Alpha 0.4 release of SilverMUD:
Features Added: - Encryption via GnuTLS. - Basic gameplay commands. - Basic character sheet with stats and skills. - Ability to perform chance-based checks with stats and skills. - Ability to build a character using spec points and skill points. Features Changed: - Messaging and communication is now encrypted. - Area descriptions can now be longer. - General bug-fixing, see individual commits. - Makefile improved to improve development experience. - Naming system altered to only allow naming on joining the game. - Server messages are now displayed differently than user messages and are grouped. - Commands are now evaluated in a queue. Features Removed: - Ability to change name via /NAME. - Graceful handling of C-c. (It's seemingly unreliable, so not graceful.) Squashed commit of the following: commitca8ba5e410
Author: Barry Kane <barry@omnimenu.ie> Date: Sun Oct 30 13:00:18 2022 +0000 Incremented version numbering in preperation for merge to master. - Incremented version numbering to Alpha 0.4. commitd9497679cb
Author: Barry Kane <barry@omnimenu.ie> Date: Sun Oct 30 12:58:39 2022 +0000 Implemented Skill Checks. - Implemented skillCheck. - Allowed for the in-game testing of skillCheck via /try. - Slightly reorganized the Makefile. - Tweaked the logoString to display correctly. - Edited the client and server to generate gprof data when in debug builds. commitf2dd83857f
Author: Barry Kane <barry@omnimenu.ie> Date: Sun Oct 23 17:07:13 2022 +0100 Completed Reorganization of Area Data - Moved the appropriate data structures and functions into areaData. - Made movePlayerToArea a gameplay primitive. commit52b4b1e2f0
Author: Barry Kane <barry@omnimenu.ie> Date: Tue Oct 18 21:00:57 2022 +0100 Warning fixes and Makefile edits - Adjusted the Makefile to create gprof data in the server (currently inactive as the server never terminates.) - Fixed warnings in areadata.c and gamelogic.c. - Added bruteforcePrint for completeness. commit60110d3abd
Author: Barry Kane <barry@omnimenu.ie> Date: Sun Oct 16 21:28:32 2022 +0100 Made client exit gracefully upon server exit: - The client now checks the return value of messageReceive. - Renamed lists.c/.h to areadata.c/.h. commitb8189ae2de
Author: Barry Kane <barry@omnimenu.ie> Date: Sun Oct 16 16:13:33 2022 +0100 Began implementation of skills and stats. - Added text wrapping in client. - Implemented functions for managing skill data. - Rewrote some existing functionality to allow for variable length game messages over multiple userMessages. - Reorganized the code yet again. - Introduced enums for coreStats and outcomes. - Implemented core stat checks. - Added more example skills. - Rewrote test areas to have longer descriptions. commit8673bb1ad5
Author: Barry Kane <barry@omnimenu.ie> Date: Fri May 20 22:28:07 2022 +0100 Reorganized file structure. - Reimplemented /LOOK. - Commands are now accepted in both upper and lower case. - Move now accepts a number for easier movement. commit151f3002b8
Author: Barry Kane <barry@omnimenu.ie> Date: Thu May 5 19:45:27 2022 +0100 Began implementing game logic and re-implementing commands - Reimplemented /MOVE and /EXIT - The server is now multi-threaded - Input and output is now queued commit0b3a72beff
Author: Barry <bazzakane@gmail.com> Date: Thu Apr 7 01:39:59 2022 +0100 Removed inputhandling library The functionality was moved to inputoutput. commit4ddb80b8b2
Author: Barry <bazzakane@gmail.com> Date: Thu Apr 7 01:38:36 2022 +0100 Basic message queuing implemented - Messages are now queued on reception by the server. - Message queue datastructures are now added. commite4b8693037
Author: Barry <barry@omnimenu.ie> Date: Tue Mar 15 14:52:49 2022 +0000 Cleaned up client. - Cleaned up the client codebase. - Throughly commented SilverMUDClient.c. - Added a boolean for bolding slowPrintNcurses. - Added a user-configurable delay for text printing. - Other small improvements. commit5d772df469
Author: Barry <barry@omnimenu.ie> Date: Sun Mar 6 00:36:42 2022 +0000 Added initial GnuTLS encryption. - Added inputoutput.c - Added inputoutput.h - inputoutput contains wrapper and helper functions for transmitting messages over GnuTLS. - Moved the userMessage struct definition to inputoutput. - Reworked client and server to use GnuTLS. - Removed all commands from server in preperation for upcoming command and message queues. - Names and areas are no longer considered for messaging. - Changed Makefile to link GnuTLS. commit235ff8e74f
Author: Barry <barry@omnimenu.ie> Date: Sun Dec 26 19:07:30 2021 +0000 Added basic logging support and command-line options to the client. - Added basic logging support to the client. - Added basic command-line options to the client: -g: Enables a game-log, must have a file-path. -c: Enables a chat-log, must have a file-path. -i: Sets the IP address to connect to. - Removed the C-c handler, appeared to be broken anyways. Consider reimplementation at some point. - Added /EXIT command to allow for leaving the game. - The client now exits gracefully if the server dies. commit6c93805d6f
Author: Barry <barry@omnimenu.ie> Date: Sun Dec 5 23:33:53 2021 +0000 Added initial implementation of doubly-linked lists - Added lists.c - Added lists.h - Changed initialisation of rooms to add a third room and to add the rooms to a list. - Added datastructures for area and path nodes for doubly-linked lists. commit241ac7a92b
Author: Barry <barry@omnimenu.ie> Date: Thu Nov 4 23:14:47 2021 +0000 Added area and path creation functions - Added missing header guards. - Increased the size of message contents to 2048. - Added area and path initialization functions. - movePlayerToArea no longer segfaults. - /LOOK added to allow players to find exits. - Amount of paths allowed out of an area has been decreased to 16. - Debug builds are now available from the Makefile. - Removed unused variables. - Input sanatization has been moved to the server-side, phew. - Server messages are now displayed differently to player messages. - New area initialization has been added until I can integrate Guile. - Server's sendBuffer has been renamed messageBuffer. - Areas now have descriptions. - Descriptions are sent to the player upon joining an area and /LOOK-ing. commit85a31a2933
Author: Barry <barry@omnimenu.ie> Date: Thu Oct 21 21:58:55 2021 +0100 Added basic area system - Added playerdata.c - Added basic move command - Added a basic initialisation of two connected rooms - Added datastructures for areas and paths commitae8373d4ce
Author: Barry Kane <bazzakane@gmail.com> Date: Wed Sep 15 00:12:05 2021 +0100 Incremented Version Number. - Incremented version number in preperation for merge. commit18a4f416f6
Author: Barry Kane <bazzakane@gmail.com> Date: Wed Sep 15 00:07:13 2021 +0100 Added basic name system - Added basic name system. - Added playerdata.h. - Added basic /NAME command. TODO: Create proper command system. - Added datastructures for user messages and user names. commit9411803942
Author: Barry Kane <bazzakane@gmail.com> Date: Fri Sep 10 15:07:42 2021 +0100 Increment version message for merge. Incremented the version number by 0.1 for the server. Added version splash to the client. commit7047d0ee08
Author: Barry Kane <bazzakane@gmail.com> Date: Fri Sep 10 15:03:02 2021 +0100 Added two-window messaging to the client. Client now has two seperate Ncurses windows for sending and receiving. Added SIGINT handler which sets a global boolean to gracefully exit and free memory. Sending and Receiving are now on their own threads. A pointer-to-struct is now passed to the threads. The main thread will now wait to cancel the threads upon receiving SIGINT. slowPrintNcurses now takes a window argument. The server now doesn't check that a client receives the message that they sent, allowing for full chat history. commit33bc9bcda0
Author: Barry Kane <bazzakane@gmail.com> Date: Fri Sep 3 18:47:11 2021 +0100 Adapted client to use Ncurses instead of raw terminal output: Created "slowPrintNcurses", which is a version of "slowPrint" compatible with Ncurses screens. Ncurses is now used in place of raw-terminal output. The screen clears after inital start-up messages. C-d no longer exits, and still doesn't spam. Added Ncurses to the ld options of client in the Makefile. Created ld options for server in the Makefile. commit849a80bd37
Author: Barry Kane <barry@omnimenu.ie> Date: Thu Aug 19 23:07:58 2021 +0100 Basic input sanatization: Created new library to deal with user input. Implemented check in client to prevent C-d spamming the server. C-d now exits. Implemented check in client to prevent clients sending messages containing only newlines to the server. commit2c093903a4
Author: Barry Kane <barry@omnimenu.ie> Date: Tue Aug 17 18:57:56 2021 +0100 Git Sanity Check
This commit is contained in:
parent
52c0fed848
commit
fa46e40860
29
Makefile
29
Makefile
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@ -1,20 +1,29 @@
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CC = gcc
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clientsrc = $(wildcard src/misc/*.c) \
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src/SilverMUDClient.c
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clientsrc = $(wildcard src/*.c) \
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src/client/SilverMUDClient.c
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clientobj = $(clientsrc:.c=.o)
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serversrc = $(wildcard src/misc/*.c) \
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src/SilverMUDServer.c
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serversrc = $(wildcard src/*.c) \
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src/server/SilverMUDServer.c
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serverobj = $(serversrc:.c=.o)
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CLIENTLDFLAGS= -lpthread -lncurses
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SERVERLDFLAGS= -lncurses
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CLIENTLDFLAGS= -lpthread -lncurses -lgnutls
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SERVERLDFLAGS= -lpthread -lncurses -lgnutls
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SilverMUDClient: $(clientobj)
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gcc -o $@ $^ $(CLIENTLDFLAGS)
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gcc -o $@ $^ $(CLIENTLDFLAGS)
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SilverMUDServer: $(serverobj)
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gcc -o $@ $^ $(SERVERLDFLAGS)
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gcc -o $@ $^ $(SERVERLDFLAGS)
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SilverMUDClientDebug: $(clientobj)
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gcc -pg $^ $(CLIENTLDFLAGS) -o $@
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SilverMUDServerDebug: $(serverobj)
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gcc -pg $^ $(SERVERLDFLAGS) -o $@
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.PHONY: clean
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clean:
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rm -f $(clientobj) $(serverobj) SilverMUDClient SilverMUDServer
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rm -f $(clientobj) $(serverobj) SilverMUDClient SilverMUDServer SilverMUDClientDebug SilverMUDServerDebug
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all: SilverMUDClient SilverMUDServer
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all: clean SilverMUDClient SilverMUDServer
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all: CFLAGS += -Wall -Wextra -Ofast
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debug: CFLAGS += -Wall -Wextra -pg -ggdb -Og
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debug: clean SilverMUDClientDebug SilverMUDServerDebug
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@ -0,0 +1,28 @@
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* SilverMUD: The Hackable Terminal-Top Roleplaying Game.
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SilverMUD is a tool for creating engaging and communal stories, all over the
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world through the internet. It's designed to give a gamemaster the same power
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to improvise that they have at the table, through simple programming and
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easy-to-understand structures.
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** Player's Guide
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*** The Basic Commands
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SilverMUD is played through a set of very simple commands. To use a command,
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type a forward-slash (/) followed immediately by the command name. The command
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can be upper or lower-case.
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| Command | Arguments | Effect |
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|---------+---------------------------------------------------+--------------------------------------------------------------------|
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| JOIN | Takes a character name | Logs you into the server with the given character name. |
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| MOVE | Takes a path name or a path number | Moves you down the given path. |
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| LOOK | None | Gives you a description of what's around you, and what you can do. |
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| STAT | None | Displays your current status and character sheet. |
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| SPEC | Core stat name | Allows you to apply spec points to a given stat. |
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| TRY | Core stat name or skill name and an object number | Attempt to use the given stat or skill on the object. |
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** Gamemaster's Guide
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*** Running the Server:
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** Developer's Guide
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*** Build Prerequisites:
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SilverMUD has the following dependencies:
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- GnuTLS
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- ncurses
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@ -1,175 +0,0 @@
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#include <netdb.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <unistd.h>
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#include <signal.h>
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#include <stdbool.h>
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#include <pthread.h>
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#include <ncurses.h>
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#include <arpa/inet.h>
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#include <sys/socket.h>
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#include "misc/playerdata.h"
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#include "misc/texteffects.h"
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#include "misc/inputhandling.h"
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#define MAX 1024
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#define PORT 5000
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#define SA struct sockaddr
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// A struct for passing arguments to our threads containing a file descriptor and a window pointer:
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typedef struct threadparameters
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{
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int socketDescriptor;
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WINDOW * window;
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} threadparameters;
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// A globally availible exit boolean.
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bool shouldExit = false;
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void sigintHandler(int signal)
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{
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shouldExit = true;
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}
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void * messageSender(void * parameters)
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{
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// Takes user input in a window, sanatizes it, and sends it to the server:
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struct threadparameters *threadParameters = parameters;
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char sendBuffer[MAX];
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int characterindex;
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while (!shouldExit)
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{
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bzero(sendBuffer, MAX);
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wprintw(threadParameters->window, "\n\n\nCOMM-LINK> ");
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if(wgetnstr(threadParameters->window, sendBuffer, MAX) == ERR)
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{
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// Quit if there's any funny business with getting input:
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pthread_exit(NULL);
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}
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userInputSanatize(sendBuffer, MAX);
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if(sendBuffer[0] == '\n')
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{
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continue;
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}
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write(threadParameters->socketDescriptor, sendBuffer, MAX);
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}
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pthread_exit(NULL);
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}
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void * messageReceiver(void * parameters)
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{
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// Takes messages from the server and prints them to the chat log window:
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struct threadparameters *threadParameters = parameters;
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userMessage receiveBuffer;
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while (!shouldExit)
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{
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read(threadParameters->socketDescriptor, &receiveBuffer.senderName, sizeof(receiveBuffer.senderName));
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read(threadParameters->socketDescriptor, &receiveBuffer.messageContent, sizeof(receiveBuffer.messageContent));
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slowPrintNcurses(receiveBuffer.senderName, 8000, threadParameters->window);
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slowPrintNcurses(": ", 8000, threadParameters->window);
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slowPrintNcurses(receiveBuffer.messageContent, 8000, threadParameters->window);
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bzero(receiveBuffer.senderName, sizeof(receiveBuffer.senderName));
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bzero(receiveBuffer.messageContent, sizeof(receiveBuffer.messageContent));
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}
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pthread_exit(NULL);
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}
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int main(int argc, char **argv)
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{
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int sockfd, connfd;
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struct sockaddr_in servaddr, cli;
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pthread_t sendingThread;
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pthread_t receivingThread;
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// Set the SIGINT handler.
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signal(SIGINT, sigintHandler);
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// Print welcome message:
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slowPrint("\n--==== \033[33;40mSILVERKIN INDUSTRIES\033[0m COMM-LINK CLIENT ====--\nVersion Alpha 0.3\n", 5000);
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// Give me a socket, and make sure it's working:
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sockfd = socket(AF_INET, SOCK_STREAM, 0);
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if (sockfd == -1)
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{
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printf("Socket creation failed.\n");
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exit(0);
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}
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else
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{
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slowPrint("Socket successfully created.\n", 8000);
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}
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bzero(&servaddr, sizeof(servaddr));
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// Set our IP Address and port. Default to localhost for testing:
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servaddr.sin_family = AF_INET;
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if (argc == 1)
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{
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servaddr.sin_addr.s_addr = inet_addr("127.0.0.1");
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}
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else
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{
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servaddr.sin_addr.s_addr = inet_addr(argv[1]);
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}
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servaddr.sin_port = htons(PORT);
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// Connect the server and client sockets, Kronk:
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if (connect(sockfd, (SA*)&servaddr, sizeof(servaddr)) != 0)
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{
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slowPrint("Connection with the Silverkin Industries Comm-Link Server Failed:\nPlease contact your service representative.\n", 8000);
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exit(0);
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}
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else
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{
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slowPrint("Connected to the Silverkin Industries Comm-Link Server:\nHave a pleasant day.\n", 8000);
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}
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usleep(100000);
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// Setup Ncurses:
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initscr();
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// Create two pointers to structs to pass arguments to the threads:
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threadparameters * logArea;
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threadparameters * messageArea;
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logArea = malloc(sizeof(*logArea));
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messageArea = malloc(sizeof(*messageArea));
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// Make the windows for the structs, and pass the socket descriptor:
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logArea->window = newwin(LINES - 5, COLS - 2, 1, 1);
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logArea->socketDescriptor = sockfd;
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messageArea->window = newwin(3, COLS, LINES - 3, 0);
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messageArea->socketDescriptor = sockfd;
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// Set the two windows to scroll:
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scrollok(logArea->window, true);
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scrollok(messageArea->window, true);
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// Run a thread to send messages, and use main to recieve:
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pthread_create(&sendingThread, NULL, messageSender, messageArea);
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pthread_create(&receivingThread, NULL, messageReceiver, logArea);
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// Wait for SIGINT to change
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while(!shouldExit)
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{
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sleep(250);
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}
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// Close the threads:
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pthread_cancel(sendingThread);
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pthread_cancel(receivingThread);
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// Close the socket:
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close(sockfd);
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// Free the structs:
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free(logArea);
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free(messageArea);
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// Unsetup Ncurses:
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endwin();
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// Say Goodbye:
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slowPrint("\nThank you for choosing Silverkin Industries, valued customer!\n", 8000);
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}
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@ -1,223 +0,0 @@
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// Silverkin Industries Comm-Link Server, Engineering Sample Alpha 0.3.
