Initial commit
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99
.gitignore
vendored
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99
.gitignore
vendored
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@ -0,0 +1,99 @@
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# Created by .ignore support plugin (hsz.mobi)
|
||||
### C template
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Object files
|
||||
*.o
|
||||
*.ko
|
||||
*.obj
|
||||
*.elf
|
||||
|
||||
# Linker output
|
||||
*.ilk
|
||||
*.map
|
||||
*.exp
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Libraries
|
||||
*.lib
|
||||
*.a
|
||||
*.la
|
||||
*.lo
|
||||
|
||||
# Shared objects (inc. Windows DLLs)
|
||||
*.dll
|
||||
*.so
|
||||
*.so.*
|
||||
*.dylib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
*.i*86
|
||||
*.x86_64
|
||||
*.hex
|
||||
|
||||
# Debug files
|
||||
*.dSYM/
|
||||
*.su
|
||||
*.idb
|
||||
*.pdb
|
||||
|
||||
# Kernel Module Compile Results
|
||||
*.mod*
|
||||
*.cmd
|
||||
.tmp_versions/
|
||||
modules.order
|
||||
Module.symvers
|
||||
Mkfile.old
|
||||
dkms.conf
|
||||
|
||||
### C template
|
||||
# Prerequisites
|
||||
|
||||
# Object files
|
||||
|
||||
# Linker output
|
||||
|
||||
# Precompiled Headers
|
||||
|
||||
# Libraries
|
||||
|
||||
# Shared objects (inc. Windows DLLs)
|
||||
|
||||
# Executables
|
||||
|
||||
# Debug files
|
||||
|
||||
# Kernel Module Compile Results
|
||||
|
||||
### CMake template
|
||||
CMakeLists.txt.user
|
||||
CMakeCache.txt
|
||||
CMakeFiles
|
||||
CMakeScripts
|
||||
Testing
|
||||
Makefile
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
_deps
|
||||
|
||||
/.idea
|
||||
/cmake-build-debug
|
||||
/cmake-build-release
|
||||
*~
|
||||
|
||||
/.ninja_deps
|
||||
/.ninja_log
|
||||
/build.ninja
|
||||
/meson-info
|
||||
/meson-private
|
||||
/builddir
|
||||
/build
|
613
main.c
Normal file
613
main.c
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@ -0,0 +1,613 @@
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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 <unistd.h>
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#include <sys/types.h>
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||||
#include <sys/socket.h>
|
||||
#include <netinet/in.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <netdb.h>
|
||||
#include <time.h>
|
||||
|
||||
#define NUM_PLAYERS 10
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||||
|
||||
enum game_stage {
|
||||
STAGE_LOBBY,
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STAGE_PLAYING,
|
||||
STAGE_DISCUSS,
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||||
};
|
||||
|
||||
enum player_stage {
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||||
PLAYER_STAGE_NAME,
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||||
PLAYER_STAGE_LOBBY,
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PLAYER_STAGE_MAIN,
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PLAYER_STAGE_DISCUSS,
|
||||
};
|
||||
|
||||
enum player_location {
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LOC_CAFETERIA,
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LOC_REACTOR,
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LOC_UPPER_ENGINE,
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LOC_LOWER_ENGINE,
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LOC_SECURITY,
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LOC_MEDBAY,
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LOC_ELECTRICAL,
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||||
LOC_STORAGE,
|
||||
LOC_ADMIN,
|
||||
LOC_COMMUNICATIONS,
|
||||
LOC_O2,
|
||||
LOC_WEAPONS,
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||||
LOC_SHIELDS,
|
||||
LOC_NAVIGATION,
|
||||
};
|
||||
|
||||
struct player {
|
||||
int fd;
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||||
struct sockaddr_in *addr;
|
||||
enum player_stage stage;
|
||||
char name[20];
|
||||
int is_admin;
|
||||
int is_imposter;
|
||||
enum player_location location;
|
||||
int in_vent;
|
||||
int is_alive;
|
||||
int has_cooldown;
|
||||
};
|
||||
|
||||
struct gamestate {
|
||||
enum game_stage stage;
|
||||
int has_admin;
|
||||
int players;
|
||||
int is_reactor_meltdown;
|
||||
};
|
||||
|
||||
struct gamestate state;
|
||||
struct player *players;
|
||||
|
||||
|
||||
void
|
||||
broadcast(char* message, int notfd)
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||||
{
|
||||
char buf[1024];
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int pid;
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||||
|
||||
printf("*> %s\n", message);
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||||
|
||||
sprintf(buf, "%s\n", message);
