->areaName, 33);
|
||||||
{
|
strncat(lookMessage->messageContent, "\n", 2);
|
||||||
// Call the look command after moving. It's fine to unlock, because the loop won't
|
strncat(lookMessage->messageContent, currentCommand->caller->currentArea->areaDescription, MAX - 35);
|
||||||
// continue until the command is queued:
|
|
||||||
queue->lock = false;
|
|
||||||
queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
|
|
||||||
queue->lock = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Look command: Returns the description of the current area and paths:
|
// Allocate an outputMessage for the queue:
|
||||||
if (strncmp(currentCommand->command, "look", 4) == 0)
|
outputMessage * lookOutputMessage = createTargetedOutputMessage(lookMessage, ¤tCommand->caller, 1);
|
||||||
{
|
|
||||||
char formattedString[64];
|
|
||||||
userMessage * lookMessage = calloc(1, sizeof(userMessage));
|
|
||||||
lookMessage->senderName[0] = '\0';
|
|
||||||
strncat(lookMessage->messageContent, currentCommand->caller->currentArea->areaName, 33);
|
|
||||||
strncat(lookMessage->messageContent, "\n", 2);
|
|
||||||
strncat(lookMessage->messageContent, currentCommand->caller->currentArea->areaDescription, MAX - 35);
|
|
||||||
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * lookOutputMessage = createTargetedOutputMessage(lookMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
//queueTargetedOutputMessage(parameters->outputQueue, lookMessage, ¤tCommand->caller, 1);
|
|
||||||
bzero(lookMessage, sizeof(userMessage));
|
|
||||||
|
|
||||||
// Loop through the paths and send the appropriate amount of messages:
|
|
||||||
int charCount = 13;
|
|
||||||
strncat(lookMessage->messageContent, "You can go:", 13);
|
|
||||||
|
|
||||||
if (currentCommand->caller->currentArea->pathList->itemCount > 0)
|
|
||||||
{
|
|
||||||
for(size_t index = 0; index < currentCommand->caller->currentArea->pathList->itemCount; index++)
|
|
||||||
{
|
|
||||||
if ((charCount + 64) >= MAX)
|
|
||||||
{
|
|
||||||
lookOutputMessage = createTargetedOutputMessage(lookMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
bzero(lookMessage, sizeof(userMessage));
|
|
||||||
charCount = 0;
|
|
||||||
}
|
|
||||||
snprintf(formattedString, 64, "\n\t%ld. %s", index + 1,
|
|
||||||
getFromList(currentCommand->caller->currentArea->pathList, index)->path->pathName);
|
|
||||||
strncat(lookMessage->messageContent, formattedString, 64);
|
|
||||||
charCount += 64;
|
|
||||||
}
|
|
||||||
// Allocate another outputMessage for the queue:
|
|
||||||
lookOutputMessage = createTargetedOutputMessage(lookMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
// Queue the outputMessage:
|
||||||
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
||||||
}
|
|
||||||
free(lookMessage);
|
//queueTargetedOutputMessage(parameters->outputQueue, lookMessage, ¤tCommand->caller, 1);
|
||||||
}
|
bzero(lookMessage, sizeof(userMessage));
|
||||||
// Join command: Allows the player to join the game given a name:
|
|
||||||
// TODO: Implement login/character creation. Will be a while:
|
// Loop through the paths and send the appropriate amount of messages:
|
||||||
if (strncmp(currentCommand->command, "join", 4) == 0)
|
int charCount = 13;
|
||||||
{
|
strncat(lookMessage->messageContent, "You can go:", 13);
|
||||||
if (currentCommand->caller->currentArea == getFromList(parameters->areaList, 0)->area)
|
|
||||||
{
|
if (currentCommand->caller->currentArea->pathList->itemCount > 0)
|
||||||
bool validName = true;
|
|
||||||
for(int index = 0; index < *parameters->playerCount; index++)
|
|
||||||
{
|
{
|
||||||
if (currentCommand->arguments[0] == '\0')
|
for(size_t index = 0; index < currentCommand->caller->currentArea->pathList->itemCount; index++)
|
||||||
{
|
{
|
||||||
validName = false;
|
if ((charCount + 64) >= MAX)
|
||||||
|
{
|
||||||
|
lookOutputMessage = createTargetedOutputMessage(lookMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
bzero(lookMessage, sizeof(userMessage));
|
||||||
|
charCount = 0;
|
||||||
|
}
|
||||||
|
snprintf(formattedString, 64, "\n\t%ld. %s", index + 1,
|
||||||
|
getFromList(currentCommand->caller->currentArea->pathList, index)->path->pathName);
|
||||||
|
strncat(lookMessage->messageContent, formattedString, 64);
|
||||||
|
charCount += 64;
|
||||||
}
|
}
|
||||||
if (strncmp(currentCommand->arguments, parameters->connectedPlayers[index].playerName, 16) == 0)
|
// Allocate another outputMessage for the queue:
|
||||||
|
lookOutputMessage = createTargetedOutputMessage(lookMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
}
|
||||||
|
free(lookMessage);
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stat command: Displays the current character's sheet.
