Updated the evaluateNextCommand to use a hash instead of strncmp
- Added hashCommand. - Refactored evaluateNextCommand to use hashCommand to jump to the correct functionality with a switch.
This commit is contained in:
parent
e6a13ed2ac
commit
afedf15c63
261
src/gamelogic.c
261
src/gamelogic.c
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@ -158,64 +158,12 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
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{
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{
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return -1;
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return -1;
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}
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}
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// Try command: Attempt to use a stat or skill on an object:
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if (strncmp(currentCommand->command, "try", 3) == 0)
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// Hash the command and execute the relevant functionality:
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switch (hashCommand(currentCommand->command, strlen(currentCommand->command)))
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{
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{
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userMessage * tryMessage = malloc(sizeof(userMessage));
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tryMessage->senderName[0] = '\0';
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// Temporary message until we can implement objects, events, and challenges.
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strcpy(tryMessage->messageContent, "The try command is currently not implemented. Implement it if you want to use it.\n");
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// Allocate an outputMessage for the queue:
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outputMessage * tryOutputMessage = createTargetedOutputMessage(tryMessage, ¤tCommand->caller, 1);
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// Queue the outputMessage:
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pushQueue(parameters->outputQueue, tryOutputMessage, OUTPUT_MESSAGE);
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// Free the userMessage:
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free(tryMessage);
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}
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// Exit command: Sends an "empty" exit message to disconnect a client:
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if (strncmp(currentCommand->command, "exit", 4) == 0)
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{
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// Allocate a userMessage containing null characters as the first char in both fields:
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userMessage * exitMessage = malloc(sizeof(userMessage));
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exitMessage->senderName[0] = '\0';
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exitMessage->messageContent[0] = '\0';
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// Allocate an outputMessage for the queue:
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outputMessage * exitOutputMessage = createTargetedOutputMessage(exitMessage, ¤tCommand->caller, 1);
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// Queue the outputMessage:
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pushQueue(parameters->outputQueue, exitOutputMessage, OUTPUT_MESSAGE);
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// Free the userMessage
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free(exitMessage);
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}
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// Move command: Moves the caller to a different area given a path name or number:
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if (strncmp(currentCommand->command, "move", 4) == 0)
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{
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char requestedPath[32];
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if (strlen(currentCommand->arguments) > 0 && currentCommand->caller->currentArea != getFromList(parameters->areaList, 0)->area)
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{
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memcpy(requestedPath, currentCommand->arguments, 32);
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userNameSanatize(requestedPath, 32);
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requestedPath[31] = '\0';
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if (movePlayerToArea(currentCommand->caller, requestedPath) == 0)
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{
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// Call the look command after moving. It's fine to unlock, because the loop won't
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// continue until the command is queued:
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queue->lock = false;
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queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
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queue->lock = true;
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}
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}
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}
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// Look command: Returns the description of the current area and paths:
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// Look command: Returns the description of the current area and paths:
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if (strncmp(currentCommand->command, "look", 4) == 0)
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case 5626697:
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{
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{
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char formattedString[64];
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char formattedString[64];
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userMessage * lookMessage = calloc(1, sizeof(userMessage));
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userMessage * lookMessage = calloc(1, sizeof(userMessage));
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@ -263,57 +211,12 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
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pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
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pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
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}
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}
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free(lookMessage);
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free(lookMessage);
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}
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// Join command: Allows the player to join the game given a name:
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// TODO: Implement login/character creation. Will be a while:
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if (strncmp(currentCommand->command, "join", 4) == 0)
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{
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if (currentCommand->caller->currentArea == getFromList(parameters->areaList, 0)->area)
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{
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bool validName = true;
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for(int index = 0; index < *parameters->playerCount; index++)
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{
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if (currentCommand->arguments[0] == '\0')
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{
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validName = false;
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}
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if (strncmp(currentCommand->arguments, parameters->connectedPlayers[index].playerName, 16) == 0)
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{
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validName = false;
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}
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}
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if (validName)
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{
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strncpy(currentCommand->caller->playerName, currentCommand->arguments, 16);
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currentCommand->caller->currentArea = getFromList(parameters->areaList, 1)->area;
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// Call the look command after joining. It's fine to unlock, because the loop won't
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// continue until the command is queued:
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queue->lock = false;
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queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
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queue->lock = true;
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}
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}
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}
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// Talk command: Allows the player to begin a chat session with another player:
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if (strncmp(currentCommand->command, "talk", 4) == 0)
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{
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userMessage * talkMessage = malloc(sizeof(userMessage));
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talkMessage->senderName[0] = '\0';
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// Temporary message until we can implement objects, events, and challenges.