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||||
|
||||
for (pid = 0; pid < NUM_PLAYERS; pid++) {
|
||||
if (players[pid].fd == -1)
|
||||
continue;
|
||||
if (players[pid].fd == notfd)
|
||||
continue;
|
||||
|
||||
write(players[pid].fd, buf, strlen(buf));
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||||
}
|
||||
}
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|
||||
int
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startswith(const char *str, const char *prefix)
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||||
{
|
||||
return strncmp(prefix, str, strlen(prefix)) == 0;
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||||
}
|
||||
|
||||
void
|
||||
player_move(int pid, enum player_location location)
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||||
{
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char buf[100];
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printf("Moving player %d to %d\n", pid, location);
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players[pid].location = location;
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||||
players[pid].has_cooldown = 0;
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|
||||
// body detection
|
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for(int i=0; i<NUM_PLAYERS;i++) {
|
||||
if (i == pid)
|
||||
continue;
|
||||
if (players[i].fd == -1)
|
||||
continue;
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||||
|
||||
if (players[i].location != players[pid].location)
|
||||
continue;
|
||||
|
||||
if (players[i].is_alive == 1)
|
||||
continue;
|
||||
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||||
sprintf(buf, "you enter the room and see the body of [%s] laying on the floor\n", players[i].name);
|
||||
write(players[pid].fd, buf, strlen(buf));
|
||||
}
|
||||
}
|
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|
||||
void
|
||||
player_kill(int pid, int tid)
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||||
{
|
||||
char buf[100];
|
||||
int crew_alive = 0;
|
||||
|
||||
if(players[pid].location != players[tid].location)
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return;
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||||
|
||||
// so sad
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||||
players[tid].is_alive = 0;
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||||
|
||||
// less murdering, reset by movement
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players[pid].has_cooldown = 1;
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||||
|
||||
// notify player of their recent death
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sprintf(buf, "It turns out %s is the imposter, sadly the way you know is that you died.\n", players[pid].name);
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write(players[tid].fd, buf, strlen(buf));
|
||||
|
||||
// notify bystanders
|
||||
for(int i=0; i<NUM_PLAYERS;i++) {
|
||||
if (i == pid)
|
||||
continue;
|
||||
if (players[i].fd == -1)
|
||||
continue;
|
||||
if (players[i].is_alive == 0)
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||||
continue;
|
||||
|
||||
crew_alive++;
|
||||
|
||||
if (players[i].location != players[pid].location)
|
||||
continue;
|
||||
|
||||
sprintf(buf, "someone killed [%s] while you were in the room\n", players[tid].name);
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write(players[i].fd, buf, strlen(buf));
|
||||
}
|
||||
|
||||
// Check win condition
|
||||
if(crew_alive == 1) {
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||||
broadcast("The imposter won", -1);
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||||
}
|
||||
}
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||||
|
||||
void
|
||||
start_discussion(int pid, int bid)
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||||
{
|
||||
state.stage = STAGE_DISCUSS;
|
||||
|
||||
// switch everyone to the discussion state
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||||
for(int i=0; i<NUM_PLAYERS;i++) {
|
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if (players[i].fd == -1)
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||||
continue;
|
||||
|
||||
players[i].stage = PLAYER_STAGE_DISCUSS;
|
||||
}
|
||||
|
||||
// Inform everyone
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||||
if(bid == -1) {
|
||||
// Emergency button was pressed
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||||
broadcast("An emergency meeting was called by [%s], discuss", players[pid].name);
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} else {
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||||
// Body was reported