|
||||||
|
case 5987604:
|
||||||
|
{
|
||||||
|
char * formattedString = calloc(121, sizeof(char));
|
||||||
|
userMessage * statMessage = calloc(1, sizeof(userMessage));
|
||||||
|
statMessage->senderName[0] = '\0';
|
||||||
|
// Basic status: Name, level, location.
|
||||||
|
snprintf(formattedString, 120, "%s, Level %d | %s\n", currentCommand->caller->playerName,
|
||||||
|
currentCommand->caller->stats->level, currentCommand->caller->currentArea->areaName);
|
||||||
|
strncat(statMessage->messageContent, formattedString, 120);
|
||||||
|
|
||||||
|
// Current stats: Health and WISED.
|
||||||
|
snprintf(formattedString, 120,
|
||||||
|
"Health: %d/%d\nStats:\n\tWits: %2d | Intellect: %2d | Strength: %2d | Endurance: %2d | Dexerity: %2d \n",
|
||||||
|
currentCommand->caller->stats->currentHealth, currentCommand->caller->stats->maxHealth,
|
||||||
|
currentCommand->caller->stats->wits, currentCommand->caller->stats->intellect,
|
||||||
|
currentCommand->caller->stats->strength, currentCommand->caller->stats->endurance,
|
||||||
|
currentCommand->caller->stats->dexerity);
|
||||||
|
strncat(statMessage->messageContent, formattedString, 120);
|
||||||
|
|
||||||
|
// Levelling stats: Current XP, and spec points.
|
||||||
|
if (currentCommand->caller->stats->specPoints > 0 || currentCommand->caller->stats->skillPoints > 0)
|
||||||
|
{
|
||||||
|
snprintf(formattedString, 120, "Current Experience: %ld | Spec Points Available: %d | Skill Points Available: %d",
|
||||||
|
currentCommand->caller->stats->experience, currentCommand->caller->stats->specPoints, currentCommand->caller->stats->skillPoints);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
snprintf(formattedString, 120, "Current Experience: %ld", currentCommand->caller->stats->experience);
|
||||||
|
}
|
||||||
|
strncat(statMessage->messageContent, formattedString, 120);
|
||||||
|
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
outputMessage * statOutputMessage = createTargetedOutputMessage(statMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, statOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
bzero(statMessage->messageContent, sizeof(char) * MAX);
|
||||||
|
if (currentCommand->caller->skills->head != NULL)
|
||||||
|
{
|
||||||
|
size_t skillIndex = 0;
|
||||||
|
int charCount = 0;
|
||||||
|
bool addNewline = false;
|
||||||
|
playerSkill * skill;
|
||||||
|
while (skillIndex < currentCommand->caller->skills->itemCount)
|
||||||
{
|
{
|
||||||
validName = false;
|
skill = getFromList(currentCommand->caller->skills, skillIndex)->skill;
|
||||||
|
skillIndex++;
|
||||||
|
snprintf(formattedString, 120, "| %2d | %31s ", skill->skillPoints, skill->skillName);
|
||||||
|
charCount += 43;
|
||||||
|
strncat(statMessage->messageContent, formattedString, 120);
|
||||||
|
if ((charCount + 43) >= MAX)
|
||||||
|
{
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
statOutputMessage = createTargetedOutputMessage(statMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, statOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
bzero(statMessage, sizeof(userMessage));
|
||||||
|
charCount = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else if (addNewline)
|
||||||
|
{
|
||||||
|
strncat(statMessage->messageContent, "|\n", 3);
|
||||||
|
charCount++;
|
||||||
|
addNewline = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
addNewline = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
statOutputMessage = createTargetedOutputMessage(statMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, statOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
}
|
||||||
|
free(statMessage);
|
||||||
|
free(formattedString);
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spec command: Assign spec points to stats:
|
||||||
|
case 5982259:
|
||||||
|
{
|
||||||
|
userMessage * specMessage = calloc(1, sizeof(userMessage));
|
||||||
|
specMessage->senderName[0] = '\0';
|
||||||
|
char * formattedString = calloc(121, sizeof(char));
|
||||||
|
if (currentCommand->caller->stats->specPoints > 0)
|
||||||
|
{
|
||||||
|
int selectedAmount = 0;
|
||||||
|
strtok(currentCommand->arguments, " ");
|
||||||
|