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// PROJECT CODENAME: WHAT DO I PAY YOU FOR? | Level-3 Clearance.
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// Barry Kane, 2021
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#include <netdb.h>
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#include <stdio.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <string.h>
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#include <unistd.h>
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#include <ncurses.h>
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#include <sys/types.h>
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#include <arpa/inet.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include "misc/playerdata.h"
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#include "misc/texteffects.h"
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const int PORT = 5000;
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const int MAX = 1024;
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typedef struct sockaddr sockaddr;
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int main()
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{
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int socketFileDesc, connectionFileDesc, length, clientsAmount,
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socketCheck, activityCheck, readLength;
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int clientSockets[64];
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int maxClients = 64;
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userMessage sendBuffer;
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char receiveBuffer[MAX];
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fd_set connectedClients;
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playerInfo connectedPlayers[64];
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struct sockaddr_in serverAddress, clientAddress;
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// Initialize playerdata:
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for (int index = 0; index < maxClients; index++)
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{
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strcpy(connectedPlayers[index].playerName, "UNNAMED");
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}
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// Give an intro: Display the Silverkin Industries logo and splash text.
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slowPrint(logostring, 3000);
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slowPrint("\n--==== \033[33;40mSILVERKIN INDUSTRIES\033[0m COMM-LINK SERVER ====--\nVersion Alpha 0.3\n", 5000);
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// Initialize the sockets to 0, so we don't crash.
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for (int index = 0; index < maxClients; index++)
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{
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clientSockets[index] = 0;
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}
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// Get a socket and make sure we actually get one.
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socketFileDesc = socket(AF_INET, SOCK_STREAM, 0);
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if (socketFileDesc == -1)
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{
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perror("Socket creation is \033[33;40mRED.\033[0m Aborting launch.\n");
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exit(0);
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}
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else
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{
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slowPrint(" Socket creation is \033[32;40mGREEN.\033[0m\n", 5000);
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}
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bzero(&serverAddress, sizeof(serverAddress));
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// Assign IP and port:
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serverAddress.sin_family = AF_INET;
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serverAddress.sin_addr.s_addr = htonl(INADDR_ANY);
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serverAddress.sin_port = htons(PORT);
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// Binding newly created socket to given IP, and checking it works:
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if ((bind(socketFileDesc, (sockaddr*)&serverAddress, sizeof(serverAddress))) != 0)
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{
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perror("Socket binding is \033[33;40mRED.\033[0m Aborting launch.\n");
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exit(0);
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}
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else
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{
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slowPrint(" Socket binding is \033[32;40mGREEN.\033[0m\n", 5000);
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}
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// Let's start listening:
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if ((listen(socketFileDesc, 64)) != 0)
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{
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perror("Server listening is \033[33;40mRED.\033[0m Aborting launch.\n");
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exit(0);
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}
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else
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{
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slowPrint(" Server listening is \033[32;40mGREEN.\033[0m\n", 5000);
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}
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length = sizeof(clientAddress);
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//connectionFileDesc = accept(socketFileDesc, (sockaddr*)&clientAddress, &length);
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// Accept the data packet from client and verification
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while (1)
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{
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FD_ZERO(&connectedClients);
|
||||
FD_SET(socketFileDesc, &connectedClients);
|
||||
clientsAmount = socketFileDesc;
|
||||
bzero(receiveBuffer, sizeof(receiveBuffer));
|
||||
for (int i = 0; i < maxClients; i++)
|
||||
{
|
||||
// Just get the one we're working with to another name:
|
||||
socketCheck = clientSockets[i];
|
||||
|
||||
// If it's working, bang it into the list:
|
||||
if(socketCheck > 0)
|
||||
{
|
||||
FD_SET(socketCheck, &connectedClients);
|
||||
}
|
||||
// The amount of clients is needed for select():
|
||||
if(socketCheck > clientsAmount)
|
||||
{
|
||||
clientsAmount = socketCheck;
|
||||
}
|
||||
}
|
||||
|
||||
// See if a connection is ready to be interacted with:
|
||||
activityCheck = select((clientsAmount + 1), &connectedClients, NULL, NULL, NULL);
|
||||
|
||||
// Check if select() worked:
|
||||
if ((activityCheck < 0) && (errno != EINTR))
|
||||
{
|
||||
perror("Error in select(), retrying.\n");
|
||||
}
|
||||
|
||||
// If it's the master socket selected, there is a new connection:
|
||||
if (FD_ISSET(socketFileDesc, &connectedClients))
|
||||
{
|
||||
if ((connectionFileDesc = accept(socketFileDesc,
|
||||
(struct sockaddr *)&clientAddress, (socklen_t*)&length))<0)
|
||||
{
|
||||
perror("Failed to accept connection. Aborting.\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Print new connection details:
|
||||
printf("Client connected: Socket file descriptor: #%d, IP address: %s, Port: %d.\n",
|
||||
connectionFileDesc, inet_ntoa(clientAddress.sin_addr) , ntohs
|
||||
(clientAddress.sin_port));
|
||||
|
||||
// See if we can put in the client:
|
||||
for (int i = 0; i < maxClients; i++)
|
||||
{
|
||||
// When there is an empty slot, pop it in:
|
||||
if( clientSockets[i] == 0 )
|
||||
{
|
||||
clientSockets[i] = connectionFileDesc;
|
||||
printf("Adding to list of sockets as %d.\n" , i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise, it's a client socket to be interacted with:
|
||||
for (int i = 0; i < maxClients; i++)
|
||||
{
|
||||
socketCheck = clientSockets[i];
|
||||
|
||||
if (FD_ISSET(socketCheck, &connectedClients))
|
||||
{
|
||||
//Check if it was for closing, and also read the incoming message
|
||||
explicit_bzero(receiveBuffer, sizeof(receiveBuffer));
|
||||
readLength = read(socketCheck, receiveBuffer, sizeof(receiveBuffer));
|
||||
if (readLength == 0)
|
||||
{
|
||||
// Somebody disconnected , get his details and print:
|
||||
getpeername(socketCheck, (struct sockaddr*)&clientAddress, (socklen_t*)&length);
|
||||
printf("Client disconnected: IP Address: %s, Port: %d.\n",
|
||||
inet_ntoa(clientAddress.sin_addr) , ntohs(clientAddress.sin_port));
|
||||
|
||||
// Close the socket and mark as 0 in list for reuse:
|
||||
close(socketCheck);
|
||||
clientSockets[i] = 0;
|
||||
}
|
||||
// Name change command: Move logic to a command interpreter later:
|
||||
else if (receiveBuffer[0] == '/')
|
||||
{
|
||||
char newName[32];
|
||||
if(strncmp(receiveBuffer, "/NAME", 5) == 0)
|
||||
{
|
||||
strncpy(newName, &receiveBuffer[6], 32);
|
||||
// Remove newlines:
|
||||
for (int index = 0; index < 32; index++)
|
||||
{
|
||||
if (newName[index] == '\n')
|
||||
{
|
||||
newName[index] = '\0';
|
||||
}
|
||||
}
|
||||
for (int index = 0; index < maxClients; index++)
|
||||
{
|
||||
if(strncmp(newName, connectedPlayers[index].playerName, 32) == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
strncpy(connectedPlayers[i].playerName, newName, 32);
|
||||
}
|
||||
}
|
||||
// Echo back the message that came in:
|
||||
else
|
||||
{
|
||||
printf("%d/%s: %s", clientSockets[i], connectedPlayers[i].playerName, receiveBuffer);
|
||||
fflush(stdout);
|
||||
strcpy(sendBuffer.senderName, connectedPlayers[i].playerName);
|
||||
strcpy(sendBuffer.messageContent, receiveBuffer);
|
||||
for (int sendIndex = 0; sendIndex < clientsAmount; sendIndex++)
|
||||
{
|
||||
if(clientSockets[sendIndex] != STDIN_FILENO && clientSockets[sendIndex] != STDOUT_FILENO && clientSockets[sendIndex] != STDERR_FILENO)
|
||||
{
|
||||
write(clientSockets[sendIndex], sendBuffer.senderName, sizeof(sendBuffer.senderName));
|
||||
write(clientSockets[sendIndex], sendBuffer.messageContent, sizeof(sendBuffer.messageContent));
|
||||
}
|
||||
}
|
||||
bzero(sendBuffer.senderName, sizeof(sendBuffer.senderName));
|
||||
bzero(sendBuffer.messageContent, sizeof(sendBuffer.messageContent));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,217 @@
|
|||
// areadata.c: Implements functions for playerAreas and playerPaths in SilverMUD:
|
||||
// Barra Ó Catháin, 2022.
|
||||
#include <string.h>
|
||||
#include "areadata.h"
|
||||
#include "playerdata.h"
|
||||
|
||||
// ====================
|
||||
// -=[ Area/Paths: ]=-:
|
||||
// ====================
|
||||
|
||||
// Create an area given a name and description:
|
||||
playerArea * createArea(char * nameString, char * descriptionString)
|
||||
{
|
||||
// Allocate and zero memory for the new area:
|
||||
playerArea * createdArea = calloc(1, sizeof(playerArea));
|
||||
|
||||
// Copy the strings into the newly created area:
|
||||
strncpy(createdArea->areaName, nameString, 32 - 1);
|
||||
strncpy(createdArea->areaDescription, descriptionString, MAX - 35);
|
||||
|
||||
// Properly null-terminate the strings:
|
||||
createdArea->areaName[31] = '\0';
|
||||
createdArea->areaDescription[MAX] = '\0';
|
||||
|
||||
// Ensure that all the paths are set to NULL:
|
||||
for(int index = 0; index < 16; index++)
|
||||
{
|
||||
createdArea->areaExits[index] = NULL;
|
||||
}
|
||||
|
||||
// Return the pointer:
|
||||
return createdArea;
|
||||
}
|
||||
|
||||
// Create a path between two areas given two areas and two strings:
|
||||
int createPath(playerArea * fromArea, playerArea * toArea, char * fromDescription, char * toDescription)
|
||||
{
|
||||
int fromAreaSlot, toAreaSlot;
|
||||
for(fromAreaSlot = 0; fromAreaSlot < 16; fromAreaSlot++)
|
||||
{
|
||||
if(fromArea->areaExits[fromAreaSlot] == NULL)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if((fromArea->areaExits[fromAreaSlot] != NULL) && (fromAreaSlot == 15))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
for(toAreaSlot = 0; toAreaSlot < 32; toAreaSlot++)
|
||||
{
|
||||
if(toArea->areaExits[toAreaSlot] == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if((toArea->areaExits[toAreaSlot] != 0) && (toAreaSlot == 31))
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
playerPath * fromPath = malloc(sizeof(playerPath));
|
||||
playerPath * toPath = malloc(sizeof(playerPath));
|
||||
fromArea->areaExits[fromAreaSlot] = fromPath;
|
||||
toArea->areaExits[toAreaSlot] = toPath;
|
||||
strncpy(fromPath->pathName, fromDescription, 32 - 1);
|
||||
fromPath->pathName[31] = '\0';
|
||||
strncpy(toPath->pathName, toDescription, 32 - 1);
|
||||
toPath->pathName[31] = '\0';
|
||||
fromArea->areaExits[fromAreaSlot]->areaToJoin = toArea;
|
||||
toArea->areaExits[toAreaSlot]->areaToJoin = fromArea;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// =========================
|
||||
// -=[ Area/Path Lists: ]=-:
|
||||
// =========================
|
||||
|
||||
// Create and initialize an areaList:
|
||||
areaNode * createAreaList(playerArea * initialArea)
|
||||
{
|
||||
areaNode * newAreaList = malloc(sizeof(areaNode));
|
||||
newAreaList->data = initialArea;
|
||||
newAreaList->next = NULL;
|
||||
newAreaList->prev = NULL;
|
||||
return newAreaList;
|
||||
}
|
||||
|
||||
// Create and initialize an pathList:
|
||||
pathNode * createPathList(playerPath * initialPath)
|
||||
{
|
||||
pathNode * newPathList = malloc(sizeof(pathNode));
|
||||
newPathList->data = initialPath;
|
||||
newPathList->next = NULL;
|
||||
newPathList->prev = NULL;
|
||||
return newPathList;
|
||||
}
|
||||
|
||||
// Adds an areaNode to the end of a list, returning it's position:
|
||||
int addAreaNodeToList(areaNode * toList, playerArea * areaToAdd)
|
||||
{
|
||||
areaNode * current;
|
||||
int index = 0;
|
||||
current = toList;
|
||||
while(current->next != NULL)
|
||||
{
|
||||
current = current->next;
|
||||
index++;
|
||||
}
|
||||
current->next = malloc(sizeof(areaNode));
|
||||
current->next->prev = current;
|
||||
current->next->data = areaToAdd;
|
||||
current->next->next = NULL;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Removes an areaNode from the list, returning 0 on success and -1 on failure:
|
||||
int deleteAreaNodeFromList(areaNode * fromList, playerArea * areaToDelete)
|
||||
{
|
||||
areaNode * current = fromList;
|
||||
while(current->data != areaToDelete && current->next != NULL)
|
||||
{
|
||||
current = current->next;
|
||||
}
|
||||
if(current->next == NULL && current->data != areaToDelete)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
current->prev->next = current->next;
|
||||
if(current->next != NULL)
|
||||
{
|
||||
current->next->prev = current->prev;
|
||||
}
|
||||
free(current);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Adds an pathNode to the end of a list, returning it's position:
|
||||
int addPathNodeToList(pathNode * toList, playerPath * pathToAdd)
|
||||
{
|
||||
pathNode * current;
|
||||
int index = 0;
|
||||
current = toList;
|
||||
while(current->next != NULL)
|
||||
{
|
||||
current = current->next;
|
||||
index++;
|
||||
}
|
||||
current->next = malloc(sizeof(pathNode));
|
||||
current->next->prev = current;
|
||||
current->next->data = pathToAdd;
|
||||
current->next->next = NULL;
|
||||
return index;
|
||||
}
|
||||
|
||||
// Removes an pathNode from the list, returning 0 on success and -1 on failure:
|
||||
int deletePathNodeFromList(pathNode * fromList, playerPath * pathToDelete)
|
||||
{
|
||||
pathNode * current = fromList;
|
||||
while(current->data != pathToDelete || current->next != NULL)
|
||||
{
|
||||
current = current->next;
|
||||
}
|
||||
if(current->next == NULL && current->data != pathToDelete)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
current->prev->next = current->next;
|
||||
if(current->next != NULL)
|
||||
{
|
||||
current->next->prev = current->prev;
|
||||
}
|
||||
free(current);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Return the areaNode at the given index from the list:
|
||||
areaNode * getAreaNode(areaNode * fromList, int listIndex)
|
||||
{
|
||||
areaNode * current = fromList;
|
||||
for(int index = 0; index < listIndex; index++)
|
||||
{
|
||||
if(current->next != NULL)
|
||||
{
|
||||
current = current->next;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
return current;
|
||||
}
|
||||
|
||||
// Return the pathNode at the given index from the list:
|
||||
pathNode * getPathNode(pathNode * fromList, int listIndex)
|
||||
{
|
||||
pathNode * current = fromList;
|
||||
for(int index = 0; index < listIndex; index++)
|
||||
{
|
||||
if(current->next != NULL)
|
||||
{
|
||||
current = current->next;
|
||||
}
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
return current;
|
||||
}
|
||||
|
||||
// Return the playerArea of the areaNode at the given index from the list:
|
||||
playerArea * getAreaFromList(areaNode * fromList, int listIndex)
|
||||
{
|
||||
areaNode * current = getAreaNode(fromList, listIndex);
|
||||
return current->data;
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
// areadata.h: Contains data structures and functions for playerAreas and playerPaths in SilverMUD:
|
||||
// Barra Ó Catháin, 2022.