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broadcast("The body of [%s] was found by [%s], discuss", players[bid].name, players[pid].name);
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||||
}
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||||
}
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void
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discussion(int pid, char* input)
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||||
{
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char buf[200];
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if (buf[0] == '/') {
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if (startswith(buf, "/vote ")) {
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}
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} else {
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sprintf(buf, "[%s] %s", players[pid].name, buf);
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broadcast(buf, players[pid].fd);
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}
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}
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void
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adventure(int pid, char* input)
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{
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char buf[1024];
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char location[100];
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char doors[100];
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char other[100];
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if (strcmp(input, "examine room", 12) == 0 || strcmp(input, "e", 2) == 0) {
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switch(players[pid].location) {
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case LOC_CAFETERIA:
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sprintf(location, "You are standing in the middle of the cafeteria, in the center there's an emergency button\n");
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sprintf(doors, "you can move to: medbay, admin, weapons\n");
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break;
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case LOC_REACTOR:
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if (state.is_reactor_meltdown) {
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sprintf(location, "You are in the reactor room, there are red warning lights on and a siren is going off.\n");
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} else {
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sprintf(location, "You are in the reactor room, it seems to be running normally\n");
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}
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sprintf(doors, "you can move to: upper engine, security, lower engine\n");
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break;
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case LOC_UPPER_ENGINE:
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case LOC_LOWER_ENGINE:
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sprintf(location, "You are in a small room, mostly filled up by an engine.\n");
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sprintf(doors, "you can move to: reactor, electrical\n");
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break;
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case LOC_SECURITY:
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sprintf(location, "You are in a small room filled with monitors, the monitors are showing camera images showing an overview of the ship\n");
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sprintf(doors, "you can move to: upper engine, reactor, lower engine\n");
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break;
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case LOC_MEDBAY:
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sprintf(location, "You are in a room with beds and a medical scanner.\n");
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sprintf(doors, "you can move to: upper engine, cafetaria\n");
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break;
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case LOC_ELECTRICAL:
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sprintf(location, "You are in a room filled with equipment racks. Some of them have wires sticking out of them\n");
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sprintf(doors, "you can move to: lower engine, storage\n");
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break;
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case LOC_STORAGE:
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sprintf(location, "You are in a large room filled with boxes. One of the walls has a large door to the outside\n");
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sprintf(doors, "you can move to: electrical, admin, comms\n");
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break;
|
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case LOC_ADMIN:
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sprintf(location, "You are in a nice carpeted room with a holographic map in the middle\n");
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sprintf(doors, "you can move to: cafe, storage\n");
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break;
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case LOC_COMMUNICATIONS:
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sprintf(location, "You are in a small room with what looks like radio equipment\n");
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sprintf(doors, "you can move to: storage, shields\n");
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break;
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case LOC_O2:
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sprintf(location, "You are in a room with plants in terrariums and life support equipment\n");
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sprintf(doors, "you can move to: shields, weapons, navigation\n");
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break;
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||||
case LOC_WEAPONS:
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sprintf(location, "You are in a circular room with a targeting system in the middle and a view of outer space\n");
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sprintf(doors, "you can move to: cafe, o2, navigation\n");
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break;
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case LOC_SHIELDS:
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sprintf(location, "You are in a circular room with glowing tubes and a control panel for the shields\n");
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sprintf(doors, "you can move to: storage, o2, navigation\n");
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break;
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case LOC_NAVIGATION:
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sprintf(location, "You are all the way in the front of the ship in a room with the ship controls and a great view of space\n");
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sprintf(doors, "you can move to: weapons, o2, shields\n");
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break;
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||||
}
|
||||
write(players[pid].fd, location, strlen(location));
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write(players[pid].fd, doors, strlen(doors));
|
||||
for(int i=0; i<NUM_PLAYERS;i++) {
|
||||
if (i == pid)
|
||||
continue;
|
||||
|
||||
if (players[i].fd == -1)
|
||||
continue;
|
||||
|
||||
if (players[i].location != players[pid].location)
|
||||
continue;
|
||||
|
||||
sprintf(other, "you also see %s in the room with you\n", players[i].name);
|
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write(players[pid].fd, other, strlen(other));
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||||
}
|
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sprintf(buf, "# ");
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||||
} else if (startswith(input, "go ")) {
|
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sprintf(buf, "\n# ");
|
||||
if (startswith(input, "go cafe")) {
|
||||
if (players[pid].location == LOC_MEDBAY ||
|
||||
players[pid].location == LOC_WEAPONS ||
|
||||
players[pid].location == LOC_ADMIN)
|
||||
player_move(pid, LOC_CAFETERIA);
|
||||
} else if (startswith(input, "go react")) {
|
||||
if (players[pid].location == LOC_SECURITY ||
|
||||
players[pid].location == LOC_UPPER_ENGINE ||
|
||||
players[pid].location == LOC_LOWER_ENGINE)
|
||||
player_move(pid, LOC_REACTOR);
|
||||
} else if (startswith(input, "go upper")) {
|
||||
if (players[pid].location == LOC_MEDBAY ||
|
||||
players[pid].location == LOC_SECURITY ||
|
||||
players[pid].location == LOC_REACTOR)
|
||||
player_move(pid, LOC_UPPER_ENGINE);
|
||||
} else if (startswith(input, "go lower")) {
|
||||
if (players[pid].location == LOC_ELECTRICAL ||
|
||||
players[pid].location == LOC_SECURITY ||
|
||||
players[pid].location == LOC_REACTOR)
|
||||
player_move(pid, LOC_LOWER_ENGINE);
|
||||
} else if (startswith(input, "go security")) {
|
||||
if (players[pid].location == LOC_REACTOR ||
|
||||