selectedAmount = atoi(¤tCommand->arguments[strlen(currentCommand->arguments) + 1]);
|
||||||
|
coreStat selectedStat = getCoreStatFromString(currentCommand->arguments, 16);
|
||||||
|
if (selectedAmount > 0 && (currentCommand->caller->stats->specPoints - selectedAmount) >= 0)
|
||||||
|
{
|
||||||
|
switch (selectedStat)
|
||||||
|
{
|
||||||
|
case WITS:
|
||||||
|
{
|
||||||
|
currentCommand->caller->stats->wits += selectedAmount;
|
||||||
|
strncat(specMessage->messageContent, "Increased wits.", 16);
|
||||||
|
currentCommand->caller->stats->specPoints -= selectedAmount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case INTELLECT:
|
||||||
|
{
|
||||||
|
currentCommand->caller->stats->intellect += selectedAmount;
|
||||||
|
strncat(specMessage->messageContent, "Increased intellect.", 21);
|
||||||
|
currentCommand->caller->stats->specPoints -= selectedAmount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case STRENGTH:
|
||||||
|
{
|
||||||
|
currentCommand->caller->stats->strength += selectedAmount;
|
||||||
|
strncat(specMessage->messageContent, "Increased strength.", 20);
|
||||||
|
currentCommand->caller->stats->specPoints -= selectedAmount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case ENDURANCE:
|
||||||
|
{
|
||||||
|
currentCommand->caller->stats->endurance += selectedAmount;
|
||||||
|
strncat(specMessage->messageContent, "Increased endurance.", 21);
|
||||||
|
currentCommand->caller->stats->specPoints -= selectedAmount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case DEXERITY:
|
||||||
|
{
|
||||||
|
currentCommand->caller->stats->dexerity += selectedAmount;
|
||||||
|
strncat(specMessage->messageContent, "Increased dexerity.", 21);
|
||||||
|
currentCommand->caller->stats->specPoints -= selectedAmount;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case INVALID:
|
||||||
|
{
|
||||||
|
strncat(specMessage->messageContent, "Invalid stat.", 21);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
strncat(specMessage->messageContent, "You have entered an invalid amount of spec points.", 51);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (validName)
|
else
|
||||||
{
|
{
|
||||||
strncpy(currentCommand->caller->playerName, currentCommand->arguments, 16);
|
strncat(specMessage->messageContent, "You have no spec points available.", 35);
|
||||||
currentCommand->caller->currentArea = getFromList(parameters->areaList, 1)->area;
|
|
||||||
// Call the look command after joining. It's fine to unlock, because the loop won't
|
|
||||||
// continue until the command is queued:
|
|
||||||
queue->lock = false;
|
|
||||||
queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
|
|
||||||
queue->lock = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
outputMessage * specOutputMessage = createTargetedOutputMessage(specMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, specOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
// Show the new stat sheet:
|
||||||
|
queue->lock = false;
|
||||||
|
queueCommand(queue, "stat", "", 5, 0, currentCommand->caller);
|
||||||
|
queue->lock = true;
|
||||||
|
|
||||||
|
// Free the finished message:
|
||||||
|
free(specMessage);
|
||||||
|
free(formattedString);
|
||||||
|
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
// Talk command: Allows the player to begin a chat session with another player:
|
|
||||||
if (strncmp(currentCommand->command, "talk", 4) == 0)
|
|
||||||
{
|
|
||||||
// TODO: Implement.
|
|
||||||
}
|
|
||||||
// Stat command: Displays the current character's sheet.
|
|
||||||
if (strncmp(currentCommand->command, "stat", 4) == 0)
|
|
||||||
{
|
|
||||||
char * formattedString = calloc(121, sizeof(char));
|
|
||||||
userMessage * statMessage = calloc(1, sizeof(userMessage));
|
|
||||||
statMessage->senderName[0] = '\0';
|
|
||||||
// Basic status: Name, level, location.
|
|
||||||
snprintf(formattedString, 120, "%s, Level %d | %s\n", currentCommand->caller->playerName,
|
|
||||||
currentCommand->caller->stats->level, currentCommand->caller->currentArea->areaName);
|
|
||||||
strncat(statMessage->messageContent, formattedString, 120);
|
|
||||||
|
|
||||||
// Current stats: Health and WISED.
