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
|
@ -158,64 +158,12 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
|||
{
|
||||
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));
|
||||
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);
|
||||
}
|
||||
// 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);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Look command: Returns the description of the current area and paths:
|
||||
if (strncmp(currentCommand->command, "look", 4) == 0)
|
||||
case 5626697:
|
||||
{
|
||||
char formattedString[64];
|
||||
userMessage * lookMessage = calloc(1, sizeof(userMessage));
|
||||
|
@ -263,57 +211,12 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
|||
pushQueue(parameters->outputQueue, lookOutputMessage, OUTPUT_MESSAGE);
|
||||
}
|
||||
free(lookMessage);
|
||||
}
|
||||
// Join command: Allows the player to join the game given a name:
|
||||
// TODO: Implement login/character creation. Will be a while:
|
||||
if (strncmp(currentCommand->command, "join", 4) == 0)
|
||||
{
|
||||
if (currentCommand->caller->currentArea == getFromList(parameters->areaList, 0)->area)
|
||||
{
|
||||
bool validName = true;
|
||||
for(int index = 0; index < *parameters->playerCount; index++)
|
||||
{
|
||||
if (currentCommand->arguments[0] == '\0')
|
||||
{
|
||||
validName = false;
|
||||
}
|
||||
if (strncmp(currentCommand->arguments, parameters->connectedPlayers[index].playerName, 16) == 0)
|
||||
{
|
||||
validName = false;
|
||||
}
|
||||
}
|
||||
if (validName)
|
||||
{
|
||||
strncpy(currentCommand->caller->playerName, currentCommand->arguments, 16);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Talk command: Allows the player to begin a chat session with another player:
|
||||
if (strncmp(currentCommand->command, "talk", 4) == 0)
|
||||
{
|
||||
userMessage * talkMessage = malloc(sizeof(userMessage));
|
||||
talkMessage->senderName[0] = '\0';
|
||||
|
||||
// Temporary message until we can implement objects, events, and challenges.
|
||||
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;
|
||||
}
|
||||
|
||||
// Stat command: Displays the current character's sheet.
|
||||
if (strncmp(currentCommand->command, "stat", 4) == 0)
|
||||
case 5987604:
|
||||
{
|
||||
char * formattedString = calloc(121, sizeof(char));
|
||||
userMessage * statMessage = calloc(1, sizeof(userMessage));
|
||||
|
@ -394,10 +297,12 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
|||
}
|
||||
free(statMessage);
|
||||
free(formattedString);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// Spec command: Assign spec points to stats:
|
||||
if (strncmp(currentCommand->command, "spec", 4) == 0)
|
||||
case 5982259:
|
||||
{
|
||||
userMessage * specMessage = calloc(1, sizeof(userMessage));
|
||||
specMessage->senderName[0] = '\0';
|
||||
|
@ -477,8 +382,56 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
|||
// Free the finished message:
|
||||
free(specMessage);
|
||||
free(formattedString);
|
||||
|
||||
break;
|
||||
}
|
||||
if (strncmp(currentCommand->command, "skill", 5) == 0)
|
||||
|
||||
// Try command: Attempt to use a stat or skill on an object:
|
||||
case 163143:
|
||||
{
|
||||
// Allocate the userMessage to send:
|
||||
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;
|
||||
}
|
||||
|
||||
// Move command: Moves the caller to a different area given a path name or number:
|
||||
case 5677603:
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
// Skill command: Allows you to put skill points into skills:
|
||||
case 221096235:
|
||||
{
|
||||
userMessage * skillMessage = calloc(1, sizeof(userMessage));
|
||||
skillMessage->senderName[0] = '\0';
|
||||
|
@ -515,8 +468,11 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
|||
pushQueue(parameters->outputQueue, skillOutputMessage, OUTPUT_MESSAGE);
|
||||
|
||||
free(skillMessage);
|
||||
break;
|
||||
}
|
||||
if (strncmp(currentCommand->command, "listskills", 10) == 0)
|
||||
|
||||
// Listskills commands: List all available skills on the server:
|
||||
case 2395990522:
|
||||
{
|
||||
userMessage * listMessage = calloc(1, sizeof(userMessage));
|
||||
char * formattedString = calloc(121, sizeof(char));
|
||||
|
@ -561,7 +517,83 @@ int evaluateNextCommand(gameLogicParameters * parameters, queue * queue)
|
|||
pushQueue(parameters->outputQueue, listOutputMessage, OUTPUT_MESSAGE);
|
||||
free(listMessage);
|
||||
free(formattedString);
|
||||
break;
|
||||
}
|
||||
|
||||
// Talk command: Allows the player to begin a chat session with another player:
|
||||
case 601264:
|
||||
{
|
||||
userMessage * talkMessage = malloc(sizeof(userMessage));
|
||||
talkMessage->senderName[0] = '\0';
|
||||
|
||||
// Temporary message until we can implement objects, events, and challenges.
|
||||
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)
|
||||
{
|
||||
bool validName = true;
|
||||
for(int index = 0; index < *parameters->playerCount; index++)
|
||||
{
|
||||
if (currentCommand->arguments[0] == '\0')
|
||||
{
|
||||
validName = false;
|
||||
}
|
||||
if (strncmp(currentCommand->arguments, parameters->connectedPlayers[index].playerName, 16) == 0)
|
||||
{
|
||||
validName = false;
|
||||
}
|
||||
}
|
||||
if (validName)
|
||||
{
|
||||
strncpy(currentCommand->caller->playerName, currentCommand->arguments, 16);
|
||||
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;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the current command and unlock the queue:
|
||||
currentCommand = NULL;
|
||||
queue->lock = false;
|
||||
|
@ -736,10 +768,23 @@ int movePlayerToArea(playerInfo * player, char * requestedPath)
|
|||
if (strncmp(getFromList(player->currentArea->pathList, index)->path->pathName,
|
||||
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;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
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,
|
||||
playerInfo * callingPlayer);
|
||||
|
||||
// A hash function for distinguishing commands for the game logic handler:
|
||||
unsigned int hashCommand(char * command, unsigned int commandLength);
|
||||
|
||||
// ============================
|
||||
// -=[ Gameplay Primitives ]=-:
|
||||
// ============================
|
||||
|
|
Loading…
Reference in New Issue