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break;
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strcpy(talkMessage->messageContent, "The talk command is currently not implemented. Implement it if you want to use it.\n");
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// Allocate an outputMessage for the queue:
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outputMessage * talkOutputMessage = createTargetedOutputMessage(talkMessage, ¤tCommand->caller, 1);
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// Queue the outputMessage:
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pushQueue(parameters->outputQueue, talkOutputMessage, OUTPUT_MESSAGE);
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// Free the userMessage:
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free(talkMessage);
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}
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}
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// Stat command: Displays the current character's sheet.
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// Stat command: Displays the current character's sheet.
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if (strncmp(currentCommand->command, "stat", 4) == 0)
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case 5987604:
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{
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{
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char * formattedString = calloc(121, sizeof(char));
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char * formattedString = calloc(121, sizeof(char));
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userMessage * statMessage = calloc(1, sizeof(userMessage));
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userMessage * statMessage = calloc(1, sizeof(userMessage));
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@ -394,10 +297,12 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
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}
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}
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free(statMessage);
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free(statMessage);
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free(formattedString);
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free(formattedString);
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break;
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}
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}
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// Spec command: Assign spec points to stats:
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// Spec command: Assign spec points to stats:
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if (strncmp(currentCommand->command, "spec", 4) == 0)
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case 5982259:
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{
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{
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userMessage * specMessage = calloc(1, sizeof(userMessage));
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userMessage * specMessage = calloc(1, sizeof(userMessage));
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specMessage->senderName[0] = '\0';
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specMessage->senderName[0] = '\0';
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@ -477,8 +382,56 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
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// Free the finished message:
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// Free the finished message:
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free(specMessage);
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free(specMessage);
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free(formattedString);
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free(formattedString);
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break;
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}
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}
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if (strncmp(currentCommand->command, "skill", 5) == 0)
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// Try command: Attempt to use a stat or skill on an object:
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case 163143:
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{
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// Allocate the userMessage to send:
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userMessage * tryMessage = malloc(sizeof(userMessage));
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tryMessage->senderName[0] = '\0';
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// Temporary message until we can implement objects, events, and challenges.
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strcpy(tryMessage->messageContent, "The try command is currently not implemented. Implement it if you want to use it.\n");
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// Allocate an outputMessage for the queue:
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outputMessage * tryOutputMessage = createTargetedOutputMessage(tryMessage, ¤tCommand->caller, 1);
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// Queue the outputMessage:
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pushQueue(parameters->outputQueue, tryOutputMessage, OUTPUT_MESSAGE);
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// Free the userMessage:
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free(tryMessage);
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break;
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}
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// Move command: Moves the caller to a different area given a path name or number:
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case 5677603:
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{
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char requestedPath[32];
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if (strlen(currentCommand->arguments) > 0 && currentCommand->caller->currentArea != getFromList(parameters->areaList, 0)->area)
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{
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memcpy(requestedPath, currentCommand->arguments, 32);
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userNameSanatize(requestedPath, 32);
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requestedPath[31] = '\0';
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if (movePlayerToArea(currentCommand->caller, requestedPath) == 0)
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{
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// Call the look command after moving. It's fine to unlock, because the loop won't
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// continue until the command is queued:
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queue->lock = false;
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queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
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queue->lock = true;
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}
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}
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break;
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}
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// Skill command: Allows you to put skill points into skills:
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case 221096235:
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{
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{
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userMessage * skillMessage = calloc(1, sizeof(userMessage));
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userMessage * skillMessage = calloc(1, sizeof(userMessage));
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skillMessage->senderName[0] = '\0';
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skillMessage->senderName[0] = '\0';
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@ -515,8 +468,11 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
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pushQueue(parameters->outputQueue, skillOutputMessage, OUTPUT_MESSAGE);
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pushQueue(parameters->outputQueue, skillOutputMessage, OUTPUT_MESSAGE);
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free(skillMessage);
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free(skillMessage);
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break;
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}
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}
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if (strncmp(currentCommand->command, "listskills", 10) == 0)
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// Listskills commands: List all available skills on the server:
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case 2395990522:
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{
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{
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userMessage * listMessage = calloc(1, sizeof(userMessage));
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userMessage * listMessage = calloc(1, sizeof(userMessage));
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char * formattedString = calloc(121, sizeof(char));
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char * formattedString = calloc(121, sizeof(char));
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@ -561,7 +517,83 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
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pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
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pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
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free(listMessage);
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free(listMessage);
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free(formattedString);
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free(formattedString);
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break;
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}
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}
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// Talk command: Allows the player to begin a chat session with another player:
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case 601264:
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{
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userMessage * talkMessage = malloc(sizeof(userMessage));
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talkMessage->senderName[0] = '\0';
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// Temporary message until we can implement objects, events, and challenges.