|
// Try command: Attempt to use a stat or skill on an object:
|
||||||
snprintf(formattedString, 120,
|
case 163143:
|
||||||
"Health: %d/%d\nStats:\n\tWits: %2d | Intellect: %2d | Strength: %2d | Endurance: %2d | Dexerity: %2d \n",
|
|
||||||
currentCommand->caller->stats->currentHealth, currentCommand->caller->stats->maxHealth,
|
|
||||||
currentCommand->caller->stats->wits, currentCommand->caller->stats->intellect,
|
|
||||||
currentCommand->caller->stats->strength, currentCommand->caller->stats->endurance,
|
|
||||||
currentCommand->caller->stats->dexerity);
|
|
||||||
strncat(statMessage->messageContent, formattedString, 120);
|
|
||||||
|
|
||||||
// Levelling stats: Current XP, and spec points.
|
|
||||||
if (currentCommand->caller->stats->specPoints > 0 || currentCommand->caller->stats->skillPoints > 0)
|
|
||||||
{
|
{
|
||||||
snprintf(formattedString, 120, "Current Experience: %ld | Spec Points Available: %d | Skill Points Available: %d",
|
// Allocate the userMessage to send:
|
||||||
currentCommand->caller->stats->experience, currentCommand->caller->stats->specPoints, currentCommand->caller->stats->skillPoints);
|
userMessage * tryMessage = malloc(sizeof(userMessage));
|
||||||
|
tryMessage->senderName[0] = '\0';
|
||||||
|
|
||||||
|
// Temporary message until we can implement objects, events, and challenges.
|
||||||
|
strcpy(tryMessage->messageContent, "The try command is currently not implemented. Implement it if you want to use it.\n");
|
||||||
|
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
outputMessage * tryOutputMessage = createTargetedOutputMessage(tryMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, tryOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
// Free the userMessage:
|
||||||
|
free(tryMessage);
|
||||||
|
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
// Move command: Moves the caller to a different area given a path name or number:
|
||||||
|
case 5677603:
|
||||||
{
|
{
|
||||||
snprintf(formattedString, 120, "Current Experience: %ld", currentCommand->caller->stats->experience);
|
char requestedPath[32];
|
||||||
|
if (strlen(currentCommand->arguments) > 0 && currentCommand->caller->currentArea != getFromList(parameters->areaList, 0)->area)
|
||||||
|
{
|
||||||
|
memcpy(requestedPath, currentCommand->arguments, 32);
|
||||||
|
userNameSanatize(requestedPath, 32);
|
||||||
|
requestedPath[31] = '\0';
|
||||||
|
if (movePlayerToArea(currentCommand->caller, requestedPath) == 0)
|
||||||
|
{
|
||||||
|
// Call the look command after moving. It's fine to unlock, because the loop won't
|
||||||
|
// continue until the command is queued:
|
||||||
|
queue->lock = false;
|
||||||
|
queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
|
||||||
|
queue->lock = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
strncat(statMessage->messageContent, formattedString, 120);
|
|
||||||
|
|
||||||
// Allocate an outputMessage for the queue:
|
// Skill command: Allows you to put skill points into skills:
|
||||||
outputMessage * statOutputMessage = createTargetedOutputMessage(statMessage, ¤tCommand->caller, 1);
|
case 221096235:
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, statOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
bzero(statMessage->messageContent, sizeof(char) * MAX);
|
|
||||||
if (currentCommand->caller->skills->head != NULL)
|
|
||||||
{
|
{
|
||||||
size_t skillIndex = 0;
|
userMessage * skillMessage = calloc(1, sizeof(userMessage));
|
||||||
|
skillMessage->senderName[0] = '\0';
|
||||||
|
if ((currentCommand->caller->stats->skillPoints - 1) >= 0)
|
||||||
|
{
|
||||||
|
int returnValue = takeSkill(parameters->globalSkillList, currentCommand->arguments,
|
||||||
|
strlen(currentCommand->arguments), currentCommand->caller);
|
||||||
|
switch(returnValue)
|
||||||
|
{
|
||||||
|
case -1:
|
||||||
|
{
|
||||||
|
strcpy(skillMessage->messageContent, "Not a valid skill.");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 0:
|
||||||
|
{
|
||||||
|
strcpy(skillMessage->messageContent, "Took ");
|
||||||
|
strcat(skillMessage->messageContent, currentCommand->arguments);
|
||||||
|
strcat(skillMessage->messageContent, ".");
|
||||||
|
currentCommand->caller->stats->skillPoints--;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