|
||||
#ifndef AREADATA_H
|
||||
#define AREADATA_H
|
||||
#include "constants.h"
|
||||
// ====================
|
||||
// -=[ Area/Paths: ]=-:
|
||||
// ====================
|
||||
|
||||
typedef struct playerPath playerPath;
|
||||
typedef struct playerArea playerArea;
|
||||
|
||||
struct playerPath
|
||||
{
|
||||
char pathName[32];
|
||||
playerArea * areaToJoin;
|
||||
};
|
||||
|
||||
struct playerArea
|
||||
{
|
||||
char areaName[32];
|
||||
char areaDescription[MAX - 35];
|
||||
playerPath * areaExits[16];
|
||||
};
|
||||
|
||||
// Create an area given a name and description:
|
||||
playerArea * createArea(char * nameString, char * descriptionString);
|
||||
|
||||
// Create a path between two areas given two areas and two strings:
|
||||
int createPath(playerArea * fromArea, playerArea * toArea, char * fromDescription, char * toDescription);
|
||||
|
||||
// =========================
|
||||
// -=[ Area/Path Lists: ]=-:
|
||||
// =========================
|
||||
|
||||
typedef struct areaNode areaNode;
|
||||
typedef struct pathNode pathNode;
|
||||
|
||||
struct pathNode
|
||||
{
|
||||
playerPath * data;
|
||||
pathNode * next;
|
||||
pathNode * prev;
|
||||
};
|
||||
|
||||
struct areaNode
|
||||
{
|
||||
playerArea * data;
|
||||
areaNode * next;
|
||||
areaNode * prev;
|
||||
};
|
||||
|
||||
// Create and initialize an areaList:
|
||||
areaNode * createAreaList(playerArea * initialArea);
|
||||
|
||||
// Create and initialize an pathList:
|
||||
pathNode * createPathList(playerPath * initialPath);
|
||||
|
||||
// Adds an areaNode to the end of a list, returning it's position:
|
||||
int addAreaNodeToList(areaNode * toList, playerArea * areaToAdd);
|
||||
|
||||
// Removes an areaNode from the list, returning 0 on success and -1 on failure:
|
||||
int deleteAreaNodeFromList(areaNode * fromList, playerArea * areaToDelete);
|
||||
|
||||
// Adds an pathNode to the end of a list, returning it's position:
|
||||
int addPathNodeToList(pathNode * toList, playerPath * pathToAdd);
|
||||
|
||||
// Removes an pathNode from the list, returning 0 on success and -1 on failure:
|
||||
int deletePathNodeFromList(pathNode * fromList, playerPath * pathToDelete);
|
||||
|
||||
// Return the areaNode at the given index from the list:
|
||||
areaNode * getAreaNode(areaNode * fromList, int listIndex);
|
||||
|
||||
// Return the pathNode at the given index from the list:
|
||||
pathNode * getPathNode(pathNode * fromList, int listIndex);
|
||||
|
||||
// Return the playerArea of the areaNode at the given index from the list:
|
||||
playerArea * getAreaFromList(areaNode * fromList, int listIndex);
|
||||
|
||||
// TO BE IMPLEMENTED:
|
||||
/* int saveAreaList(areaNode * listToSave); */
|
||||
|
||||
/* int savePathList(pathNode * listToSave); */
|
||||
|
||||
/* int loadAreaList(areaNode * listToLoad); */
|
||||
|
||||
/* int loadPathList(pathNode * listToLoad); */
|
||||
|
||||
#endif
|
|
@ -0,0 +1,333 @@
|
|||
// Silverkin Industries Comm-Link Client, Public Demonstration Sample Alpha 0.4.
|
||||
// PROJECT CODENAME: WHAT DO I PAY YOU FOR? | Level-3 Clearance.
|
||||
// Barry Kane, 2021
|
||||
#include <netdb.h>
|
||||
#include <stdio.h>
|
||||
#include <limits.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <unistd.h>
|
||||
#include <stdbool.h>
|
||||
#include <pthread.h>
|
||||
#include <ncurses.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <sys/socket.h>
|
||||
#include <gnutls/gnutls.h>
|
||||
|
||||
#include "../constants.h"
|
||||
#include "../playerdata.h"
|
||||
#include "../texteffects.h"
|
||||
#include "../inputoutput.h"
|
||||
|
||||
// A struct for bundling all needed paramaters for a thread so we can pass them using a void pointer:
|
||||
typedef struct threadparameters
|
||||
{
|
||||
gnutls_session_t tlsSession;
|
||||
FILE * loggingStream;
|
||||
bool loggingFlag;
|
||||
WINDOW * window;
|
||||
} threadparameters;
|
||||
|
||||
// Use sockaddr as a type:
|
||||
typedef struct sockaddr sockaddr;
|
||||
|
||||
// A globally available exit boolean:
|
||||
bool shouldExit = false;
|
||||
|
||||
void * messageSender(void * parameters)
|
||||
{
|
||||
struct threadparameters *threadParameters = parameters;
|
||||
userMessage sendBuffer;
|
||||
|
||||
// Repeatedly get input from the user, place it in a userMessage, and send it to the server:
|
||||
while (!shouldExit)
|
||||
{
|
||||
// Print the prompt:
|
||||
wprintw(threadParameters->window, "\n\n\nCOMM-LINK> ");
|
||||
if (wgetnstr(threadParameters->window, sendBuffer.messageContent, MAX) == ERR)
|
||||
{
|
||||
// Quit if there's any funny business with getting input:
|
||||
pthread_exit(NULL);
|
||||
}
|
||||
|
||||
// Ignore empty messages:
|
||||
if (sendBuffer.messageContent[0] == '\n')
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Send the message to the log if logging is enabled:
|
||||
if (threadParameters->loggingFlag == true)
|
||||
{
|
||||
fputs(sendBuffer.messageContent, threadParameters->loggingStream);
|
||||
fputs("\n", threadParameters->loggingStream);
|
||||
fflush(threadParameters->loggingStream);
|
||||
}
|
||||
|
||||
// Send the message off to the server:
|
||||
messageSend(threadParameters->tlsSession, &sendBuffer);
|
||||
}
|
||||
|
||||
// Rejoin the main thread:
|
||||
pthread_exit(NULL);
|
||||
}
|
||||
|
||||
void * messageReceiver(void * parameters)
|
||||
{
|
||||
int returnValue = 0;
|
||||
userMessage receiveBuffer;
|
||||
bool serverMessage = false;
|
||||
struct threadparameters *threadParameters = parameters;
|
||||
int screenWidth = getmaxx(threadParameters->window);
|
||||
|
||||
// Repeatedly take messages from the server and print them to the chat log window:
|
||||
while (!shouldExit)
|
||||
{
|
||||
returnValue = messageReceive(threadParameters->tlsSession, &receiveBuffer);
|
||||
// Check we haven't been disconnected:
|
||||
if(returnValue == -10 || returnValue == 0)
|
||||
{
|
||||
shouldExit = true;
|
||||
}
|
||||
else if (receiveBuffer.senderName[0] == '\0')
|
||||
{
|
||||
wrapString(receiveBuffer.messageContent,
|
||||
strlen(receiveBuffer.messageContent) - 1, screenWidth);
|
||||
if (receiveBuffer.messageContent[0] == '\0')
|
||||
{
|
||||
shouldExit = true;
|
||||
pthread_exit(NULL);
|
||||
}
|
||||
if(serverMessage == false)
|
||||
{
|
||||
slowPrintNcurses("\n --====<>====--", 4000, threadParameters->window, true);
|
||||
serverMessage = true;
|
||||
}
|
||||
slowPrintNcurses("\n", 4000, threadParameters->window, true);
|
||||
slowPrintNcurses(receiveBuffer.messageContent, 4000, threadParameters->window, false);
|
||||
slowPrintNcurses("\n", 4000, threadParameters->window, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
wrapString(receiveBuffer.messageContent,
|
||||
strlen(receiveBuffer.messageContent) - 1,
|
||||
screenWidth - strlen(receiveBuffer.senderName) - 2);
|
||||
if (threadParameters->loggingFlag == true)
|
||||
{
|
||||
fputs(receiveBuffer.senderName, threadParameters->loggingStream);
|
||||
fputs(": ", threadParameters->loggingStream);
|
||||
fputs(receiveBuffer.messageContent, threadParameters->loggingStream);
|
||||
fflush(threadParameters->loggingStream);
|
||||
}
|
||||
if(serverMessage == true)
|
||||
{
|
||||
slowPrintNcurses("\n --====<>====-- \n", 4000, threadParameters->window, true);
|
||||
serverMessage = false;
|
||||
}
|
||||
slowPrintNcurses(receiveBuffer.senderName, 4000, threadParameters->window, true);
|
||||
slowPrintNcurses(": ", 4000, threadParameters->window, true);
|
||||
slowPrintNcurses(receiveBuffer.messageContent, 4000, threadParameters->window, false);
|
||||
}
|
||||
}
|
||||
pthread_exit(NULL);
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
int socketFileDesc;
|
||||
struct sockaddr_in serverAddress;
|
||||
pthread_t sendingThread;
|
||||
pthread_t receivingThread;
|
||||
int port = 5000;
|
||||
int currentopt = 0;
|
||||
int characterDelay = 4000;
|
||||
char chatLogPath[PATH_MAX + 1];
|
||||
char gameLogPath[PATH_MAX + 1];
|
||||
char ipAddress[32] = "127.0.0.1";
|
||||
FILE * chatLog = NULL, * gameLog = NULL;
|
||||
bool chatLogging = false, gameLogging = false;
|
||||
|
||||
// Print welcome message:
|
||||
slowPrint("\n--==== \033[33;40mSILVERKIN INDUSTRIES\033[0m COMM-LINK CLIENT ====--\nVersion Alpha 0.4\n", 5000);
|
||||
|
||||
// Parse command-line options:
|
||||
while ((currentopt = getopt(argc, argv, "i:c:g:p:d:")) != -1)
|
||||
{
|
||||
switch (currentopt)
|
||||
{
|
||||
case 'i':
|
||||
{
|
||||
strncpy(ipAddress, optarg, 32);
|
||||
break;
|
||||
}
|
||||
case 'c':
|
||||
{
|
||||
strncpy(chatLogPath, optarg, PATH_MAX + 1);
|
||||
chatLog = fopen(chatLogPath, "a+");
|
||||
if (chatLog == NULL)
|
||||
{
|
||||
chatLogging = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
chatLogging = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 'g':
|
||||
{
|
||||
strncpy(gameLogPath, optarg, PATH_MAX + 1);
|
||||
gameLog = fopen(gameLogPath, "a+");
|
||||
if (gameLog == NULL)
|
||||
{
|
||||
gameLogging = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
gameLogging = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 'p':
|
||||
{
|
||||
port = atoi(optarg);
|
||||
break;
|
||||
}
|
||||
case 'd':
|
||||
{
|
||||
characterDelay = atoi(optarg);
|
||||
break;
|
||||
}
|
||||
case '?':
|
||||
{
|
||||
return 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Give me a socket, and make sure it's working:
|
||||
socketFileDesc = socket(AF_INET, SOCK_STREAM, 0);
|
||||
if (socketFileDesc == -1)
|
||||
{
|
||||
printf("Socket creation failed.\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
else
|
||||
{
|
||||
slowPrint("Socket successfully created.\n", characterDelay);
|
||||
}
|
||||
bzero(&serverAddress, sizeof(serverAddress));
|
||||
|
||||
// Set our IP Address and port. Default to localhost for testing:
|
||||
serverAddress.sin_family = AF_INET;
|
||||
serverAddress.sin_addr.s_addr = inet_addr(ipAddress);
|
||||
serverAddress.sin_port = htons(port);
|
||||
|
||||
// Connect the server and client sockets, Kronk:
|
||||
if (connect(socketFileDesc, (sockaddr*)&serverAddress, sizeof(serverAddress)) != 0)
|
||||
{
|
||||
slowPrint("Connection with the Silverkin Industries Comm-Link Server Failed:\nPlease contact your service representative.\n", characterDelay);
|
||||
exit(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
slowPrint("Connected to the Silverkin Industries Comm-Link Server:\nHave a pleasant day.\n", characterDelay);
|
||||
}
|
||||
usleep(100000);
|
||||
|
||||
// Setup a GnuTLS session and initialize it:
|
||||
gnutls_session_t tlsSession = NULL;
|
||||
if (gnutls_init(&tlsSession, GNUTLS_CLIENT) < 0)
|
||||
{
|
||||
// Failure Case
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Setup the private credentials for our GnuTLS session:
|
||||
gnutls_anon_client_credentials_t clientkey = NULL;
|
||||
gnutls_anon_allocate_client_credentials(&clientkey);
|
||||
gnutls_credentials_set(tlsSession, GNUTLS_CRD_ANON, &clientkey);
|
||||
|
||||
// Bind the open socket to the TLS session:
|
||||
gnutls_transport_set_int(tlsSession, socketFileDesc);
|
||||
gnutls_priority_set_direct(tlsSession, "PERFORMANCE:+ANON-ECDH:+ANON-DH", NULL);
|
||||
|
||||
// Use the default for the GnuTLS handshake timeout:
|
||||
gnutls_handshake_set_timeout(tlsSession, GNUTLS_DEFAULT_HANDSHAKE_TIMEOUT);
|
||||
|
||||
// Repeatedly attempt to handshake unless we encounter a fatal error:
|
||||
int returnValue = -1;
|
||||
do
|
||||
{
|
||||
returnValue = gnutls_handshake(tlsSession);
|
||||
}
|
||||
while (returnValue < 0 && gnutls_error_is_fatal(returnValue) == 0);
|
||||
|
||||
// Setup Ncurses:
|
||||
initscr();
|
||||
|
||||
// Create two pointers to structs to pass arguments to the threads:
|
||||
threadparameters * logArea;
|
||||
threadparameters * messageArea;
|
||||
|
||||
logArea = malloc(sizeof(*logArea));
|
||||
messageArea = malloc(sizeof(*messageArea));
|
||||
|
||||
// Make the windows for the structs, and pass the socket descriptor:
|
||||
logArea->window = newwin(LINES - 5, COLS - 2, 1, 1);
|
||||
logArea->tlsSession = tlsSession;
|
||||
logArea->loggingFlag = chatLogging;
|
||||
if (chatLog != NULL)
|
||||
{
|
||||
logArea->loggingStream = chatLog;
|
||||
}
|
||||
messageArea->window = newwin(3, COLS - 2, LINES - 4, 1);
|
||||
messageArea->tlsSession = tlsSession;
|
||||
messageArea->loggingFlag = gameLogging;
|
||||
|
||||
// Set the appropriate log pointers:
|
||||
if (gameLog != NULL)
|
||||
{
|
||||
messageArea->loggingStream = gameLog;
|
||||
}
|
||||
|
||||
// Set the two windows to scroll:
|
||||
scrollok(logArea->window, true);
|
||||
scrollok(messageArea->window, true);
|
||||
|
||||
// Run a thread to send messages, and use another to recieve:
|
||||
pthread_create(&sendingThread, NULL, messageSender, messageArea);
|
||||
pthread_create(&receivingThread, NULL, messageReceiver, logArea);
|
||||
|
||||
// Wait for /EXIT:
|
||||
pthread_join(receivingThread, NULL);
|
||||
|
||||
// Close the threads:
|
||||
pthread_cancel(sendingThread);
|
||||
|
||||
// Close the session and socket:
|
||||
gnutls_bye(tlsSession, GNUTLS_SHUT_WR);
|
||||
close(socketFileDesc);
|
||||
|
||||
// Free the structs:
|
||||
free(logArea);
|
||||
free(messageArea);
|
||||
|
||||
// Close the log files:
|
||||
if (gameLog != NULL)
|
||||
{
|
||||
fclose(gameLog);
|
||||
}
|
||||
if (chatLog != NULL)
|
||||
{
|
||||
fclose(chatLog);
|
||||
}
|
||||
|
||||
// Unsetup Ncurses:
|
||||
endwin();
|
||||
|
||||
// Say goodbye:
|
||||
slowPrint("\nThank you for choosing Silverkin Industries, valued customer!\n", characterDelay);
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
// Constants.h: Contains configurable constants for SilverMUD.
