Example #1
0
bool todd_getchar(unsigned char *c)
{
	zmq_pollitem_t items [4];
	items[0].socket = chat_socket;
	items[0].events = ZMQ_POLLIN;
	items[1].socket = NULL;
	items[1].fd = fileno(stdin);
	items[1].events = ZMQ_POLLIN;
	items[2].socket = party_socket;
	items[2].events = ZMQ_POLLIN;
	items[3].socket = ctrl_socket;
	items[3].events = ZMQ_POLLIN;
	/* Poll for events indefinitely */
	do
	{
		int rc = zmq_poll (items, 4, -1);
		if (rc < 0)
		{
			return false;
		}
		if (items[0].revents & ZMQ_POLLIN)
		{
			char *msg = try_recv_msg(chat_socket);
			parse_and_print_chatmsg(msg);
			free(msg);
		}
		if (items[2].revents & ZMQ_POLLIN)
		{
			char *msg = try_recv_msg(party_socket);
			// TODO real prefix parsing. avoid buffer overrun
			parse_partymsg(msg);
			free(msg);
		}

		if (items[3].revents & ZMQ_POLLIN)
		{
			char *msg = try_recv_msg(ctrl_socket);
			parse_ctrlmsg(msg); 
			free(msg);
		}


	} while (!(items[1].revents & ZMQ_POLLIN));
	unsigned char dummy;
	if (c == NULL) c = &dummy;

	/* if no events from network, return a local getch */
	int rc = read(fileno(stdin), c, sizeof(char));

	/* toggle chat window */
	if (rc == 1)
	{
		if (*c == '\t')
		{
			// this is a dirty hack; input_win is only NULL when logging in
			// when logging in, don't toggle chat_typing (would cause random *** to appear when writing your username
			if (input_win != NULL)	
			{
				if (chat_typing == 0) /* if not typing yet, goto chat toggle */
				{
					ncurs_chat(player);
				}
				else
				{
					chat_typing = 0; /* if typing already, cancel it */
					ncurs_chat(player);
				}
			}
		}



		if (*c == 'v') // v for View Stats
		{
		if (chat_typing == 0) // don't view stats when in line input mode
		{
			ac_view_stats();
			wclear(command_win);
			wrefresh(command_win);
			// empty commands and wait for a getch
			ncurs_modal_msg(""); // only "continue" and getch

			set_player_location(player.location);
		}
		}
		// no special keys pressed, input as normal
		return true;
	}
	else	
	{
		return false;
	}
}
Example #2
0
void combat_seeifready()
{
// loop through all the players in combat
int allready = 1;


//if (is_online(partymember1.id) || is_online(partymember2.id))	// it's multiplayer combat
if (combat_ismulti())	// it's multiplayer combat
	{
	// loop through all the effects of all party members taking part in the fight
	for (int i = 0; i <= 2; i++)
		if (player_party.characters[i]->incombat)
			{
			if (player_party.characters[i]->turnready < 0)
				{
				ncurs_log_sysmsg("still waiting for: %s",player_party.characters[i]->name);
				allready = 0;	// still waiting for a keypress
				}
			}
	}
else	// it's single player combat
	{
	allready = 1;
	}

// COMBAT EFFECTS START HERE
if (allready) // if everyone is ready, do combat stuff
	{
	ncurs_log_sysmsg(_("all players have committed turns, calculating effects"));
	ncurs_log_sysmsg(_("Combat resolution============================"));
	// combat stuff begins here

	// players attack enemies
	for (int i = 0; i <= 2; i++)
		if (player_party.characters[i]->incombat)
			skill_effect(player_party.characters[i], enemy_party.characters[player_party.characters[i]->combattarget],player_party.characters[i]->skill[player_party.characters[i]->turnready]);

	// enemies attack players
	// choose which player to attack
	int dest = 0;
	int players = 0;
	for (int i = 0; i <= 2; i++)
		if (player_party.characters[i]->incombat)
			players++;
	// players now holds the number of players in combat, randomize one of them
	int i = 0;

	// enemies attack here
	for (int j = 0; j <= 2; j++)
	{
		if (enemy_party.characters[j]->incombat)	// only enemies who are in combat attack
		{
			while (i == 0)	// loop until you find an acceptable target, then attack
			{		
				dest = rand() % players;
				// dest holds a number from 0..players in combat
				if (player_party.characters[dest]->incombat) // this player is in combat -> acceptable target
					i = 1;
			}