strcpy(skillMessage->messageContent, "You don't have enough skill points to take this skill.\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
outputMessage * skillOutputMessage = createTargetedOutputMessage(skillMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, skillOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
free(skillMessage);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Listskills commands: List all available skills on the server:
|
||||||
|
case 2395990522:
|
||||||
|
{
|
||||||
|
userMessage * listMessage = calloc(1, sizeof(userMessage));
|
||||||
|
char * formattedString = calloc(121, sizeof(char));
|
||||||
int charCount = 0;
|
int charCount = 0;
|
||||||
|
size_t skillIndex = 0;
|
||||||
bool addNewline = false;
|
bool addNewline = false;
|
||||||
playerSkill * skill;
|
playerSkill * currentSkill;
|
||||||
while (skillIndex < currentCommand->caller->skills->itemCount)
|
while (skillIndex < parameters->globalSkillList->itemCount)
|
||||||
{
|
{
|
||||||
skill = getFromList(currentCommand->caller->skills, skillIndex)->skill;
|
currentSkill = getFromList(parameters->globalSkillList, skillIndex)->skill;
|
||||||
skillIndex++;
|
snprintf(formattedString, 120, "| %-31s ", currentSkill->skillName);
|
||||||
snprintf(formattedString, 120, "| %2d | %31s ", skill->skillPoints, skill->skillName);
|
|
||||||
charCount += 43;
|
charCount += 43;
|
||||||
strncat(statMessage->messageContent, formattedString, 120);
|
strncat(listMessage->messageContent, formattedString, 120);
|
||||||
if ((charCount + 43) >= MAX)
|
if ((charCount + 46) >= MAX)
|
||||||
{
|
{
|
||||||
// Allocate an outputMessage for the queue:
|
// Allocate an outputMessage for the queue:
|
||||||
statOutputMessage = createTargetedOutputMessage(statMessage, ¤tCommand->caller, 1);
|
outputMessage * listOutputMessage = createTargetedOutputMessage(listMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
// Queue the outputMessage:
|
// Queue the outputMessage:
|
||||||
pushQueue(parameters->outputQueue, statOutputMessage, OUTPUT_MESSAGE);
|
pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
|
||||||
bzero(statMessage, sizeof(userMessage));
|
|
||||||
|
bzero(listMessage, sizeof(userMessage));
|
||||||
charCount = 0;
|
charCount = 0;
|
||||||
break;
|
addNewline = false;
|
||||||
}
|
}
|
||||||
else if (addNewline)
|
else if (addNewline)
|
||||||
{
|
{
|
||||||
strncat(statMessage->messageContent, "|\n", 3);
|
strncat(listMessage->messageContent, "|\n", 3);
|
||||||
charCount++;
|
charCount++;
|
||||||
addNewline = false;
|
addNewline = false;
|
||||||
}
|
}
|
||||||
|
@ -372,183 +508,92 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
||||||
{
|
{
|
||||||
addNewline = true;
|
addNewline = true;
|
||||||
}
|
}
|
||||||
|
skillIndex++;
|
||||||
}
|
}
|
||||||
// Allocate an outputMessage for the queue:
|
// Allocate an outputMessage for the queue:
|
||||||
statOutputMessage = createTargetedOutputMessage(statMessage, ¤tCommand->caller, 1);
|
outputMessage * listOutputMessage = createTargetedOutputMessage(listMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
// Queue the outputMessage:
|
// Queue the outputMessage:
|
||||||
pushQueue(parameters->outputQueue, statOutputMessage, OUTPUT_MESSAGE);
|
pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
free(listMessage);
|
||||||
|
free(formattedString);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
free(statMessage);
|
|
||||||
free(formattedString);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Spec command: Assign spec points to stats:
|
// Talk command: Allows the player to begin a chat session with another player:
|
||||||
if (strncmp(currentCommand->command, "spec", 4) == 0)
|
case 601264:
|
||||||
{
|
|
||||||
userMessage * specMessage = calloc(1, sizeof(userMessage));
|
|
||||||
specMessage->senderName[0] = '\0';
|
|
||||||
char * formattedString = calloc(121, sizeof(char));
|
|
||||||
if (currentCommand->caller->stats->specPoints > 0)
|
|
||||||
{
|
{
|
||||||
int selectedAmount = 0;
|
userMessage * talkMessage = malloc(sizeof(userMessage));
|
||||||
strtok(currentCommand->arguments, " ");
|
talkMessage->senderName[0] = '\0';
|
||||||
selectedAmount = atoi(¤tCommand->arguments[strlen(currentCommand->arguments) + 1]);
|
|
||||||
coreStat selectedStat = getCoreStatFromString(currentCommand->arguments, 16);
|
// Temporary message until we can implement objects, events, and challenges.