|
||||
// Barry Kane, 2022.
|
||||
#ifndef CONSTANTS_H
|
||||
#define CONSTANTS_H
|
||||
#define PORT 5000
|
||||
#define MAX 2048
|
||||
#define PLAYERCOUNT 64
|
||||
#define MAXQUEUELENGTH 2048
|
||||
#endif
|
|
@ -0,0 +1,829 @@
|
|||
// gamelogic.c: Contains function definitons for dealing with the game's logic.
|
||||
// Barry Kane, 2022.
|
||||
#include <stdio.h>
|
||||
#include <ctype.h>
|
||||
#include <string.h>
|
||||
#include <stdbool.h>
|
||||
#include <pthread.h>
|
||||
#include "constants.h"
|
||||
#include "gamelogic.h"
|
||||
#include "playerdata.h"
|
||||
#include "inputoutput.h"
|
||||
|
||||
// =======================
|
||||
// -=[ Main Game Loop ]=-:
|
||||
// =======================
|
||||
|
||||
// Thread function which runs the main game loop, given the needed parameters:
|
||||
void * gameLogicLoop(void * parameters)
|
||||
{
|
||||
gameLogicParameters * threadParameters = parameters;
|
||||
inputMessage * currentInput = NULL;
|
||||
commandQueue * commandQueue = createCommandQueue();
|
||||
while(true)
|
||||
{
|
||||
// Evaluate remaining commands:
|
||||
if(commandQueue->currentLength != 0)
|
||||
{
|
||||
evaluateNextCommand(threadParameters, commandQueue);
|
||||
}
|
||||
// Check for new messages and pop them off the queue:
|
||||
if(threadParameters->inputQueue->currentLength != 0)
|
||||
{
|
||||
while(threadParameters->inputQueue->lock == true);
|
||||
threadParameters->inputQueue->lock = true;
|
||||
currentInput = peekInputMessage(threadParameters->inputQueue);
|
||||
userInputSanatize(currentInput->content->messageContent, MAX);
|
||||
// A slash as the first character means the message is a user command:
|
||||
if(currentInput->content->messageContent[0] == '/')
|
||||
{
|
||||
queueMessagedCommand(commandQueue, currentInput);
|
||||
}
|
||||
else if(currentInput->sender->currentArea == getAreaFromList(threadParameters->areaList, 0))
|
||||
{
|
||||
currentInput = NULL;
|
||||
threadParameters->inputQueue->lock = false;
|
||||
dequeueInputMessage(threadParameters->inputQueue);
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy(currentInput->content->senderName, currentInput->sender->playerName, 32);
|
||||
// Create an array of players in the same area to receive the message:
|
||||
playerInfo ** recipients = malloc(sizeof(playerInfo*) * *threadParameters->playerCount);
|
||||
for(int index = 0; index < *threadParameters->playerCount; index++)
|
||||
{
|
||||
recipients[index] = NULL;
|
||||
}
|
||||
int recipientCount = 0;
|
||||
for(int playerIndex = 0; playerIndex < *threadParameters->playerCount; playerIndex++)
|
||||
{
|
||||
if(threadParameters->connectedPlayers[playerIndex].currentArea == currentInput->sender->currentArea)
|
||||
{
|
||||
recipients[recipientCount] = &threadParameters->connectedPlayers[playerIndex];
|
||||
recipientCount++;
|
||||
}
|
||||
}
|
||||
if(currentInput->content->messageContent[0] != '\n')
|
||||
{
|
||||
queueTargetedOutputMessage(threadParameters->outputQueue, currentInput->content, recipients, recipientCount);
|
||||
}
|
||||
free(recipients);
|
||||
}
|
||||
currentInput = NULL;
|
||||
threadParameters->inputQueue->lock = false;
|
||||
dequeueInputMessage(threadParameters->inputQueue);
|
||||
}
|
||||
}
|
||||
pthread_exit(NULL);
|
||||
}
|
||||
|
||||
// Create a commandQueue:
|
||||
commandQueue * createCommandQueue(void)
|
||||
{
|
||||
commandQueue * newCommandQueue = calloc(1, sizeof(commandQueue));
|
||||
newCommandQueue->back = NULL;
|
||||
newCommandQueue->front = NULL;
|
||||
newCommandQueue->lock = false;
|
||||
newCommandQueue->paused = false;
|
||||
newCommandQueue->currentLength = 0;
|
||||
return newCommandQueue;
|
||||
}
|
||||
|
||||
// Return the front commandEvent from a commandQueue:
|
||||
commandEvent * peekCommand(commandQueue * queue)
|
||||
{
|
||||
// Do nothing until the command queue is unlocked.
|
||||
while(queue->lock);
|
||||
|
||||
// Return the front item.
|
||||
return queue->front;
|
||||
}
|
||||
|
||||
// Enqueue a messaged command to a commandQueue:
|
||||
int queueMessagedCommand(commandQueue * queue, inputMessage * messageToQueue)
|
||||
{
|
||||
// Prepare the new commandEvent:
|
||||
commandEvent * newCommand = calloc(1, sizeof(commandEvent));
|
||||
newCommand->command = calloc(16, sizeof(char));
|
||||
newCommand->arguments = calloc(MAX, sizeof(char));
|
||||
newCommand->caller = messageToQueue->sender;
|
||||
|
||||
// Seperate the command from it's arguments:
|
||||
strtok(messageToQueue->content->messageContent, " ");
|
||||
|
||||
// Copy the command and arguments to the new commandEvent:
|
||||
strncpy(newCommand->command, &messageToQueue->content->messageContent[1], 16);
|
||||
strncpy(newCommand->arguments, &messageToQueue->content->messageContent[strlen(newCommand->command) + 2],
|
||||
MAX - (strlen(newCommand->command) + 2));
|
||||
|
||||
// Ensure the arguments are safe to parse, without adding newlines:
|
||||
userNameSanatize(newCommand->command, 16);
|
||||
userNameSanatize(newCommand->arguments, MAX);
|
||||
|
||||
// Lowercase the command for easier comparison:
|
||||
for (char * character = newCommand->command; *character; ++character)
|
||||
{
|
||||
*character = tolower(*character);
|
||||
}
|
||||
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Check that we're not overflowing the queue:
|
||||
if ((queue->currentLength + 1) > MAXQUEUELENGTH)
|
||||
{
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the queue is empty, set the first commandEvent as both the front and back of the queue:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->front = newCommand;
|
||||
queue->back = newCommand;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
queue->back->next = newCommand;
|
||||
queue->back = newCommand;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Enqueue a command to a commandQueue:
|
||||
int queueCommand(commandQueue * queue, char * command, char * arguments, int commandLength, int argumentsLength, playerInfo * callingPlayer)
|
||||
{
|
||||
// Prepare the new commandEvent:
|
||||
commandEvent * newCommand = calloc(1, sizeof(commandEvent));
|
||||
newCommand->command = calloc(16, sizeof(char));
|
||||
newCommand->arguments = calloc(MAX, sizeof(char));
|
||||
newCommand->caller = callingPlayer;
|
||||
|
||||
// Copy the command and arguments:
|
||||
strncpy(newCommand->command, command, commandLength);
|
||||
strncpy(newCommand->arguments, arguments, argumentsLength);
|
||||
|
||||
// Ensure the arguments are safe to parse, without adding newlines:
|
||||
userNameSanatize(newCommand->command, 16);
|
||||
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Check that we're not overflowing the queue:
|
||||
if ((queue->currentLength + 1) > MAXQUEUELENGTH)
|
||||
{
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the queue is empty, set the first commandEvent as both the front and back of the queue:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->front = newCommand;
|
||||
queue->back = newCommand;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
queue->back->next = newCommand;
|
||||
queue->back = newCommand;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dequeue the front commandEvent from a commandQueue:
|
||||
int dequeueCommand(commandQueue * queue)
|
||||
{
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Lock the queue:
|
||||
queue->lock = true;
|
||||
|
||||
// Check the list isn't empty:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// If there is only one item in the queue:
|
||||
else if(queue->front == queue->back)
|
||||
{
|
||||
free(queue->front->command);
|
||||
free(queue->front->arguments);
|
||||
free(queue->front);
|
||||
queue->front = NULL;
|
||||
queue->back = NULL;
|
||||
queue->currentLength--;
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Remove the front item:
|
||||
else
|
||||
{
|
||||
commandEvent * commandToDelete = queue->front;
|
||||
queue->front = queue->front->next;
|
||||
free(commandToDelete->command);
|
||||
free(commandToDelete->arguments);
|
||||
free(commandToDelete);
|
||||
queue->currentLength--;
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Evaluate the next commandEvent:
|
||||
int evaluateNextCommand(gameLogicParameters * parameters, commandQueue * queue)
|
||||
{
|
||||
commandEvent * currentCommand = peekCommand(queue);
|
||||
while(queue->lock);
|
||||
queue->lock = true;
|
||||
if(currentCommand == NULL)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
// Try command: Attempt to use a stat or skill on an object:
|
||||
if(strncmp(currentCommand->command, "try", 3) == 0)
|
||||
{
|
||||
userMessage * tryMessage = malloc(sizeof(userMessage));
|
||||
tryMessage->senderName[0] = '\0';
|
||||
switch (getCoreStatFromString(currentCommand->arguments, 9))
|
||||
{
|
||||
case STRENGTH:
|
||||
{
|
||||
switch (statCheck(currentCommand->caller, 20, STRENGTH))
|
||||
{
|
||||
case CRITICAL_FAILURE:
|
||||
{
|
||||
strcpy(tryMessage->messageContent, "You weak, puny shit. Bet you don't even lift, bro.\n");
|
||||
break;
|
||||
}
|
||||
case FAILURE:
|
||||
{
|
||||
strcpy(tryMessage->messageContent, "Come on, bro, you should be able to get this set done.\n");
|
||||
break;
|
||||
}
|
||||
case SUCCESS:
|
||||
{
|
||||
strcpy(tryMessage->messageContent, "Nice set, bro. Keep it up.\n");
|
||||
break;
|
||||
}
|
||||
case CRITICAL_SUCCESS:
|
||||
{
|
||||
strcpy(tryMessage->messageContent, "HOLY SHIT, BRO! THAT'S SOME MAD REPS RIGHT THERE!\n");
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
strcpy(tryMessage->messageContent, "I don't even, bro.\n");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
sprintf(tryMessage->messageContent,"%d",
|
||||
skillCheck(currentCommand->caller, 10, currentCommand->arguments, strlen(currentCommand->arguments),
|
||||
parameters->globalSkillList));
|
||||
break;
|
||||
}
|
||||
}
|
||||
queueTargetedOutputMessage(parameters->outputQueue, tryMessage, ¤tCommand->caller, 1);
|
||||
free(tryMessage);
|
||||
}
|
||||
// Exit command: Sends an "empty" exit message to disconnect a client:
|
||||
if(strncmp(currentCommand->command, "exit", 4) == 0)
|
||||
{
|
||||
userMessage * exitMessage = malloc(sizeof(userMessage));
|
||||
exitMessage->senderName[0] = '\0';
|
||||
exitMessage->messageContent[0] = '\0';
|
||||
queueTargetedOutputMessage(parameters->outputQueue, exitMessage, ¤tCommand->caller, 1);
|
||||
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 != getAreaFromList(parameters->areaList, 0))
|
||||
{
|
||||
strncpy(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)
|
||||
{
|
||||
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);
|
||||
queueTargetedOutputMessage(parameters->outputQueue, lookMessage, ¤tCommand->caller, 1);
|
||||
bzero(lookMessage, sizeof(userMessage));
|
||||
if(currentCommand->caller->currentArea->areaExits[0] != NULL)
|
||||
{
|
||||
strncat(lookMessage->messageContent, "You can go:", 13);
|
||||
for(int index = 0; index < 16; index++)
|
||||
{
|
||||
if(currentCommand->caller->currentArea->areaExits[index] != NULL)
|
||||
{
|
||||
snprintf(formattedString, 64, "\n\t%d. %s", index + 1, currentCommand->caller->currentArea->areaExits[index]->pathName);
|
||||
strncat(lookMessage->messageContent, formattedString, 64);
|
||||
}
|
||||
}
|
||||
queueTargetedOutputMessage(parameters->outputQueue, lookMessage, ¤tCommand->caller, 1);
|
||||
}
|
||||
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 == getAreaFromList(parameters->areaList, 0))
|
||||
{
|
||||
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 = getAreaFromList(parameters->areaList, 1);
|
||||
// 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)
|
||||
{
|
||||
// TODO: Implement.
|
||||
}
|
||||
if(strncmp(currentCommand->command, "skillissue", 10) == 0)
|
||||
{
|
||||
userMessage * statMessage = calloc(1, sizeof(userMessage));
|
||||
statMessage->senderName[0] = '\0';
|
||||
strcpy(statMessage->messageContent, "Have you tried getting good?");
|
||||
queueTargetedOutputMessage(parameters->outputQueue, statMessage, ¤tCommand->caller, 1);
|
||||
free(statMessage);
|
||||
}
|
||||
// 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.