			// TODO: random enemy skill (enemies should have more than one skill..
			skill_effect(enemy_party.characters[j], player_party.characters[dest], enemy_party.characters[j]->skill[0]);
		}
	}


	ncurs_log_sysmsg(_("============================================="));
	// combat stuff ends here

	// reset turnready
	for (int i = 0; i <= 2; i++)
		if (player_party.characters[i]->incombat)
			player_party.characters[i]->turnready = -1;	

	/* 3. check for dead player/enemy */
	int all_enemies_dead = fight_check_dead();
	/* 4. update stats and display them IF THE ENEMY DIDN'T DIE */
	if (!all_enemies_dead)
		ac_update_fightscreen();
	else
		{
		ncurs_clear_fightwindows();
		ncurs_modal_msg(_("All enemies are slain! The battle is over"));
		// ac_dungeons makes the player go up a dungeon level
		// -> to stay at the same level, decrease the level here
		player.dungeon_lvl--;
		ac_dungeons();
		}
	}
}
Example #3
0
int fight_check_dead()
{
	/* TODO: figure out the order of checking deaths: attacks are simultaneous. Iniative? */
	// TODO enemy and player codes are almost identical, refactor into a function
	// bool check_chr_dead(Character *chr); or something

	/* check if enemy dies */
	bool enemy_dead = false;
	bool enemy_dead_elements = false;
	for (size_t i = 0; i < ELEM_COUNT; i++)
	{
		if (enemy.elements[i] <= 0) {
			enemy_dead = true;
			enemy_dead_elements = true;
		}
	}
	if (enemy.health <= 0)
		enemy_dead = true;
	if (enemy_dead)
	{
		int money = 7;
		int exp = 10;
		player.money += money;
		player.experience += exp;
		werase(game_win);
		if (enemy_dead_elements)
			ncurs_log_sysmsg(_("%s has caused an elemental imbalance in %s"), player.name, enemy.name);
		ncurs_log_sysmsg(_("%s has killed %s!"), player.name, enemy.name);
		ncurs_log_sysmsg(_("%s received %d coins and %d XP"), player.name, money, exp);
		ncurs_modal_msg(
				_("%s is slain!\n\nYou find %d coins on the corpse, and gain %d experience\n"),
				enemy.name, money, exp);
		ac_dungeons();
	}

	/* check if player dies as well */
	bool player_dead = false;
	bool player_dead_elements = false;
	for (size_t i = 0; i < 5; i++)
	{
		if (player.elements[i] <= 0) {
			player_dead = true;
			player_dead_elements = true;
		}
	}
	if (player.health <= 0)
		player_dead = true;

	if (player_dead)
	{
	
		wclear (game_win);

		if (player_dead_elements) // elements below 0, don't die but faint only
		{
			db_player_location(LOC_FAINTED);
			ncurs_log_sysmsg(_("%s has caused an elemental imbalance in %s"), enemy.name, player.name);
			mvwprintw(game_win, 6, 0, _("The world around you starts to spin.\nYou sense a great imbalance inside you."));

			wattron(game_win, A_BOLD);
			wattron(game_win, A_UNDERLINE);
			mvwprintw(game_win, 8, 0, _("You faint. TODO: \"come back in 8 hours??\""));
			wattroff(game_win, A_BOLD);
			wattroff(game_win, A_UNDERLINE);
		}
		else // PERMADEATH
		{
			/* first, set the player location to "DEAD" */
			db_player_location(LOC_DEAD);
		
			ncurs_log_sysmsg(_("%s has killed %s!"), enemy.name, player.name);
			mvwprintw(game_win, 6, 0, _("The world fades around you as you fall to the ground, \nbleeding."));
			wattron(game_win, A_BOLD);
			wattron(game_win, A_UNDERLINE);
			mvwprintw(game_win, 8, 0, _("You are dead."));
			wattroff(game_win, A_BOLD);
			wattroff(game_win, A_UNDERLINE);
		}

		// common stuff to death // elemental imbalance
		wrefresh(game_win);
		todd_getchar(NULL);
		playing = false;
	}

	if (enemy_dead || player_dead)
		return 1; /* if enemy / player is dead, don't redraw combat stuff anymore */
	else
		return 0; // redraw combat stuff
}