|
||||||
if (selectedAmount > 0 && (currentCommand->caller->stats->specPoints - selectedAmount) >= 0)
|
strcpy(talkMessage->messageContent, "The talk command is currently not implemented. Implement it if you want to use it.\n");
|
||||||
|
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
outputMessage * talkOutputMessage = createTargetedOutputMessage(talkMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, talkOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
// Free the userMessage:
|
||||||
|
free(talkMessage);
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Exit command: Sends an "empty" exit message to disconnect a client:
|
||||||
|
case 5284234:
|
||||||
|
{
|
||||||
|
// Allocate a userMessage containing null characters as the first char in both fields:
|
||||||
|
userMessage * exitMessage = malloc(sizeof(userMessage));
|
||||||
|
exitMessage->senderName[0] = '\0';
|
||||||
|
exitMessage->messageContent[0] = '\0';
|
||||||
|
|
||||||
|
// Allocate an outputMessage for the queue:
|
||||||
|
outputMessage * exitOutputMessage = createTargetedOutputMessage(exitMessage, ¤tCommand->caller, 1);
|
||||||
|
|
||||||
|
// Queue the outputMessage:
|
||||||
|
pushQueue(parameters->outputQueue, exitOutputMessage, OUTPUT_MESSAGE);
|
||||||
|
|
||||||
|
// Free the userMessage
|
||||||
|
free(exitMessage);
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Join command: Allows the player to join the game given a name:
|
||||||
|
// TODO: Implement login/character creation. Will be a while:
|
||||||
|
case 5525172:
|
||||||
|
{
|
||||||
|
if (currentCommand->caller->currentArea == getFromList(parameters->areaList, 0)->area)
|
||||||
{
|
{
|
||||||
switch (selectedStat)
|
bool validName = true;
|
||||||
|
for(int index = 0; index < *parameters->playerCount; index++)
|
||||||
{
|
{
|
||||||
case WITS:
|
if (currentCommand->arguments[0] == '\0')
|
||||||
{
|
{
|
||||||
currentCommand->caller->stats->wits += selectedAmount;
|
validName = false;
|
||||||
strncat(specMessage->messageContent, "Increased wits.", 16);
|
|
||||||
currentCommand->caller->stats->specPoints -= selectedAmount;
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
case INTELLECT:
|
if (strncmp(currentCommand->arguments, parameters->connectedPlayers[index].playerName, 16) == 0)
|
||||||
{
|
{
|
||||||
currentCommand->caller->stats->intellect += selectedAmount;
|
validName = false;
|
||||||
strncat(specMessage->messageContent, "Increased intellect.", 21);
|
|
||||||
currentCommand->caller->stats->specPoints -= selectedAmount;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case STRENGTH:
|
|
||||||
{
|
|
||||||
currentCommand->caller->stats->strength += selectedAmount;
|
|
||||||
strncat(specMessage->messageContent, "Increased strength.", 20);
|
|
||||||
currentCommand->caller->stats->specPoints -= selectedAmount;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case ENDURANCE:
|
|
||||||
{
|
|
||||||
currentCommand->caller->stats->endurance += selectedAmount;
|
|
||||||
strncat(specMessage->messageContent, "Increased endurance.", 21);
|
|
||||||
currentCommand->caller->stats->specPoints -= selectedAmount;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case DEXERITY:
|
|
||||||
{
|
|
||||||
currentCommand->caller->stats->dexerity += selectedAmount;
|
|
||||||
strncat(specMessage->messageContent, "Increased dexerity.", 21);
|
|
||||||
currentCommand->caller->stats->specPoints -= selectedAmount;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case INVALID:
|
|
||||||
{
|
|
||||||
strncat(specMessage->messageContent, "Invalid stat.", 21);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
if (validName)
|
||||||
else
|
|
||||||
{
|
|
||||||
strncat(specMessage->messageContent, "You have entered an invalid amount of spec points.", 51);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
strncat(specMessage->messageContent, "You have no spec points available.", 35);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * specOutputMessage = createTargetedOutputMessage(specMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, specOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
// Show the new stat sheet:
|
|
||||||
queue->lock = false;
|
|
||||||
queueCommand(queue, "stat", "", 5, 0, currentCommand->caller);
|
|
||||||
queue->lock = true;
|
|
||||||
|
|
||||||
// Free the finished message:
|
|
||||||
free(specMessage);
|
|
||||||
free(formattedString);
|
|
||||||
}
|
|
||||||
if (strncmp(currentCommand->command, "skill", 5) == 0)