|
||||
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);
|
||||
|
||||
queueTargetedOutputMessage(parameters->outputQueue, statMessage, ¤tCommand->caller, 1);
|
||||
bzero(statMessage->messageContent, sizeof(char) * MAX);
|
||||
if(currentCommand->caller->skills->head != NULL)
|
||||
{
|
||||
skillNode * currentSkill = currentCommand->caller->skills->head;
|
||||
int charCount = 0;
|
||||
bool addNewline = false;
|
||||
while(currentSkill != NULL)
|
||||
{
|
||||
snprintf(formattedString, 120, "| %2d | %31s ",
|
||||
currentSkill->skill->skillPoints, currentSkill->skill->skillName);
|
||||
charCount += 43;
|
||||
strncat(statMessage->messageContent, formattedString, 120);
|
||||
if((charCount + 43) >= MAX)
|
||||
{
|
||||
strncat(statMessage->messageContent, "\n", 2);
|
||||
queueTargetedOutputMessage(parameters->outputQueue, statMessage, ¤tCommand->caller, 1);
|
||||
bzero(statMessage, sizeof(userMessage));
|
||||
charCount = 0;
|
||||
break;
|
||||
}
|
||||
else if(addNewline)
|
||||
{
|
||||
strncat(statMessage->messageContent, "|\n", 3);
|
||||
charCount++;
|
||||
addNewline = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
addNewline = true;
|
||||
}
|
||||
currentSkill = currentSkill->next;
|
||||
|
||||
}
|
||||
queueTargetedOutputMessage(parameters->outputQueue, statMessage, ¤tCommand->caller, 1);
|
||||
}
|
||||
free(statMessage);
|
||||
free(formattedString);
|
||||
}
|
||||
|
||||
// Spec command: Assign spec points to stats:
|
||||
if(strncmp(currentCommand->command, "spec", 4) == 0)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
strncat(specMessage->messageContent, "You have no spec points available.", 35);
|
||||
}
|
||||
|
||||
// Send the message:
|
||||
queueTargetedOutputMessage(parameters->outputQueue, specMessage, ¤tCommand->caller, 1);
|
||||
|
||||
// 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.");
|
||||
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");
|
||||
}
|
||||
queueTargetedOutputMessage(parameters->outputQueue, skillMessage, ¤tCommand->caller, 1);
|
||||
free(skillMessage);
|
||||
}
|
||||
if(strncmp(currentCommand->command, "listskills", 10) == 0)
|
||||
{
|
||||
skillNode * currentSkill = parameters->globalSkillList->head;
|
||||
userMessage * listMessage = calloc(1, sizeof(userMessage));
|
||||
char * formattedString = calloc(121, sizeof(char));
|
||||
int charCount = 0;
|
||||
bool addNewline = false;
|
||||
while(currentSkill != NULL)
|
||||
{
|
||||
snprintf(formattedString, 120, "| %-31s ", currentSkill->skill->skillName);
|
||||
charCount += 43;
|
||||
strncat(listMessage->messageContent, formattedString, 120);
|
||||
if((charCount + 46) >= MAX)
|
||||
{
|
||||
queueTargetedOutputMessage(parameters->outputQueue, listMessage, ¤tCommand->caller, 1);
|
||||
bzero(listMessage, sizeof(userMessage));
|
||||
charCount = 0;
|
||||
addNewline = false;
|
||||
}
|
||||
else if(addNewline)
|
||||
{
|
||||
strncat(listMessage->messageContent, "|\n", 3);
|
||||
charCount++;
|
||||
addNewline = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
addNewline = true;
|
||||
}
|
||||
currentSkill = currentSkill->next;
|
||||
}
|
||||
queueTargetedOutputMessage(parameters->outputQueue, listMessage, ¤tCommand->caller, 1);
|
||||
free(listMessage);
|
||||
free(formattedString);
|
||||
}
|
||||
// Remove the current command and unlock the queue:
|
||||
currentCommand = NULL;
|
||||
queue->lock = false;
|
||||
dequeueCommand(queue);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Run a stat check:
|
||||
outcome statCheck(playerInfo * player, int chance, coreStat statToCheck)
|
||||
{
|
||||
// Calculate the chance:
|
||||
if(chance > 100 || chance < 0)
|
||||
{
|
||||
return ERROR;
|
||||
}
|
||||
chance = 100 - chance;
|
||||
|
||||
// Calculate the modifier:
|
||||
int modifier = 0;
|
||||
switch(statToCheck)
|
||||
{
|
||||
case WITS:
|
||||
{
|
||||
modifier = player->stats->wits * 4;
|
||||
break;
|
||||
}
|
||||
case INTELLECT:
|
||||
{
|
||||
modifier = player->stats->intellect * 4;
|
||||
break;
|
||||
}
|
||||
case STRENGTH:
|
||||
{
|
||||
modifier = player->stats->strength * 4;
|
||||
break;
|
||||
}
|
||||
case ENDURANCE:
|
||||
{
|
||||
modifier = player->stats->endurance * 4;
|
||||
break;
|
||||
}
|
||||
case DEXERITY:
|
||||
{
|
||||
modifier = player->stats->dexerity * 4;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
return ERROR;
|
||||
}
|
||||
}
|
||||
int attempt = (random() % 100) + modifier;
|
||||
if(attempt >= chance)
|
||||
{
|
||||
if(attempt >= 98)
|
||||
{
|
||||
return CRITICAL_SUCCESS;
|
||||
}
|
||||
else
|
||||
{
|
||||
return SUCCESS;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(attempt <= 2)
|
||||
{
|
||||
return CRITICAL_FAILURE;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FAILURE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Run a skill check:
|
||||
outcome skillCheck(playerInfo * player, int chance, char * skillName, size_t skillNameLength, skillList * globalSkillList)
|
||||
{
|
||||
// Calculate the chance:
|
||||
if(chance > 100 || chance < 0)
|
||||
{
|
||||
return ERROR;
|
||||
}
|
||||
chance = 100 - chance;
|
||||
|
||||
// Check if the player has the given skill:
|
||||
bool playerHasSkill = false;
|
||||
skillNode * currentPlayerNode = player->skills->head;
|
||||
while(currentPlayerNode != NULL)
|
||||
{
|
||||
if(strncmp(skillName, currentPlayerNode->skill->skillName, skillNameLength) == 0)
|
||||
{
|
||||
playerHasSkill = true;
|
||||
break;
|
||||
}
|
||||
currentPlayerNode = currentPlayerNode->next;
|
||||
}
|
||||
|
||||
// If the player doesn't have the skill, check if it's in the game and is trained:
|
||||
bool trainedSkill = false;
|
||||
if(!playerHasSkill)
|
||||
{
|
||||
skillNode * currentNode = globalSkillList->head;
|
||||
while(strncmp(skillName, currentNode->skill->skillName, 32) != 0)
|
||||
{
|
||||
if(currentNode->next == NULL)
|
||||
{
|
||||
fprintf(stderr, "Skill doesn't exist in skill list.\n");
|
||||
return ERROR;
|
||||
}
|
||||
currentNode = currentNode->next;
|
||||
}
|
||||
if(currentNode->skill->trainedSkill == true)
|
||||
{
|
||||
trainedSkill = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the modifier:
|
||||
int modifier = 0;
|
||||
if(trainedSkill)
|
||||
{
|
||||
modifier = -100;
|
||||
}
|
||||
else
|
||||
{
|
||||
modifier = currentPlayerNode->skill->skillPoints * 4;
|
||||
}
|
||||
|
||||
// Attempt the check:
|
||||
int attempt = (random() % 100) + modifier;
|
||||
if(attempt >= chance)
|
||||
{
|
||||
if(attempt >= 98)
|
||||
{
|
||||
return CRITICAL_SUCCESS;
|
||||
}
|
||||
else
|
||||
{
|
||||
return SUCCESS;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(attempt <= 2)
|
||||
{
|
||||
return CRITICAL_FAILURE;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FAILURE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move a player to a different area given a path in the area:
|
||||
int movePlayerToArea(playerInfo * player, char * requestedPath)
|
||||
{
|
||||
// Check if a number was given first:
|
||||
int selected = atoi(requestedPath);
|
||||
if(selected != 0)
|
||||
{
|
||||
if(player->currentArea->areaExits[selected - 1] != NULL &&
|
||||
player->currentArea->areaExits[selected - 1]->areaToJoin != NULL)
|
||||
{
|
||||
player->currentArea = player->currentArea->areaExits[selected - 1]->areaToJoin;
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Otherwise search for the description:
|
||||
for (int index = 0; index < 16; index++)
|
||||
{
|
||||
if(player->currentArea->areaExits[index] != NULL)
|
||||
{
|
||||
if(strncmp(player->currentArea->areaExits[index]->pathName, requestedPath, 32) == 0)
|
||||
{
|
||||
printf("%s: %s\n", player->playerName, player->currentArea->areaExits[index]->pathName);
|
||||
player->currentArea = player->currentArea->areaExits[index]->areaToJoin;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
|
@ -0,0 +1,95 @@
|
|||
// gamelogic.h: Header file contatning function prototypes and datastructures
|
||||
// for dealing with the game's logic.
|
||||
// Barry Kane, 2022.
|
||||
#ifndef GAMELOGIC_H
|
||||
#define GAMELOGIC_H
|
||||
#include "areadata.h"
|
||||
#include "constants.h"
|
||||
#include "playerdata.h"
|
||||
#include "inputoutput.h"
|
||||
|
||||
// =======================
|
||||
// -=[ Main Game Loop ]=-:
|
||||
// =======================
|
||||
|
||||
// A datastructure containing the needed parameters for a main game loop:
|
||||
typedef struct gameLogicParameters
|
||||
{
|
||||
int * playerCount;
|
||||
areaNode * areaList;
|
||||
playerInfo * connectedPlayers;
|
||||
inputMessageQueue * inputQueue;
|
||||
outputMessageQueue * outputQueue;
|
||||
skillList * globalSkillList;
|
||||
} gameLogicParameters;
|
||||
|
||||
// Thread function which runs the main game loop, given the needed parameters:
|
||||
void * gameLogicLoop(void * parameters);
|
||||
|
||||
// ======================
|
||||
// -=[ Command Queue ]=-:
|
||||
// ======================
|
||||
typedef struct commandEvent commandEvent;
|
||||
typedef struct commandEvent
|
||||
{
|
||||
playerInfo * caller;
|
||||
commandEvent * next;
|
||||
char * command;
|
||||
char * arguments;
|
||||
} commandEvent;
|
||||
|
||||
// A first-in first-out queue for message input from players:
|
||||
typedef struct commandQueue
|
||||
{
|
||||
bool lock;
|
||||
bool paused;
|
||||
int currentLength;
|
||||
commandEvent * back;
|
||||
commandEvent * front;
|
||||
} commandQueue;
|
||||
|
||||
// Create a commandQueue:
|
||||
commandQueue * createCommandQueue(void);
|
||||
|
||||
// Enqueue a command to a commandQueue:
|
||||
int queueCommand(commandQueue * queue, char * command, char * arguments,
|
||||
int commandLength, int argumentsLength , playerInfo * callingPlayer);
|
||||
|
||||
// Enqueue a messaged command to a commandQueue:
|
||||
int queueMessagedCommand(commandQueue * queue, inputMessage * messageToQueue);
|
||||
|
||||
// Dequeue the front commandEvent from a commandQueue:
|
||||
int dequeueCommand(commandQueue * queue);
|
||||
|
||||
// Return the front commandEvent from a commandQueue:
|
||||
commandEvent * peekCommand(commandQueue * queue);
|
||||
|
||||
// Evaluate the next commandEvent:
|
||||
int evaluateNextCommand(gameLogicParameters * parameters, commandQueue * queue);
|
||||
|
||||
/* // Evaluate the given commandEvent: */
|
||||
/* int evaluateCommand(gameLogicParameters * parameters, commandEvent * command); */
|
||||
|
||||
// ============================
|
||||
// -=[ Gameplay Primitives ]=-:
|
||||
// ============================
|
||||
|
||||
// Player movement:
|
||||
int movePlayerToArea(playerInfo * player, char * requestedPath);
|
||||
|
||||
typedef enum outcome
|
||||
{
|
||||
CRITICAL_FAILURE,
|
||||
FAILURE,
|
||||
SUCCESS,
|
||||
CRITICAL_SUCCESS,
|
||||
ERROR
|
||||
} outcome;
|
||||
|
||||
// Run a stat check:
|
||||
outcome statCheck(playerInfo * player, int chance, coreStat statToCheck);
|
||||
|
||||
// Run a skill check:
|
||||
outcome skillCheck(playerInfo * player, int chance, char * skillName, size_t skillNameLength, skillList * globalSkillList);
|
||||
|
||||
#endif
|
|
@ -0,0 +1,357 @@
|
|||
// inputoutput.c: Implementation of input/output library for SilverMUD.
|
||||
// Barry Kane, 2022.
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdbool.h>
|
||||
#include <gnutls/gnutls.h>
|
||||
#include "constants.h"
|
||||
#include "playerdata.h"
|
||||
#include "inputoutput.h"
|
||||
|
||||
// Sends a message to a given TLS session, wraps the calls to gnutls_write:
|
||||
int messageSend(gnutls_session_t receivingSession, userMessage * messageToSend)
|
||||
{
|
||||
int returnValue = 0;
|
||||
do
|
||||
{
|
||||
returnValue = gnutls_record_send(receivingSession, messageToSend->senderName,
|
||||
sizeof(((userMessage*)0)->senderName));
|
||||
} while (returnValue == GNUTLS_E_AGAIN || returnValue == GNUTLS_E_INTERRUPTED);
|
||||
do
|
||||
{
|
||||
returnValue = gnutls_record_send(receivingSession, messageToSend->messageContent,
|
||||
sizeof(((userMessage*)0)->messageContent));
|
||||
} while (returnValue == GNUTLS_E_AGAIN || returnValue == GNUTLS_E_INTERRUPTED);
|
||||
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
// Recieves a message from a given TLS session, wraps the calls to gnutls_read:
|
||||
int messageReceive(gnutls_session_t receiveFromSession, userMessage * receiveToMessage)
|
||||
{
|
||||
int returnValue = 0;
|
||||
do
|
||||
{
|
||||
returnValue = gnutls_record_recv(receiveFromSession, receiveToMessage->senderName,
|
||||
sizeof(((userMessage*)0)->senderName));
|
||||
} while (returnValue == GNUTLS_E_AGAIN || returnValue == GNUTLS_E_INTERRUPTED);
|
||||
do
|
||||
{
|
||||
returnValue = gnutls_record_recv(receiveFromSession, receiveToMessage->messageContent,
|
||||
sizeof(((userMessage*)0)->messageContent));
|
||||
} while (returnValue == GNUTLS_E_AGAIN || returnValue == GNUTLS_E_INTERRUPTED);
|
||||
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
outputMessageQueue * createOutputMessageQueue(void)
|
||||
{
|
||||
outputMessageQueue * newQueue = malloc(sizeof(outputMessageQueue));
|
||||
newQueue->front = NULL;
|
||||
newQueue->back = NULL;
|
||||
newQueue->currentLength = 0;
|
||||
newQueue->lock = false;
|
||||
return newQueue;
|
||||
}
|
||||
|
||||
int queueOutputMessage(outputMessageQueue * queue, userMessage messageToQueue)
|
||||
{
|
||||
// Copy the message into a new output message:
|
||||
outputMessage * newOutputMessage = malloc(sizeof(outputMessage));
|
||||
|
||||
// Allocate the internal userMessage to store the message:
|
||||
newOutputMessage->content = malloc(sizeof(userMessage));
|
||||
|
||||
// Copy the userMessage to the internal userMessage:
|
||||
strncpy(newOutputMessage->content->senderName, messageToQueue.senderName, 32);
|
||||
strncpy(newOutputMessage->content->messageContent, messageToQueue.messageContent, MAX);
|
||||
|
||||
// We have no targets, NULL sends to all players in an area:
|
||||
newOutputMessage->targets[0] = NULL;
|
||||
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Lock the queue:
|
||||
queue->lock = true;
|
||||
|
||||
// Check that we're not overflowing the queue:
|
||||
if ((queue->currentLength + 1) > MAXQUEUELENGTH)
|
||||
{
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the queue is empty, set the first message as both the front and back of the queue:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->front = newOutputMessage;
|
||||
queue->back = newOutputMessage;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
queue->back->next = newOutputMessage;
|
||||
queue->back = newOutputMessage;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int queueTargetedOutputMessage(outputMessageQueue * queue,
|
||||
userMessage * messageToQueue, playerInfo ** targets, int numberOfTargets)
|
||||
{
|
||||
// Copy the message into a new output message:
|
||||
outputMessage * newOutputMessage = malloc(sizeof(outputMessage));
|
||||
|
||||
// Allocate the internal userMessage to store the message:
|
||||
newOutputMessage->content = malloc(sizeof(userMessage));
|
||||
|
||||
// Set the appropriate recipients:
|
||||
for(int index = 0; index < numberOfTargets && index < PLAYERCOUNT; index++)
|
||||
{
|
||||
newOutputMessage->targets[index] = targets[index];
|
||||
}
|
||||
for(int index = numberOfTargets; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
newOutputMessage->targets[index] = NULL;
|
||||
}
|
||||
|
||||
// Copy the userMessage to the internal userMessage:
|
||||
strncpy(newOutputMessage->content->senderName, messageToQueue->senderName, 32);
|
||||
strncpy(newOutputMessage->content->messageContent, messageToQueue->messageContent, MAX);
|
||||
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Lock the queue:
|
||||
queue->lock = true;
|
||||
|
||||
// Check that we're not overflowing the queue:
|
||||
if ((queue->currentLength + 1) > MAXQUEUELENGTH)
|
||||
{
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the queue is empty, set the first message as both the front and back of the queue:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->front = newOutputMessage;
|
||||
queue->back = newOutputMessage;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
queue->back->next = newOutputMessage;
|
||||
queue->back = newOutputMessage;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int dequeueOutputMessage(outputMessageQueue * queue)
|
||||
{
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Lock the queue:
|
||||
queue->lock = true;
|
||||
|
||||
// Check the list isn't empty:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// If there is only one item in the queue:
|
||||
else if(queue->front == queue->back)
|
||||
{
|
||||
free(queue->front->content);
|
||||
free(queue->front);
|
||||
queue->front = NULL;
|
||||
queue->back = NULL;
|
||||
queue->currentLength--;
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Remove the front item:
|
||||
else
|
||||
{
|
||||
outputMessage * messageToDelete = queue->front;
|
||||
queue->front = queue->front->next;
|
||||
free(messageToDelete->content);
|
||||
free(messageToDelete);
|
||||
queue->currentLength--;
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
inputMessageQueue * createInputMessageQueue(void)
|
||||
{
|
||||
inputMessageQueue * newQueue = malloc(sizeof(inputMessageQueue));
|
||||
newQueue->front = NULL;
|
||||
newQueue->back = NULL;
|
||||
newQueue->currentLength = 0;
|
||||
newQueue->lock = false;
|
||||
return newQueue;
|
||||
}
|
||||
|
||||
int dequeueInputMessage(inputMessageQueue * queue)
|
||||
{
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Lock the queue:
|
||||
queue->lock = true;
|
||||
|
||||
// Check the list isn't empty:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// If there is only one item in the queue:
|
||||
else if(queue->front == queue->back)
|
||||
{
|
||||
free(queue->front->content);
|
||||
free(queue->front);
|
||||
queue->front = NULL;
|
||||
queue->back = NULL;
|
||||
queue->currentLength--;
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Remove the front item:
|
||||
else
|
||||
{
|
||||
inputMessage * messageToDelete = queue->front;
|
||||
queue->front = queue->front->next;
|
||||
free(messageToDelete->content);
|
||||
free(messageToDelete);
|
||||
queue->currentLength--;
|
||||
queue->lock = false;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int queueInputMessage(inputMessageQueue * queue, userMessage messageToQueue, playerInfo * sendingPlayer)
|
||||
{
|
||||
// Copy the message into a new input message:
|
||||
inputMessage * inputMessage = malloc(sizeof(inputMessage));
|
||||
|
||||
// Allocate the internal userMessage to store the message:
|
||||
inputMessage->content = malloc(sizeof(userMessage));
|
||||
|
||||
// Copy the userMessage to the internal userMessage:
|
||||
strncpy(inputMessage->content->senderName, messageToQueue.senderName, 32);
|
||||
strncpy(inputMessage->content->messageContent, messageToQueue.messageContent, MAX);
|
||||
|
||||
// We have no targets, NULL sends to all players in an area:
|
||||
inputMessage->sender = sendingPlayer;
|
||||
|
||||
// Wait for the queue to unlock:
|
||||
while (queue->lock);
|
||||
|
||||
// Lock the queue:
|
||||
queue->lock = true;
|
||||
|
||||
// Check that we're not overflowing the queue:
|
||||
if ((queue->currentLength + 1) > MAXQUEUELENGTH)
|
||||
{
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the queue is empty, set the first message as both the front and back of the queue:
|
||||
if(queue->front == NULL)
|
||||
{
|
||||
queue->front = inputMessage;
|
||||
queue->back = inputMessage;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
queue->back->next = inputMessage;
|
||||
queue->back = inputMessage;
|
||||
queue->currentLength++;
|
||||
|
||||
// Unlock the queue:
|
||||
queue->lock = false;
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void userInputSanatize(char * inputString, int length)
|
||||
{
|
||||
for(int index = 0; index <= length; index++)
|
||||
{
|
||||
if(!isprint(inputString[index]))
|
||||
{
|
||||
inputString[index] = '\n';
|
||||
inputString[index + 1] = '\0';
|
||||
break;
|
||||
}
|
||||
}
|
||||
inputString[length - 1] = '\0';
|
||||
}
|
||||
|
||||
void userNameSanatize(char * inputString, int length)
|
||||
{
|
||||
for(int index = 0; index <= length; index++)
|
||||
{
|
||||
if(!isprint(inputString[index]))
|
||||
{
|
||||
inputString[index] = '\0';
|
||||
break;
|
||||
}
|
||||
}
|
||||
inputString[length - 1] = '\0';
|
||||
}
|
||||
|
||||
// Return the front inputMessage from an inputMessageQueue:
|
||||
inputMessage * peekInputMessage(inputMessageQueue * queue)
|
||||
{
|
||||
return queue->front;
|
||||
}
|
||||
|
||||
outputMessage * peekOutputMessage(outputMessageQueue * queue)
|
||||
{
|
||||
return queue->front;
|
||||
}
|
|
@ -0,0 +1,107 @@
|
|||
// inputoutput.h: Header file contatning function prototypes and datastructures
|
||||
// for dealing with input and output.