players[pid].location == LOC_LOWER_ENGINE ||
|
||||
players[pid].location == LOC_UPPER_ENGINE)
|
||||
player_move(pid, LOC_SECURITY);
|
||||
} else if (startswith(input, "go medbay")) {
|
||||
if (players[pid].location == LOC_UPPER_ENGINE ||
|
||||
players[pid].location == LOC_CAFETERIA)
|
||||
player_move(pid, LOC_MEDBAY);
|
||||
} else if (startswith(input, "go electrical")) {
|
||||
if (players[pid].location == LOC_LOWER_ENGINE ||
|
||||
players[pid].location == LOC_STORAGE)
|
||||
player_move(pid, LOC_ELECTRICAL);
|
||||
} else if (startswith(input, "go storage")) {
|
||||
if (players[pid].location == LOC_ELECTRICAL ||
|
||||
players[pid].location == LOC_ADMIN ||
|
||||
players[pid].location == LOC_CAFETERIA ||
|
||||
players[pid].location == LOC_COMMUNICATIONS)
|
||||
player_move(pid, LOC_STORAGE);
|
||||
} else if (startswith(input, "go admin")) {
|
||||
if (players[pid].location == LOC_CAFETERIA ||
|
||||
players[pid].location == LOC_STORAGE)
|
||||
player_move(pid, LOC_ADMIN);
|
||||
} else if (startswith(input, "go comm")) {
|
||||
if (players[pid].location == LOC_STORAGE ||
|
||||
players[pid].location == LOC_SHIELDS)
|
||||
player_move(pid, LOC_COMMUNICATIONS);
|
||||
} else if (startswith(input, "go o2")) {
|
||||
if (players[pid].location == LOC_WEAPONS ||
|
||||
players[pid].location == LOC_SHIELDS ||
|
||||
players[pid].location == LOC_NAVIGATION)
|
||||
player_move(pid, LOC_O2);
|
||||
} else if (startswith(input, "go weapon")) {
|
||||
if (players[pid].location == LOC_CAFETERIA ||
|
||||
players[pid].location == LOC_O2 ||
|
||||
players[pid].location == LOC_NAVIGATION)
|
||||
player_move(pid, LOC_WEAPONS);
|
||||
} else if (startswith(input, "go shield")) {
|
||||
if (players[pid].location == LOC_COMMUNICATIONS ||
|
||||
players[pid].location == LOC_O2 ||
|
||||
players[pid].location == LOC_NAVIGATION)
|
||||
player_move(pid, LOC_SHIELDS);
|
||||
} else if (startswith(input, "go nav")) {
|
||||
if (players[pid].location == LOC_WEAPONS ||
|
||||
players[pid].location == LOC_O2 ||
|
||||
players[pid].location == LOC_SHIELDS)
|
||||
player_move(pid, LOC_NAVIGATION);
|
||||
} else {
|
||||
sprintf(buf, "INVALID MOVEMENT\n# ");
|
||||
}
|
||||
} else if (startswith(input, "murder crewmate")) {
|
||||
if (players[pid].is_imposter == 0) {
|
||||
sprintf(buf, "you might dislike him, but you can't kill him without weapon\n# ");
|
||||
} else if (players[pid].has_cooldown) {
|
||||
sprintf(buf, "you can't kill that quickly\n# ");
|
||||
} else {
|
||||
for(int i=0; i<NUM_PLAYERS;i++) {
|
||||
if (i == pid)
|
||||
continue;
|
||||
|
||||
if (players[i].fd == -1)
|
||||
continue;
|
||||
|
||||
if (players[i].location != players[pid].location)
|
||||
continue;
|
||||
|
||||
if (players[i].is_alive == 0)
|
||||
continue;
|
||||
|
||||
// TODO: kill more randomly
|
||||
player_kill(pid, i);
|
||||
sprintf(buf, "you draw your weapon and brutally murder %s\n# ", players[i].name);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (startswith(input, "report")) {
|
||||
for(int i=0; i<NUM_PLAYERS;i++) {
|
||||
if (i == pid)
|
||||
continue;
|
||||
|
||||
if (players[i].fd == -1)
|
||||
continue;
|
||||
|
||||
if (players[i].location != players[pid].location)
|
||||
continue;
|
||||
|
||||
if (players[i].is_alive == 1)
|
||||
continue;
|
||||
|
||||
start_discussion(pid, i);
|
||||
return;
|
||||
}
|
||||
|
||||
sprintf(buf, "Nothing to report here\n# ");
|
||||
} else if (strcmp(input, "help", 4) == 0) {
|
||||
sprintf(buf, "Commands: help, examine room, go [room], murder crewmate, report\n# ");
|
||||
}
|
||||
write(players[pid].fd, buf, strlen(buf));
|
||||
}
|
||||
|
||||
void
|
||||
start_game()
|
||||
{
|
||||
int imposternum;
|
||||
int assigned;
|
||||
char buf[200];
|
||||
broadcast("---------- [ Game is starting ] ----------", -1);
|
||||
state.stage = STAGE_PLAYING;
|
||||
state.players = 0;
|
||||
for(int i=0; i<NUM_PLAYERS; i++) {
|
||||
if(players[i].fd != -1) {
|
||||
state.players++;
|
||||
}
|
||||
}
|
||||
|
||||
// Pick an imposter
|
||||
imposternum = rand() % state.players;
|
||||
assigned = 0;
|
||||
for(int i=0; i<NUM_PLAYERS; i++) {
|
||||
if(players[i].fd == -1)
|
||||
continue;
|
||||
|
||||
players[i].stage = PLAYER_STAGE_MAIN;
|
||||
players[i].location = LOC_CAFETERIA;
|
||||
players[i].is_alive = 1;
|
||||
if (assigned == imposternum) {
|
||||
players[i].is_imposter = 1;
|
||||
sprintf(buf, "You are the imposter, kill everyone without getting noticed\n# ");
|
||||
} else {
|
||||
players[i].is_imposter = 0;
|
||||
sprintf(buf, "You are a crewmate, complete your tasks before everyone is killed\n# ");
|
||||
}
|
||||
write(players[i].fd, buf, strlen(buf));
|
||||
assigned++;
|
||||
}
|
||||
}
|
||||
|
||||
int
|
||||
handle_input(int fd)
|