|
|
||||||
{
|
|
||||||
userMessage * skillMessage = calloc(1, sizeof(userMessage));
|
|
||||||
skillMessage->senderName[0] = '\0';
|
|
||||||
if ((currentCommand->caller->stats->skillPoints - 1) >= 0)
|
|
||||||
{
|
|
||||||
int returnValue = takeSkill(parameters->globalSkillList, currentCommand->arguments,
|
|
||||||
strlen(currentCommand->arguments), currentCommand->caller);
|
|
||||||
switch(returnValue)
|
|
||||||
{
|
|
||||||
case -1:
|
|
||||||
{
|
{
|
||||||
strcpy(skillMessage->messageContent, "Not a valid skill.");
|
strncpy(currentCommand->caller->playerName, currentCommand->arguments, 16);
|
||||||
break;
|
currentCommand->caller->currentArea = getFromList(parameters->areaList, 1)->area;
|
||||||
}
|
// Call the look command after joining. It's fine to unlock, because the loop won't
|
||||||
case 0:
|
// continue until the command is queued:
|
||||||
{
|
queue->lock = false;
|
||||||
strcpy(skillMessage->messageContent, "Took ");
|
queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
|
||||||
strcat(skillMessage->messageContent, currentCommand->arguments);
|
queue->lock = true;
|
||||||
strcat(skillMessage->messageContent, ".");
|
|
||||||
currentCommand->caller->stats->skillPoints--;
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
strcpy(skillMessage->messageContent, "You don't have enough skill points to take this skill.\n");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * skillOutputMessage = createTargetedOutputMessage(skillMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, skillOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
free(skillMessage);
|
|
||||||
}
|
}
|
||||||
if (strncmp(currentCommand->command, "listskills", 10) == 0)
|
|
||||||
{
|
|
||||||
userMessage * listMessage = calloc(1, sizeof(userMessage));
|
|
||||||
char * formattedString = calloc(121, sizeof(char));
|
|
||||||
int charCount = 0;
|
|
||||||
size_t skillIndex = 0;
|
|
||||||
bool addNewline = false;
|
|
||||||
playerSkill * currentSkill;
|
|
||||||
while (skillIndex < parameters->globalSkillList->itemCount)
|
|
||||||
{
|
|
||||||
currentSkill = getFromList(parameters->globalSkillList, skillIndex)->skill;
|
|
||||||
snprintf(formattedString, 120, "| %-31s ", currentSkill->skillName);
|
|
||||||
charCount += 43;
|
|
||||||
strncat(listMessage->messageContent, formattedString, 120);
|
|
||||||
if ((charCount + 46) >= MAX)
|
|
||||||
{
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * listOutputMessage = createTargetedOutputMessage(listMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
|
|
||||||
bzero(listMessage, sizeof(userMessage));
|
|
||||||
charCount = 0;
|
|
||||||
addNewline = false;
|
|
||||||
}
|
|
||||||
else if (addNewline)
|
|
||||||
{
|
|
||||||
strncat(listMessage->messageContent, "|\n", 3);
|
|
||||||
charCount++;
|
|
||||||
addNewline = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
addNewline = true;
|
|
||||||
}
|
|
||||||
skillIndex++;
|
|
||||||
}
|
|
||||||
// Allocate an outputMessage for the queue:
|
|
||||||
outputMessage * listOutputMessage = createTargetedOutputMessage(listMessage, ¤tCommand->caller, 1);
|
|
||||||
|
|
||||||
// Queue the outputMessage:
|
|
||||||
pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
|
|
||||||
free(listMessage);
|
|
||||||
free(formattedString);
|
|
||||||
}
|
|
||||||
// Remove the current command and unlock the queue:
|
// Remove the current command and unlock the queue:
|
||||||
currentCommand = NULL;
|
currentCommand = NULL;
|
||||||
queue->lock = false;
|
queue->lock = false;
|
||||||
|
@ -706,7 +751,7 @@ int movePlayerToArea(playerInfo * player, char * requestedPath)
|
||||||
if (selected != 0 && !(selected > player->currentArea->pathList->itemCount))
|
if (selected != 0 && !(selected > player->currentArea->pathList->itemCount))
|
||||||
{
|
{
|
||||||
if (getFromList(player->currentArea->pathList, selected - 1)->path != NULL &&
|
if (getFromList(player->currentArea->pathList, selected - 1)->path != NULL &&
|
||||||
getFromList(player->currentArea->pathList, selected - 1)->path->areaToJoin != NULL)
|
getFromList(player->currentArea->pathList, selected - 1)->path->areaToJoin != NULL)
|
||||||
{
|
{
|
||||||
player->currentArea = getFromList(player->currentArea->pathList, selected - 1)->path->areaToJoin;
|
player->currentArea = getFromList(player->currentArea->pathList, selected - 1)->path->areaToJoin;
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -721,12 +766,25 @@ int movePlayerToArea(playerInfo * player, char * requestedPath)