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strcpy(talkMessage->messageContent, "The talk command is currently not implemented. Implement it if you want to use it.\n");
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// Allocate an outputMessage for the queue:
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outputMessage * talkOutputMessage = createTargetedOutputMessage(talkMessage, ¤tCommand->caller, 1);
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// Queue the outputMessage:
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pushQueue(parameters->outputQueue, talkOutputMessage, OUTPUT_MESSAGE);
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// Free the userMessage:
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free(talkMessage);
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break;
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}
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// Exit command: Sends an "empty" exit message to disconnect a client:
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case 5284234:
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{
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// Allocate a userMessage containing null characters as the first char in both fields:
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userMessage * exitMessage = malloc(sizeof(userMessage));
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exitMessage->senderName[0] = '\0';
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exitMessage->messageContent[0] = '\0';
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// Allocate an outputMessage for the queue:
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outputMessage * exitOutputMessage = createTargetedOutputMessage(exitMessage, ¤tCommand->caller, 1);
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// Queue the outputMessage:
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pushQueue(parameters->outputQueue, exitOutputMessage, OUTPUT_MESSAGE);
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// Free the userMessage
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free(exitMessage);
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break;
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}
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// Join command: Allows the player to join the game given a name:
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// TODO: Implement login/character creation. Will be a while:
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case 5525172:
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{
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if (currentCommand->caller->currentArea == getFromList(parameters->areaList, 0)->area)
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{
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bool validName = true;
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for(int index = 0; index < *parameters->playerCount; index++)
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{
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if (currentCommand->arguments[0] == '\0')
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{
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validName = false;
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}
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if (strncmp(currentCommand->arguments, parameters->connectedPlayers[index].playerName, 16) == 0)
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{
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validName = false;
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}
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}
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if (validName)
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{
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strncpy(currentCommand->caller->playerName, currentCommand->arguments, 16);
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currentCommand->caller->currentArea = getFromList(parameters->areaList, 1)->area;
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// Call the look command after joining. It's fine to unlock, because the loop won't
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// continue until the command is queued:
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queue->lock = false;
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queueCommand(queue, "look", "", 5, 0, currentCommand->caller);
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queue->lock = true;
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}
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}
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break;
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}
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}
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// Remove the current command and unlock the queue:
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// Remove the current command and unlock the queue:
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currentCommand = NULL;
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currentCommand = NULL;
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queue->lock = false;
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queue->lock = false;
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@ -736,10 +768,23 @@ int movePlayerToArea(playerInfo * player, char * requestedPath)
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if (strncmp(getFromList(player->currentArea->pathList, index)->path->pathName,
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if (strncmp(getFromList(player->currentArea->pathList, index)->path->pathName,
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requestedPath, 32) == 0)
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requestedPath, 32) == 0)
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{
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{
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printf("%s: %s\n", player->playerName, getFromList(player->currentArea->pathList, index)->path->pathName);
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player->currentArea = getFromList(player->currentArea->pathList, index)->path->areaToJoin;
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player->currentArea = getFromList(player->currentArea->pathList, index)->path->areaToJoin;
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return 0;
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return 0;
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}
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}
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}
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}
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return 1;
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return 1;
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}
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}
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// A hash function for distinguishing commands for the game logic handler:
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unsigned int hashCommand(char * command, unsigned int commandLength)
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{
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unsigned int hash = 0;
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char * currentCharacter = command;
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for (unsigned int index = 0; index < commandLength && *currentCharacter != '\0'; currentCharacter++)
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{
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hash = 37 * hash + *currentCharacter;
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}
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return hash;
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}
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@ -55,6 +55,9 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue);
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void queueCommand(queue * queue, char * command, char * arguments, int commandLength, int argumentsLength,
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void queueCommand(queue * queue, char * command, char * arguments, int commandLength, int argumentsLength,
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playerInfo * callingPlayer);
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playerInfo * callingPlayer);
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// A hash function for distinguishing commands for the game logic handler:
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unsigned int hashCommand(char * command, unsigned int commandLength);
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// ============================
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// ============================
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// -=[ Gameplay Primitives ]=-:
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// -=[ Gameplay Primitives ]=-:
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// ============================
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// ============================
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