|
||||
// Barry Kane, 2022.
|
||||
#ifndef INPUTOUTPUT_H
|
||||
#define INPUTOUTPUT_H
|
||||
#include <ctype.h>
|
||||
#include <stdbool.h>
|
||||
#include <stdlib.h>
|
||||
#include "constants.h"
|
||||
#include "playerdata.h"
|
||||
#include <gnutls/gnutls.h>
|
||||
|
||||
// A message datastructure containing a user/character name and the content:
|
||||
typedef struct userMessage
|
||||
{
|
||||
char senderName[32];
|
||||
char messageContent[MAX];
|
||||
} userMessage;
|
||||
|
||||
// ==================
|
||||
// -=[Message I/O]=-:
|
||||
// ==================
|
||||
|
||||
// Sends a message to a given TLS session, wraps the calls to gnutls_write:
|
||||
int messageSend(gnutls_session_t receivingSession, userMessage * messageToSend);
|
||||
|
||||
// Receives a message from a given TLS session, wraps the calls to gnutls_read:
|
||||
int messageReceive(gnutls_session_t receiveFromSession, userMessage * receiveToMessage);
|
||||
|
||||
// ===================
|
||||
// -=[Output Queue]=-:
|
||||
// ===================
|
||||
typedef struct outputMessage outputMessage;
|
||||
typedef struct outputMessage
|
||||
{
|
||||
outputMessage * next;
|
||||
playerInfo * targets[PLAYERCOUNT];
|
||||
userMessage * content;
|
||||
} outputMessage;
|
||||
|
||||
// A first-in first-out queue for message output to players:
|
||||
typedef struct outputMessageQueue
|
||||
{
|
||||
bool lock;
|
||||
int currentLength;
|
||||
outputMessage * back;
|
||||
outputMessage * front;
|
||||
} outputMessageQueue;
|
||||
|
||||
// Creates and initializes a outputMessageQueue:
|
||||
outputMessageQueue * createOutputMessageQueue(void);
|
||||
|
||||
// Enqueue a userMessage to an outputMessageQueue:
|
||||
int queueOutputMessage(outputMessageQueue * queue, userMessage messageToQueue);
|
||||
int queueTargetedOutputMessage(outputMessageQueue * queue, userMessage * messageToQueue,
|
||||
playerInfo ** targets, int numberOfTargets);
|
||||
|
||||
// Dequeue the front outputMessage from an outputMessageQueue:
|
||||
int dequeueOutputMessage(outputMessageQueue * queue);
|
||||
|
||||
// Return the front outputMessage from an outputMessageQueue:
|
||||
outputMessage * peekOutputMessage(outputMessageQueue * queue);
|
||||
|
||||
// ==================
|
||||
// -=[Input Queue]=-:
|
||||
// ==================
|
||||
typedef struct inputMessage inputMessage;
|
||||
typedef struct inputMessage
|
||||
{
|
||||
inputMessage * next;
|
||||
playerInfo * sender;
|
||||
userMessage * content;
|
||||
} inputMessage;
|
||||
|
||||
// A first-in first-out queue for message input from players:
|
||||
typedef struct inputMessageQueue
|
||||
{
|
||||
bool lock;
|
||||
int currentLength;
|
||||
inputMessage * back;
|
||||
inputMessage * front;
|
||||
} inputMessageQueue;
|
||||
|
||||
// Create a inputMessageQueue:
|
||||
inputMessageQueue * createInputMessageQueue(void);
|
||||
|
||||
// Enqueue a userMessage to an inputMessageQueue:
|
||||
int queueInputMessage(inputMessageQueue * queue, userMessage messageToQueue, playerInfo * sendingPlayer);
|
||||
|
||||
// Dequeue the front inputMessage from an inputMessageQueue:
|
||||
int dequeueInputMessage(inputMessageQueue * queue);
|
||||
|
||||
// Return the front inputMessage from an inputMessageQueue:
|
||||
inputMessage * peekInputMessage(inputMessageQueue * queue);
|
||||
|
||||
// =======================
|
||||
// -=[Input Sanitation]=-:
|
||||
// =======================
|
||||
|
||||
// Sanatize user input to ensure it's okay to send to the server:
|
||||
void userInputSanatize(char * inputString, int length);
|
||||
|
||||
// Sanatize user names so they display correctly;
|
||||
void userNameSanatize(char * inputString, int length);
|
||||
|
||||
#endif
|
||||
|
|
@ -1,16 +0,0 @@
|
|||
// inputhandling.c: Implementation of input handling library for SilverMUD.
|
||||
// Barry Kane, 2021.
|
||||
#include <ctype.h>
|
||||
|
||||
void userInputSanatize(char * inputString, int length)
|
||||
{
|
||||
for(int index = 0; index <= length; index++)
|
||||
{
|
||||
if(!isprint(inputString[index]))
|
||||
{
|
||||
inputString[index] = '\n';
|
||||
inputString[index + 1] = '\0';
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
// inputhandling.h: Header file for the inputhandling library for SilverMUD.
|
||||
// Barry Kane, 2021
|
||||
#ifndef INPUTHANDLING_H
|
||||
#define INPUTHANDLING_H
|
||||
#include <ctype.h>
|
||||
|
||||
// Sanatize user input to ensure it's okay to send to the server:
|
||||
void userInputSanatize(char * inputString, int length);
|
||||
|
||||
#endif
|
|
@ -1,17 +0,0 @@
|
|||
// playerdata.h: Header file containing data structures for player data and function
|
||||
// definitions for interacting with said data.
|
||||
// Barry Kane, 2021.
|
||||
|
||||
typedef struct userMessage
|
||||
{
|
||||
char senderName[32];
|
||||
char messageContent[1024];
|
||||
} userMessage;
|
||||
|
||||
typedef struct playerInfo
|
||||
{
|
||||
char playerName[32];
|
||||
} playerInfo;
|
||||
|
||||
|
||||
|
|
@ -1,32 +0,0 @@
|
|||
// texteffects.c: Implementation of text effect library for SilverMUD.
|
||||
// Barry Kane, 2021.
|
||||
#include <stdio.h>
|
||||
#include <unistd.h>
|
||||
#include <ncurses.h>
|
||||
|
||||
void slowPrint(char * stringToPrint, int delay)
|
||||
{
|
||||
int characterIndex = 0;
|
||||
while(stringToPrint[characterIndex] != '\0')
|
||||
{
|
||||
putchar(stringToPrint[characterIndex]);
|
||||
// Flush the buffer so there's no line buffering.
|
||||
fflush(stdout);
|
||||
usleep(delay);
|
||||
characterIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
void slowPrintNcurses(char * stringToPrint, int delay, WINDOW * window)
|
||||
{
|
||||
int characterIndex = 0;
|
||||
while(stringToPrint[characterIndex] != '\0')
|
||||
{
|
||||
waddch(window, stringToPrint[characterIndex]);
|
||||
// Refresh the ncurses screen.
|
||||
wrefresh(window);
|
||||
usleep(delay);
|
||||
characterIndex++;
|
||||
}
|
||||
wrefresh(window);
|
||||
}
|
|
@ -1,17 +0,0 @@
|
|||
// texteffects.h: Header file for the texteffects library for SilverMUD.
|
||||
// Barry Kane, 2021.
|
||||
#ifndef TEXTEFFECTS_H_
|
||||
#define TEXTEFFECTS_H_
|
||||
#include <stdio.h>
|
||||
#include <ncurses.h>
|
||||
|
||||
// A fancy, character by character print. Similar to a serial terminal with lower baud rate.
|
||||
void slowPrint(char * stringToPrint, int delay);
|
||||
|
||||
// The same, altered to work with Ncurses.
|
||||
void slowPrintNcurses(char * stringToPrint, int delay, WINDOW * window);
|
||||
|
||||
// A string containing an ASCII art version of the Silverkin Industries logo.
|
||||
char * logostring = " ///////\n //////////////////////////////////////////\n ///////////////////////////////////////////////////////////\n ////////// ////////////////////////////\n ### # # # # ##### ### # # # # # /////////////////\n ### # # # # ## # # ## # ## # //////////////\n ## # # # # # ### # # # # # # /////////\n #### # ### # ##### # # # # # # ## ///////\n # ## # ##### # # ### ### ### # ##### ### ////// \n # # # # # # # # ## # # # # ## ## ////\n # # # # # # # # ## # ### # # ## //\n # # ### ##### ##### ### # # # # #### ### //\n";
|
||||
|
||||
#endif
|
|
@ -0,0 +1,295 @@
|
|||
// playerdata.c: Contains functions definitions for working with player data.