||||
{
|
||||
char buf[200];
|
||||
char buf2[300];
|
||||
int len;
|
||||
int pid;
|
||||
|
||||
// Find player for fd
|
||||
for (pid = 0; pid < NUM_PLAYERS; pid++) {
|
||||
if (players[pid].fd == fd) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the input
|
||||
len = read(fd, buf, 200);
|
||||
if (len < 0) {
|
||||
printf("Read error from player %d\n", pid);
|
||||
return -1;
|
||||
}
|
||||
if (len == 0) {
|
||||
printf("Received EOF from player %d\n", pid);
|
||||
return -2;
|
||||
}
|
||||
|
||||
for(int i=0; i<sizeof(buf); i++) {
|
||||
if (buf[i] == '\n') {
|
||||
buf[i] = '\0';
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
printf("%d: %s\n", pid, buf);
|
||||
|
||||
switch(players[pid].stage) {
|
||||
case PLAYER_STAGE_NAME:
|
||||
// Setting the name after connection and informing the lobby
|
||||
strcpy(players[pid].name, buf);
|
||||
sprintf(buf, "[%s] has joined the lobby", players[pid].name);
|
||||
broadcast(buf, fd);
|
||||
players[pid].stage = PLAYER_STAGE_LOBBY;
|
||||
break;
|
||||
|
||||
case PLAYER_STAGE_LOBBY:
|
||||
// Chat message in the lobby
|
||||
if (buf[0] == '/') {
|
||||
if (strncmp(buf, "/start", 6) == 0) {
|
||||
if(players[pid].is_admin) {
|
||||
start_game();
|
||||
} else {
|
||||
sprintf(buf2, "You don't have permission to /start\n");
|
||||
write(fd, buf2, strlen(buf2));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
sprintf(buf2, "[%s] %s", players[pid].name, buf);
|
||||
broadcast(buf2, fd);
|
||||
}
|
||||
break;
|
||||
case PLAYER_STAGE_MAIN:
|
||||
// Main game adventure loop
|
||||
adventure(pid, buf);
|
||||
break;
|
||||
case PLAYER_STAGE_DISCUSS:
|
||||
// Main discussion loop
|
||||
discussion(pid, buf);
|
||||
break;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
welcome_player(int fd, struct sockaddr_in addr)
|
||||
{
|
||||
int i;
|
||||
char buf[100];
|
||||
|
||||
for (i = 0; i < sizeof(players); i++) {
|
||||
if (players[i].fd > 0) {
|
||||
continue;
|
||||
}
|
||||
// Bonus points for goto usage
|
||||
goto found_spot;
|
||||
}
|
||||
sprintf(buf, "There are no spots available, goodbye!\n");
|
||||
write(fd, buf, strlen(buf));
|
||||
close(fd);
|
||||
return;
|
||||
|
||||
found_spot:
|
||||
printf("Assigned player to spot %d\n", i);
|
||||
players[i].fd = fd;
|
||||
players[i].addr = malloc(sizeof(addr));
|
||||
if (!state.has_admin) {
|
||||
state.has_admin = 1;
|
||||
players[i].is_admin = 1;
|
||||
}
|
||||
players[i].stage = PLAYER_STAGE_NAME;
|
||||
sprintf(buf, "Welcome player %d!\n\nEnter your name:\n> ", i);
|
||||
write(fd, buf, strlen(buf));
|
||||
}
|
||||
|
||||
int
|
||||
main()
|
||||
{
|
||||
int listen_fd;
|
||||
int new_fd;
|
||||
int client_size;
|
||||
struct sockaddr_in listen_addr, client_addr;
|
||||
int port = 1234;
|
||||
int i;
|
||||
fd_set rfds, afds;
|
||||
|
||||
players = (struct player*)malloc(sizeof(struct player) * NUM_PLAYERS);
|
||||
|
||||
for (i = 0; i < NUM_PLAYERS; i++) {
|
||||
players[i].fd = -1;
|
||||
};
|
||||
srand(time(NULL));
|
||||
|
||||
listen_fd = socket(AF_INET, SOCK_STREAM, 0);
|
||||
|
||||
listen_addr.sin_family = AF_INET;
|
||||
listen_addr.sin_addr.s_addr = htonl(INADDR_ANY);
|
||||
listen_addr.sin_port = htons(port);
|
||||
|
||||
if (bind(listen_fd, (struct sockaddr *)&listen_addr, sizeof(listen_addr)) < 0) {
|
||||
printf("bind failed\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
listen(listen_fd, 5);
|
||||
printf("Listening on :%d\n", port);
|
||||
|
||||
state.stage = STAGE_LOBBY;
|
||||
|
||||
FD_ZERO(&afds);
|
||||
FD_SET(listen_fd, &afds);
|
||||
|
||||
while (1) {
|
||||
rfds = afds;
|
||||
if (select(FD_SETSIZE, &rfds, NULL, NULL, NULL) < 0) {
|
||||
printf("select oops\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
for (i = 0; i < FD_SETSIZE; ++i) {
|
||||
if (FD_ISSET (i, &rfds)) {
|
||||
if (i == listen_fd) {
|
||||
printf("welcome client!\n");
|
||||
client_size = sizeof(client_addr);
|
||||
new_fd = accept(listen_fd, (struct sockaddr *)&client_addr, &client_size);
|
||||
if (new_fd < 0) {
|
||||
printf("new client oops\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
printf("New connection from %s:%d\n", inet_ntoa(client_addr.sin_addr), ntohs(client_addr.sin_port));
|
||||
FD_SET(new_fd, &afds);
|
||||
welcome_player(new_fd, client_addr);
|
||||
} else {
|
||||
if(handle_input(i) < 0) {
|
||||
close(i);
|
||||
FD_CLR(i, &afds);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
5
meson.build
Normal file
5
meson.build
Normal file
|
@ -0,0 +1,5 @@
|
|||
project('among-oss', 'c')
|
||||
cc = meson.get_compiler('c')
|
||||
libm = cc.find_library('m', required: false)
|
||||
|
||||
executable('among-oss', 'main.c', install : true)
|
Loading…
Reference in New Issue
Block a user