|
||||||
for (size_t index = 0; index < player->currentArea->pathList->itemCount; index++)
|
for (size_t index = 0; index < player->currentArea->pathList->itemCount; index++)
|
||||||
{
|
{
|
||||||
if (strncmp(getFromList(player->currentArea->pathList, index)->path->pathName,
|
if (strncmp(getFromList(player->currentArea->pathList, index)->path->pathName,
|
||||||
requestedPath, 32) == 0)
|
requestedPath, 32) == 0)
|
||||||
{
|
{
|
||||||
printf("%s: %s\n", player->playerName, getFromList(player->currentArea->pathList, index)->path->pathName);
|
|
||||||
player->currentArea = getFromList(player->currentArea->pathList, index)->path->areaToJoin;
|
player->currentArea = getFromList(player->currentArea->pathList, index)->path->areaToJoin;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// A hash function for distinguishing commands for the game logic handler:
|
||||||
|
unsigned int hashCommand(char * command, unsigned int commandLength)
|
||||||
|
{
|
||||||
|
unsigned int hash = 0;
|
||||||
|
char * currentCharacter = command;
|
||||||
|
|
||||||
|
for (unsigned int index = 0; index < commandLength && *currentCharacter != '\0'; currentCharacter++)
|
||||||
|
{
|
||||||
|
hash = 37 * hash + *currentCharacter;
|
||||||
|
}
|
||||||
|
|
||||||
|
return hash;
|
||||||
|
}
|
||||||
|
|
|
@ -55,6 +55,9 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue);
|
||||||
void queueCommand(queue * queue, char * command, char * arguments, int commandLength, int argumentsLength,
|
void queueCommand(queue * queue, char * command, char * arguments, int commandLength, int argumentsLength,
|
||||||
playerInfo * callingPlayer);
|
playerInfo * callingPlayer);
|
||||||
|
|
||||||
|
// A hash function for distinguishing commands for the game logic handler:
|
||||||
|
unsigned int hashCommand(char * command, unsigned int commandLength);
|
||||||
|
|
||||||
// ============================
|
// ============================
|
||||||
// -=[ Gameplay Primitives ]=-:
|
// -=[ Gameplay Primitives ]=-:
|
||||||
// ============================
|
// ============================
|
||||||
|
|
|
@ -36,7 +36,7 @@ void sigintHandler(int signal)
|
||||||
int main(int argc, char ** argv)
|
int main(int argc, char ** argv)
|
||||||
{
|
{
|
||||||
time_t currentTime;
|
time_t currentTime;
|
||||||
unsigned delay = 4000;
|
unsigned delay = 800;
|
||||||
int socketFileDesc, connectionFileDesc, length, clientsAmount,
|
int socketFileDesc, connectionFileDesc, length, clientsAmount,
|
||||||
socketCheck, activityCheck, returnVal;
|
socketCheck, activityCheck, returnVal;
|
||||||
fd_set connectedClients;
|
fd_set connectedClients;
|
||||||
|
@ -46,19 +46,25 @@ int main(int argc, char ** argv)
|
||||||
playerInfo connectedPlayers[PLAYERCOUNT];
|
playerInfo connectedPlayers[PLAYERCOUNT];
|
||||||
char testString[32] = "Hehe.";
|
char testString[32] = "Hehe.";
|
||||||
struct sockaddr_in serverAddress, clientAddress;
|
struct sockaddr_in serverAddress, clientAddress;
|
||||||
|
char motd[2048] = "Please login with the /join command.";
|
||||||
queue * inputQueue = createQueue(), * outputQueue = createQueue();
|
queue * inputQueue = createQueue(), * outputQueue = createQueue();
|
||||||
|
|
||||||
// Parse command-line options:
|
// Parse command-line options:
|
||||||
int currentopt = 0;
|
int currentopt = 0;
|
||||||
while ((currentopt = getopt(argc, argv, "d:")) != -1)
|
while ((currentopt = getopt(argc, argv, "d:m:")) != -1)
|
||||||
{
|
{
|
||||||
switch(currentopt)
|
switch(currentopt)
|
||||||
{
|
{
|
||||||
case 'd':
|
case 'd':
|
||||||
{
|
{
|
||||||
delay = atoi(optarg);
|
delay = atoi(optarg);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case 'm':
|
||||||
|
{
|
||||||
|
strncpy(motd, optarg, strlen(optarg) + 1);
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -68,7 +74,7 @@ int main(int argc, char ** argv)
|
||||||
// -==[ TEST GAME-STATE INITIALIZATION ]==-
|
// -==[ TEST GAME-STATE INITIALIZATION ]==-
|
||||||
// Initialize test areas:
|
// Initialize test areas:
|
||||||
list * areas = createList(AREA);
|
list * areas = createList(AREA);
|
||||||
addToList(areas, createArea("Login Area", "Please login with the /join command."), AREA);
|
addToList(areas, createArea("Login Area", motd), AREA);
|
||||||
|
|
||||||
// Create the areas:
|
// Create the areas:
|
||||||
addToList(areas, createArea("Octal One - Docking Bay Alpha",
|
addToList(areas, createArea("Octal One - Docking Bay Alpha",
|
||||||
|
|
Loading…
Reference in New Issue