|
||||
// Barry Kane, 2021
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdbool.h>
|
||||
#include "constants.h"
|
||||
#include "playerdata.h"
|
||||
|
||||
// Create a new skill and add it to the global skill list:
|
||||
int createSkill(skillList * globalSkillList, char * skillName, int skillNameLength, bool trainedSkill)
|
||||
{
|
||||
if(skillNameLength >= 32)
|
||||
{
|
||||
fprintf(stderr, "Skill name is too long. Please shorten the name and try again.\n");
|
||||
return -1;
|
||||
}
|
||||
playerSkill * newSkill = malloc(sizeof(playerSkill));
|
||||
|
||||
strncpy(newSkill->skillName, skillName, 31);
|
||||
newSkill->skillName[31] = '\0';
|
||||
|
||||
newSkill->skillPoints = 0;
|
||||
newSkill->skillModifier = 0;
|
||||
newSkill->trainedSkill = trainedSkill;
|
||||
|
||||
// Add the skill to a node in the list:
|
||||
return(addSkillNode(globalSkillList, newSkill));
|
||||
}
|
||||
|
||||
// Add a skill node to a skill list:
|
||||
int addSkillNode(skillList * skillList, playerSkill * skill)
|
||||
{
|
||||
if(skillList->head == NULL)
|
||||
{
|
||||
skillList->head = malloc(sizeof(skillNode));
|
||||
skillList->head->skill = skill;
|
||||
skillList->head->next = NULL;
|
||||
skillList->skillCount = 1;
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
skillNode * currentNode = skillList->head;
|
||||
while(currentNode->next != NULL)
|
||||
{
|
||||
currentNode = currentNode->next;
|
||||
}
|
||||
currentNode->next = malloc(sizeof(skillNode));
|
||||
currentNode->next->skill = skill;
|
||||
currentNode->next->next = NULL;
|
||||
skillList->skillCount++;
|
||||
return skillList->skillCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove a skill node from a skill list:
|
||||
int removeSkillNode(skillList * skillList, playerSkill * skill)
|
||||
{
|
||||
if(skillList->head->skill == skill)
|
||||
{
|
||||
free(skillList->head->skill);
|
||||
if(skillList->head->next != NULL)
|
||||
{
|
||||
skillNode * deletedNode = skillList->head;
|
||||
skillList->head = skillList->head->next;
|
||||
free(deletedNode);
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
skillNode * currentNode = skillList->head;
|
||||
skillNode * previousNode = skillList->head;
|
||||
while(currentNode->skill != skill)
|
||||
{
|
||||
if(currentNode->next == NULL)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
previousNode = currentNode;
|
||||
currentNode = currentNode->next;
|
||||
}
|
||||
free(currentNode->skill);
|
||||
previousNode->next = currentNode->next;
|
||||
free(currentNode);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Take a skill and add it to the player's skill list:
|
||||
int takeSkill(skillList * globalSkillList, char * skillName, int skillNameLength, playerInfo * targetPlayer)
|
||||
{
|
||||
|
||||
skillNode * currentNode = globalSkillList->head;
|
||||
while(strncmp(skillName, currentNode->skill->skillName, 32) != 0)
|
||||
{
|
||||
if(currentNode->next == NULL)
|
||||
{
|
||||
fprintf(stderr, "Skill doesn't exist in skill list.\n");
|
||||
return -1;
|
||||
}
|
||||
currentNode = currentNode->next;
|
||||
}
|
||||
|
||||
bool playerHasSkill = false;
|
||||
skillNode * currentPlayerNode = targetPlayer->skills->head;
|
||||
while(currentPlayerNode != NULL)
|
||||
{
|
||||
if(strncmp(skillName, currentPlayerNode->skill->skillName, skillNameLength) == 0)
|
||||
{
|
||||
playerHasSkill = true;
|
||||
break;
|
||||
}
|
||||
currentPlayerNode = currentPlayerNode->next;
|
||||
}
|
||||
if(playerHasSkill)
|
||||
{
|
||||
currentPlayerNode->skill->skillPoints++;
|
||||
}
|
||||
else
|
||||
{
|
||||
addSkillNode(targetPlayer->skills, currentNode->skill);
|
||||
currentPlayerNode = targetPlayer->skills->head;
|
||||
while(currentPlayerNode->next != NULL)
|
||||
{
|
||||
currentPlayerNode = currentPlayerNode->next;
|
||||
}
|
||||
currentPlayerNode->skill->skillPoints = 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// Take a string containing a core stat name and return the core stat:
|
||||
coreStat getCoreStatFromString(char * inputString, int stringLength)
|
||||
{
|
||||
// Check we've got a long enough string to fit a stat:
|
||||
if(stringLength < 4)
|
||||
{
|
||||
return INVALID;
|
||||
}
|
||||
|
||||
// Lowercase the string:
|
||||
char * string = malloc(sizeof(char) * stringLength);
|
||||
for(int index = 0; index < stringLength; index++)
|
||||
{
|
||||
string[index] = tolower(inputString[index]);
|
||||
}
|
||||
|
||||
// If we have a string that's at most just the stat name plus a null character, or
|
||||
// a dirtier string, we can check in a better order and ignore impossibilites:
|
||||
if(stringLength < 9)
|
||||
{
|
||||
if(stringLength <= 4)
|
||||
{
|
||||
if(strncmp(string, "wits", 4) == 0)
|
||||
{
|
||||
free(string);
|
||||
return WITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
free(string);
|
||||
return INVALID;
|
||||
}
|
||||
}
|
||||
// Hopefully one of the seven letter long ones:
|
||||
else if(stringLength <= 7)
|
||||
{
|
||||
if(strncmp(string, "strength", 7) == 0)
|
||||
{
|
||||
free(string);
|
||||
return STRENGTH;
|
||||
}
|
||||
else if(strncmp(string, "dexerity", 7) == 0)
|
||||
{
|
||||
free(string);
|
||||
return DEXERITY;
|
||||
}
|
||||
if(strncmp(string, "wits", 4) == 0)
|
||||
{
|
||||
free(string);
|
||||
return WITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
free(string);
|
||||
return INVALID;
|
||||
}
|
||||
}
|
||||
// Hopefully one of the 8 letter long stats:
|
||||
else
|
||||
{
|
||||
if(strncmp(string, "intellect", 8) == 0)
|
||||
{
|
||||
free(string);
|
||||
return INTELLECT;
|
||||
}
|
||||
else if(strncmp(string, "endurance", 8) == 0)
|
||||
{
|
||||
free(string);
|
||||
return ENDURANCE;
|
||||
}
|
||||
else if(strncmp(string, "strength", 7) == 0)
|
||||
{
|
||||
free(string);
|
||||
return STRENGTH;
|
||||
}
|
||||
else if(strncmp(string, "dexerity", 7) == 0)
|
||||
{
|
||||
free(string);
|
||||
return DEXERITY;
|
||||
}
|
||||
if(strncmp(string, "wits", 4) == 0)
|
||||
{
|
||||
free(string);
|
||||
return WITS;
|
||||
}
|
||||
else
|
||||
{
|
||||
free(string);
|
||||
return INVALID;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Worst case, it's definitely a dirty string, compare them all:
|
||||
else
|
||||
{
|
||||
if(strncmp(string, "wits", 4) == 0)
|
||||
{
|
||||
free(string);
|
||||
return WITS;
|
||||
}
|
||||
else if(strncmp(string, "intellect", 8) == 0)
|
||||
{
|
||||
free(string);
|
||||
return INTELLECT;
|
||||
}
|
||||
else if(strncmp(string, "strength", 7) == 0)
|
||||
{
|
||||
free(string);
|
||||
return STRENGTH;
|
||||
}
|
||||
else if(strncmp(string, "endurance", 8) == 0)
|
||||
{
|
||||
free(string);
|
||||
return ENDURANCE;
|
||||
}
|
||||
else if(strncmp(string, "dexerity", 7) == 0)
|
||||
{
|
||||
free(string);
|
||||
return DEXERITY;
|
||||
}
|
||||
else
|
||||
{
|
||||
free(string);
|
||||
return INVALID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int deallocatePlayer(playerInfo * playerToDeallocate)
|
||||
{
|
||||
// Deallocate the skill list:
|
||||
if(playerToDeallocate->skills->skillCount > 0)
|
||||
{
|
||||
// Allocate enough pointers:
|
||||
skillNode * nodesToDeallocate[playerToDeallocate->skills->skillCount];
|
||||
skillNode * currentSkillNode = playerToDeallocate->skills->head;
|
||||
|
||||
// Get a list of all the nodes together:
|
||||
for(int index = 0; index < playerToDeallocate->skills->skillCount; index++)
|
||||
{
|
||||
nodesToDeallocate[index] = currentSkillNode;
|
||||
currentSkillNode = currentSkillNode->next;
|
||||
}
|
||||
|
||||
// Deallocate all the nodes:
|
||||
for(int index = 0; index < playerToDeallocate->skills->skillCount; index++)
|
||||
{
|
||||
free(nodesToDeallocate[index]);
|
||||
}
|
||||
}
|
||||
|
||||
// Deallocate the stat block:
|
||||
free(playerToDeallocate->stats);
|
||||
|
||||
// Deallocate the player:
|
||||
free(playerToDeallocate);
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,91 @@
|
|||
// playerdata.h: Header file containing data structures for player data and function
|
||||
// prototypes for interacting with said data.
|
||||
#ifndef PLAYERDATA_H
|
||||
#define PLAYERDATA_H
|
||||
#include <stdlib.h>
|
||||
#include <stdbool.h>
|
||||
#include "areadata.h"
|
||||
#include "constants.h"
|
||||
|
||||
typedef struct statBlock
|
||||
{
|
||||
// Levelling:
|
||||
int level;
|
||||
long experience;
|
||||
|
||||
// Health:
|
||||
int currentHealth;
|
||||
int maxHealth;
|
||||
|
||||
// Core Stats:
|
||||
int wits;
|
||||
int intellect;
|
||||
int strength;
|
||||
int endurance;
|
||||
int dexerity;
|
||||
|
||||
// Character Building:
|
||||
int specPoints;
|
||||
int skillPoints;
|
||||
} statBlock;
|
||||
|
||||
typedef struct playerSkill
|
||||
{
|
||||
char skillName[32];
|
||||
int skillPoints;
|
||||
int skillModifier;
|
||||
bool trainedSkill;
|
||||
} playerSkill;
|
||||
|
||||
typedef struct skillNode skillNode;
|
||||
struct skillNode
|
||||
{
|
||||
playerSkill * skill;
|
||||
skillNode * next;
|
||||
};
|
||||
|
||||
typedef struct skillList
|
||||
{
|
||||
skillNode * head;
|
||||
int skillCount;
|
||||
} skillList;
|
||||
\
|
||||
typedef struct playerInfo
|
||||
{
|
||||
char playerName[32];
|
||||
playerArea * currentArea;
|
||||
statBlock * stats;
|
||||
skillList * skills;
|
||||
} playerInfo;
|
||||
|
||||
typedef enum coreStat
|
||||
{
|
||||
WITS,
|
||||
INTELLECT,
|
||||
STRENGTH,
|
||||
ENDURANCE,
|
||||
DEXERITY,
|
||||
INVALID
|
||||
} coreStat;
|
||||
|
||||
// Create a new skill and add it to the global skill list:
|
||||
int createSkill(skillList * globalSkillList, char * skillName, int skillNameLength, bool trainedSkill);
|
||||
|
||||
// Add a skill node to a skill list:
|
||||
int addSkillNode(skillList * skillList, playerSkill * skill);
|
||||
|
||||
// Remove a skill node from a skill list:
|
||||
int removeSkillNode(skillList * skillList, playerSkill * skill);
|
||||
int removeSkillByID(skillList * skillList, playerSkill * skill);
|
||||
|
||||
// Take a skill and add it to the player's skill list:
|
||||
int takeSkill(skillList * globalSkillList, char * skillName, int skillNameLength, playerInfo * targetPlayer);
|
||||
int takeSkillbyID(skillList * globalSkillList, int skillID, playerInfo * targetPlayer);
|
||||
|
||||
// Take a string containing a core stat name and return the core stat:
|
||||
coreStat getCoreStatFromString(char * string, int stringLength);
|
||||
|
||||
// Deallocate a player:
|
||||
int deallocatePlayer(playerInfo * playerToDeallocate);
|
||||
|
||||
#endif
|
|
@ -0,0 +1,338 @@
|
|||
// Silverkin Industries Comm-Link Server, Engineering Sample Alpha 0.4.
|
||||
// PROJECT CODENAME: WHAT DO I PAY YOU FOR? | Level-3 Clearance.
|
||||
// Barry Kane, 2021
|
||||
#include <time.h>
|
||||
#include <netdb.h>
|
||||
#include <stdio.h>
|
||||
#include <errno.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <signal.h>
|
||||
#include <unistd.h>
|
||||
#include <ncurses.h>
|
||||
#include <pthread.h>
|
||||
#include <sys/types.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
#include <gnutls/gnutls.h>
|
||||
|
||||
#include "../areadata.h"
|
||||
#include "../gamelogic.h"
|
||||
#include "../constants.h"
|
||||
#include "../playerdata.h"
|
||||
#include "../texteffects.h"
|
||||
#include "../inputoutput.h"
|
||||
|
||||
typedef struct sockaddr sockaddr;
|
||||
void sigintHandler(int signal)
|
||||
{
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
time_t currentTime;
|
||||
int socketFileDesc, connectionFileDesc, length, clientsAmount,
|
||||
socketCheck, activityCheck, returnVal;
|
||||
fd_set connectedClients;
|
||||
pthread_t gameLogicThread;
|
||||
int clientSockets[PLAYERCOUNT];
|
||||
userMessage sendBuffer, receiveBuffer;
|
||||
playerInfo connectedPlayers[PLAYERCOUNT];
|
||||
char testString[32] = "Hehe.";
|
||||
struct sockaddr_in serverAddress, clientAddress;
|
||||
inputMessageQueue * inputQueue = createInputMessageQueue();
|
||||
outputMessageQueue * outputQueue = createOutputMessageQueue();
|
||||
|
||||
// Set the handler for SIGINT:
|
||||
signal(2, sigintHandler);
|
||||
|
||||
// -==[ TEST GAME-STATE INITIALIZATION ]==-
|
||||
// Initialize test areas:
|
||||
areaNode * areas = createAreaList(createArea("Login Area", "Please login with the /join command."));
|
||||
addAreaNodeToList(areas, createArea("Temple Entrance",
|
||||
"You are standing outside a large, elaborate temple, of white marble and delicate construction. "
|
||||
"Etched onto the left pillar next to the large opening is the same symbol, over and over again, a gentle curve with it's ends pointing to the right. "
|
||||
"A similar symbol is on the right pillar, but it's ends are pointing to the left. "));
|
||||
|
||||
addAreaNodeToList(areas, createArea("The Hall of Documentation",
|
||||
"Just past the threshold of the entrance lies a large hall, with bookshelves lining the walls, ceiling to floor. "
|
||||
"The shelves are filled to the brim with finely-bound books, each with titles in silver lettering on the spine. "
|
||||
"There are countless books, but you notice a large lectern in the center of the room, and a path leading upwards at the back. "));
|
||||
|
||||
addAreaNodeToList(areas, createArea("Monument to GNU",
|
||||
"A beautifully ornate statue of GNU is above you on a pedestal. "
|
||||
"Inscribed into the pillar, over and over, is the phrase \"M-x exalt\", in delicate gold letters. "
|
||||
"You can't help but be awestruck."));
|
||||
// Initialize test paths:
|
||||
createPath(getAreaFromList(areas, 1), getAreaFromList(areas, 2), "Go inside the temple.", "Leave the temple.");
|
||||
createPath(getAreaFromList(areas, 3), getAreaFromList(areas, 2), "Back to the Hall of Documentation.", "Path to Enlightenment.");
|
||||
skillList * globalSkillList = malloc(sizeof(skillList));
|
||||
globalSkillList->head = NULL;
|
||||
|
||||
// Create a few basic skills:
|
||||
createSkill(globalSkillList, "Medicine", 8, true);
|
||||
createSkill(globalSkillList, "Lockpicking", 12, true);
|
||||
createSkill(globalSkillList, "Programming", 12, true);
|
||||
createSkill(globalSkillList, "Sensor Reading", 14, false);
|
||||
createSkill(globalSkillList, "Starship Piloting", 17, true);
|
||||
createSkill(globalSkillList, "Mechanical Repair", 17, true);
|
||||
|
||||
// Initialize playerdata:
|
||||
for (int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
sprintf(testString, "UNNAMED %d", index);
|
||||
// OH NO IT'S NOT MEMORY SAFE BETTER REWRITE IT IN RUST
|
||||
// But wait, we know the string won't be too big, so it's fine.
|
||||
strcpy(connectedPlayers[index].playerName, testString);
|
||||
connectedPlayers[index].currentArea = getAreaFromList(areas, 0);
|
||||
connectedPlayers[index].stats = calloc(1, sizeof(statBlock));
|
||||
connectedPlayers[index].stats->specPoints = 30;
|
||||
connectedPlayers[index].stats->skillPoints = 30;
|
||||
connectedPlayers[index].skills = calloc(1, sizeof(skillList));
|
||||
connectedPlayers[index].skills->head = NULL;
|
||||
}
|
||||
|
||||
// -==[ TEST GAME-STATE INITIALIZATION END ]==-
|
||||
|
||||
// Give an intro: Display the Silverkin Industries logo and splash text.
|
||||
slowPrint(logostring, 3000);
|
||||
slowPrint("\n--==== \033[33;40mSILVERKIN INDUSTRIES\033[0m COMM-LINK SERVER ====--\nVersion Alpha 0.4\n", 5000);
|
||||
|
||||
// Seed random number generator from the current time:
|
||||
srandom((unsigned)time(¤tTime));
|
||||
|
||||
// Initialize the sockets to 0, so we don't crash.
|
||||
for (int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
clientSockets[index] = 0;
|
||||
}
|
||||
|
||||
// Get a socket and make sure we actually get one.
|
||||
socketFileDesc = socket(AF_INET, SOCK_STREAM, 0);
|
||||
if (socketFileDesc == -1)
|
||||
{
|
||||
fprintf(stderr, "\tSocket Creation is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
|
||||
exit(0);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
slowPrint("\tSocket Creation is:\t\033[32;40mGREEN.\033[0m\n", 5000);
|
||||
}
|
||||
|
||||
//
|
||||
bzero(&serverAddress, sizeof(serverAddress));
|
||||
|
||||
// Assign IP and port:
|
||||
serverAddress.sin_family = AF_INET;
|
||||
serverAddress.sin_addr.s_addr = htonl(INADDR_ANY);
|
||||
serverAddress.sin_port = htons(PORT);
|
||||
|
||||
// Binding newly created socket to given IP, and checking it works:
|
||||
if ((bind(socketFileDesc, (sockaddr*)&serverAddress, sizeof(serverAddress))) != 0)
|
||||
{
|
||||
fprintf(stderr, "\tSocket Binding is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
|
||||
exit(0);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
slowPrint("\tSocket Binding is:\t\033[32;40mGREEN.\033[0m\n", 5000);
|
||||
}
|
||||
|
||||
// Let's start listening:
|
||||
if ((listen(socketFileDesc, PLAYERCOUNT)) != 0)
|
||||
{
|
||||
fprintf(stderr, "\tServer Listener is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
else
|
||||
{
|
||||
slowPrint("\tServer Listener is:\t\033[32;40mGREEN.\033[0m\n", 5000);
|
||||
}
|
||||
length = sizeof(clientAddress);
|
||||
|
||||
// Declare the needed variables for TLS sessions:
|
||||
gnutls_session_t tlssessions[PLAYERCOUNT];
|
||||
gnutls_anon_server_credentials_t serverkey = NULL;
|
||||
gnutls_anon_allocate_server_credentials(&serverkey);
|
||||
gnutls_anon_set_server_known_dh_params(serverkey, GNUTLS_SEC_PARAM_MEDIUM);
|
||||
|
||||
// Initialize all the TLS sessions to NULL: We use this to check if it's an "empty connection."
|
||||
for (int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
tlssessions[index] = NULL;
|
||||
if (gnutls_init(&tlssessions[index], GNUTLS_SERVER) < 0)
|
||||
{
|
||||
fprintf(stderr, "\tTLS Sessions Initialization is:\t\033[33;40mRED.\033[0m Aborting launch.\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
gnutls_priority_set_direct(tlssessions[index], "NORMAL:+ANON-ECDH:+ANON-DH", NULL);
|
||||
gnutls_credentials_set(tlssessions[index], GNUTLS_CRD_ANON, &serverkey);
|
||||
gnutls_handshake_set_timeout(tlssessions[index], GNUTLS_DEFAULT_HANDSHAKE_TIMEOUT);
|
||||
}
|
||||
slowPrint("\tTLS Preparation is:\t\033[32;40mGREEN.\033[0m\n", 5000);
|
||||
|
||||
// Prepare the game logic thread:
|
||||
gameLogicParameters * gameLogicThreadParameters = malloc(sizeof(gameLogicParameters));
|
||||
gameLogicThreadParameters->connectedPlayers = connectedPlayers;
|
||||
gameLogicThreadParameters->playerCount = &clientsAmount;
|
||||
gameLogicThreadParameters->globalSkillList = globalSkillList;
|
||||
gameLogicThreadParameters->outputQueue = outputQueue;
|
||||
gameLogicThreadParameters->inputQueue = inputQueue;
|
||||
gameLogicThreadParameters->areaList = areas;
|
||||
pthread_create(&gameLogicThread, NULL, &gameLogicLoop, gameLogicThreadParameters);
|
||||
|
||||
slowPrint("\tEvent Thread is:\t\033[32;40mGREEN.\033[0m\n", 5000);
|
||||
slowPrint("=====\n", 5000);
|
||||
struct timeval timeout = {0, 500};
|
||||
|
||||
while(true)
|
||||
{
|
||||
// Clear the set of file descriptors angad add the master socket:
|
||||
FD_ZERO(&connectedClients);
|
||||
FD_SET(socketFileDesc, &connectedClients);
|
||||
clientsAmount = socketFileDesc;
|
||||
|
||||
// Find all sockets that are still working and place them in the set:
|
||||
for(int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
// Just get the one we're working with to another name:
|
||||
socketCheck = clientSockets[index];
|
||||
|
||||
// If it's working, bang it into the list:
|
||||
if(socketCheck > 0)
|
||||
{
|
||||
FD_SET(socketCheck, &connectedClients);
|
||||
}
|
||||
// The amount of clients is needed for select():
|
||||
if(socketCheck > clientsAmount)
|
||||
{
|
||||
clientsAmount = socketCheck;
|
||||
}
|
||||
}
|
||||
|
||||
// See if a connection is ready to be interacted with:
|
||||
activityCheck = select((clientsAmount + 1), &connectedClients, NULL, NULL, &timeout);
|
||||
|
||||
// Check if select() worked:
|
||||
if ((activityCheck < 0) && (errno != EINTR))
|
||||
{
|
||||
fprintf(stderr, "Error in select(), retrying.\n");
|
||||
}
|
||||
|
||||
// If it's the master socket selected, there is a new connection:
|
||||
if (FD_ISSET(socketFileDesc, &connectedClients))
|
||||
{
|
||||
if ((connectionFileDesc = accept(socketFileDesc, (struct sockaddr *)&clientAddress, (socklen_t*)&length)) < 0)
|
||||
{
|
||||
fprintf(stderr, "Failed to accept connection. Aborting.\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
// See if we can put in the client:
|
||||
for (int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
// When there is an empty slot, pop it in:
|
||||
if (clientSockets[index] == 0)
|
||||
{
|
||||
clientSockets[index] = connectionFileDesc;
|
||||
printf("Adding to list of sockets as %d.\n", index);
|
||||
gnutls_transport_set_int(tlssessions[index], clientSockets[index]);
|
||||
do
|
||||
{
|
||||
returnVal = gnutls_handshake(tlssessions[index]);
|
||||
}
|
||||
while (returnVal < 0 && gnutls_error_is_fatal(returnVal) == 0);
|
||||
|
||||
// Send a greeting message:
|
||||
strcpy(sendBuffer.senderName, "");
|
||||
strcpy(sendBuffer.messageContent, "Welcome to the server!");
|
||||
messageSend(tlssessions[index], &sendBuffer);
|
||||
strcpy(receiveBuffer.messageContent, "/look");
|
||||
queueInputMessage(inputQueue, receiveBuffer, &connectedPlayers[index]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Otherwise, it's a client we need to interact with:
|
||||
else
|
||||
{
|
||||
for (int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
socketCheck = clientSockets[index];
|
||||
|
||||
if(FD_ISSET(socketCheck, &connectedClients))
|
||||
{
|
||||
int returnVal = messageReceive(tlssessions[index], &receiveBuffer);
|
||||
// If player has disconnected:
|
||||
if(returnVal == -10 || returnVal == 0)
|
||||
{
|
||||
// Close the session:
|
||||
gnutls_bye(tlssessions[index], GNUTLS_SHUT_WR);
|
||||
gnutls_deinit(tlssessions[index]);
|
||||
shutdown(clientSockets[index], 2);
|
||||
close(clientSockets[index]);
|
||||
clientSockets[index] = 0;
|
||||
tlssessions[index] = NULL;
|
||||
|
||||
// Clear out the old player state so that a new one may join:
|
||||
sprintf(testString, "UNNAMED %d", index);
|
||||
strcpy(connectedPlayers[index].playerName, testString);
|
||||
connectedPlayers[index].currentArea = getAreaFromList(areas, 0);
|
||||
|
||||
// Prepare a fresh SSL session for the next new player:
|
||||
gnutls_init(&tlssessions[index], GNUTLS_SERVER);
|
||||
gnutls_priority_set_direct(tlssessions[index], "NORMAL:+ANON-ECDH:+ANON-DH", NULL);
|
||||
gnutls_credentials_set(tlssessions[index], GNUTLS_CRD_ANON, &serverkey);
|
||||
gnutls_handshake_set_timeout(tlssessions[index], GNUTLS_DEFAULT_HANDSHAKE_TIMEOUT);
|
||||
}
|
||||
// Otherwise, they've sent a message:
|
||||
else
|
||||
{
|
||||
queueInputMessage(inputQueue, receiveBuffer, &connectedPlayers[index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Run through the output queue and send all unused messages:
|
||||
while(outputQueue->currentLength != 0)
|
||||
{
|
||||
while(outputQueue->lock);
|
||||
outputQueue->lock = true;
|
||||
outputMessage * message = peekOutputMessage(outputQueue);
|
||||
outputQueue->lock = false;
|
||||
|
||||
// If the first target is set to NULL, it's intended for all connected:
|
||||
if(message->targets[0] == NULL)
|
||||
{
|
||||
for (int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
messageSend(tlssessions[index], message->content);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int targetIndex = 0;
|
||||
for(int index = 0; index < PLAYERCOUNT; index++)
|
||||
{
|
||||
if(message->targets[targetIndex] == NULL)
|
||||
{
|
||||
break;
|
||||
}
|
||||
if(&connectedPlayers[index] == message->targets[targetIndex])
|
||||
{
|
||||
targetIndex++;
|
||||
messageSend(tlssessions[index], message->content);
|
||||
}
|
||||
}
|
||||
}
|
||||
dequeueOutputMessage(outputQueue);
|
||||
}
|
||||
}
|
||||
pthread_cancel(gameLogicThread);
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
|
@ -0,0 +1,116 @@
|
|||
// texteffects.c: Implementation of text effect library for SilverMUD.
|
||||
// Barry Kane, 2021.
|
||||
#include <stdio.h>
|
||||
#include <ctype.h>
|
||||
#include <unistd.h>
|
||||
#include <ncurses.h>
|
||||
|
||||
void slowPrint(char * stringToPrint, int delay)
|
||||
{
|
||||
int characterIndex = 0;
|
||||
while(stringToPrint[characterIndex] != '\0')
|
||||
{
|
||||
putchar(stringToPrint[characterIndex]);
|
||||
// Flush the buffer so there's no line buffering.
|
||||
fflush(stdout);
|
||||
usleep(delay);
|
||||
characterIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
void slowPrintNcurses(char * stringToPrint, int delay, WINDOW * window, bool bolded)
|
||||
{
|
||||
int characterIndex = 0;
|
||||
if(bolded)
|
||||
{
|
||||
wattron(window, A_BOLD);
|
||||
}
|
||||
while(stringToPrint[characterIndex] != '\0')
|
||||
{
|
||||
waddch(window, stringToPrint[characterIndex]);
|
||||
// Refresh the ncurses screen.
|
||||
wrefresh(window);
|
||||
usleep(delay);
|
||||
characterIndex++;
|
||||
}
|
||||
if(bolded)
|
||||
{
|
||||
wattroff(window, A_BOLD);
|
||||
}
|
||||
wrefresh(window);
|
||||
}
|
||||
|
||||
void bruteforcePrint(char * stringToPrint, int delay)
|
||||
{
|
||||
unsigned int characterIndex = 0;
|
||||
while(stringToPrint[characterIndex] != '\0')
|
||||
{
|
||||
for(unsigned char currentCharacter = 32; currentCharacter <= stringToPrint[characterIndex]; currentCharacter++)
|
||||
{
|
||||
putchar(stringToPrint[currentCharacter]);
|
||||
fflush(stdout);
|
||||
usleep(delay);
|
||||
putchar(8);
|
||||
fflush(stdout);
|
||||
}
|
||||
putchar(stringToPrint[characterIndex]);
|
||||
characterIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
void bruteforcePrintNcurses(char * stringToPrint, int delay, WINDOW * window, bool bolded)
|
||||
{
|
||||
int characterIndex = 0;
|
||||
if(bolded)
|
||||
{
|
||||
wattron(window, A_BOLD);
|
||||
}
|
||||
while(stringToPrint[characterIndex] != '\0')
|
||||
{
|
||||
for(char currentCharacter = 32; currentCharacter <= stringToPrint[characterIndex]; currentCharacter++)
|
||||
{
|
||||
waddch(window, currentCharacter);
|
||||
wrefresh(window);
|
||||
usleep(delay);
|
||||
waddch(window, 8);
|
||||
wrefresh(window);
|
||||
}
|
||||
waddch(window, stringToPrint[characterIndex]);
|
||||
characterIndex++;
|
||||
}
|
||||
if(bolded)
|
||||
{
|
||||
wattroff(window, A_BOLD);
|
||||
}
|
||||
wrefresh(window);
|
||||
}
|
||||
|
||||
void wrapString(char * stringToWrap, int stringLength, int screenWidth)
|
||||
{
|
||||
int characterCount = 0;
|
||||
for(int index = 0; index < stringLength; index++)
|
||||
{
|
||||
if(stringToWrap[index] == '\n')
|
||||
{
|
||||
characterCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
characterCount++;
|
||||
}
|
||||
if(characterCount == screenWidth)
|
||||
{
|
||||
while(!isspace(stringToWrap[index]) && index > 0)
|
||||
{
|
||||
index--;
|
||||
}
|
||||
if(index == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
stringToWrap[index] = '\n';
|
||||
index++;
|
||||
characterCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
// texteffects.h: Header file for the texteffects library for SilverMUD.
|
||||
// Barry Kane, 2021.
|
||||
#ifndef TEXTEFFECTS_H_
|
||||
#define TEXTEFFECTS_H_
|
||||
#include <stdio.h>
|
||||
#include <ncurses.h>
|
||||
|
||||
// A character by character print, similar to a serial terminal with lower baud rate.
|
||||
void slowPrint(char * stringToPrint, int delay);
|
||||
|
||||
// The same, altered to work with ncurses.
|
||||
void slowPrintNcurses(char * stringToPrint, int delay, WINDOW * window, bool bolded);
|
||||
|
||||
// A character by character "brute-force" print, similar to Hollywood hacking scenes.
|
||||
void bruteforcePrint(char * stringToPrint, int delay);
|
||||
|
||||
// The same, altered to work with ncurses.
|
||||
void bruteforcePrintNcurses(char * stringToPrint, int delay, WINDOW * window, bool bolded);
|
||||
|
||||
// A string containing an ASCII art version of the Silverkin Industries logo.
|
||||
char * logostring =
|
||||
" ///////\n"
|
||||
" //////////////////////////////////////////\n"
|
||||
" ///////////////////////////////////////////////////////////\n"
|
||||
" ////////// ////////////////////////////\n"
|
||||
" ### # # # # ##### ### # # # # # /////////////////\n"
|
||||
" ## # # # # ## # # ### # ## # //////////////\n"
|
||||
" ## # # # # # ### # # # # # # /////////\n"
|
||||
" ### # ### # ##### # # # # # # # ///////\n"
|
||||
" # ## # ##### # # ### ### ### # ##### ### //////\n"
|
||||
" # # # # # # # # ## # # # # ## ## ////\n"
|
||||
" # # # # # # # # ## # ### # # ## //\n"
|
||||
" # # ### ##### ##### ### # # # # #### ### /\n";
|
||||
|
||||
void wrapString(char * stringToWrap, int stringLength, int screenWidth);
|
||||
#endif
|
|
@ -0,0 +1,11 @@
|
|||
// Hopefully optimized corestat to string:
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include "../src/playerdata.h"
|
||||
|
||||
void main(int argc, char ** argv)
|
||||
{
|
||||
getCoreStatFromString(argv[1], strlen(argv[1]));
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
#include "../src/lists.h"
|
||||
#include "../src/playerdata.h"
|
||||
#include <stdio.h>
|
||||
|
||||
void main()
|
||||
{
|
||||
areaNode * areaList = createAreaList(createArea("Test Area A", "This is Test Area A"));
|
||||
areaNode * counter = areaList;
|
||||
addAreaNodeToList(areaList, createArea("Test Area B", "This is Test Area B"));
|
||||
addAreaNodeToList(areaList, createArea("Test Area C", "This is Test Area C"));
|
||||
for(int index = 0; index <= 2; index++)
|
||||
{
|
||||
printf("%s\n", counter->data->areaName);
|
||||
counter = counter->next;
|
||||
}
|
||||
deleteAreaNodeFromList(areaList, getAreaFromList(areaList, 1));
|
||||
addAreaNodeToList(areaList, createArea("Test Area D", "This is Test Area D"));
|
||||
counter = areaList;
|
||||
for(int index = 0; index <= 2; index++)
|
||||
{
|
||||
printf("%s\n", counter->data->areaName);
|
||||
counter = counter->next;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
#include "../src/inputoutput.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
int main()
|
||||
{
|
||||
userMessage A, B, C;
|
||||
strncpy(A.senderName, "Bob\0", 32 -1);
|
||||
strncpy(A.messageContent, "joins the fray!\0", MAX-1);
|
||||
strncpy(B.senderName, "Alice\0", 32 -1);
|
||||
strncpy(B.messageContent, "challenges the unknown!\0", MAX -1);
|
||||
strncpy(C.senderName, "Tom\0", 32 -1);
|
||||
strncpy(C.messageContent, "Attacks them all!\0", MAX -1);
|
||||
outputMessageQueue * testQueue = createOutputMessageQueue();
|
||||
printf("Queue Created.\n");
|
||||
printf("%d", queueOutputMessage(testQueue, A));
|
||||
printf("Queued A.\n");
|
||||
printf("%d", queueOutputMessage(testQueue, B));
|
||||
printf("Queued B.\n");
|
||||
printf("%d", queueOutputMessage(testQueue, C));
|
||||
printf("Queued C.\n");
|
||||
printf("%s\n", testQueue->front->content->senderName);
|
||||
printf("%s\n", testQueue->front->content->messageContent);
|
||||
printf("%s\n", testQueue->front->next->content->senderName);
|
||||
printf("%s\n", testQueue->front->next->content->messageContent);
|
||||
printf("%s\n", testQueue->front->next->next->content->senderName);
|
||||
printf("%s\n", testQueue->front->next->next->content->messageContent);
|
||||
printf("%s\n", testQueue->front->content->senderName);
|
||||
dequeueOutputMessage(testQueue);
|
||||
printf("%s\n", testQueue->front->content->senderName);
|
||||
dequeueOutputMessage(testQueue);
|
||||
printf("%s\n", testQueue->front->content->senderName);
|
||||
// dequeueOutputMessage(testQueue);
|
||||
// printf("%s\n", testQueue->front->content->senderName);
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue