コード例 #1
0
ファイル: Story.cpp プロジェクト: Meraj99/Text-Based-RPG-CPP
void story(Player &player)
{
	bool Retry;

	std::cout << "Welcome to the game. This is a text-based RPG, made by Meraj Ahmed." << std::endl;
	std::cout << "Press enter to continue..." << std::endl;
	getchar();
	cls();

	std::cout << "This tutorial will introduce you to the basics of the game. New features will be unlocked as you progress, and you will learn about them when they are unlocked." << std::endl;
	std::cout << "Press enter to continue..." << std::endl;
	getchar();
	cls();

	std::cout << "There are 3 main battle choices: Hit, Bash, and Heal." << std::endl;
	std::cout << "Hit is a normal attack." << std::endl;
	std::cout << "Bash does extra damage to the enemy, but damages you as well." << std::endl;
	std::cout << "Heal simply heals you for a small amount." << std::endl;
	std::cout << "Press enter to continue..." << std::endl;
	getchar();
	cls();
	
	savePlayer(player);
	do
	{
		TutorialTroll tutorialTroll;
		player = loadPlayer();
		Retry = battle(player, tutorialTroll);
	} while (Retry);
	Retry = false;



	return;
}
コード例 #2
0
ファイル: CheckClient.c プロジェクト: Eresia/Network_Of_Swag
void* checkIfClientIsConnected(void* clients_void){

	CheckClient* cc = (CheckClient*) clients_void;
	ListClient* clients = cc->clients;

	while(true){
		ItemList client = clients->firstItem;
		while(client != NULL){
			ClientNetwork* cn = client->client;
			cn->nbTry++;
			if(cn->nbTry == NB_MAX_TRY){
				printf("Client %s disconnected\n", cn->name);
				client = client->next;
				savePlayer(*getPlayerByName(cn->players, cn->name));
				removeClient(clients, cn);
				removePlayerByName(cn->players, cn->name);
			}
			else{
				#ifdef DEBUG
				//printf("nbTry : %d\n", cn->nbTry);
				#endif
				client = client->next;
			}
		}
		getFileFromMap(cc->map);
		sleep(1);
	}
	pthread_exit(NULL);
}
コード例 #3
0
void EnterName::submit() {
    auto nameField = (TextField* )_rootNode->getChildByName("nameField");
    auto playerName = nameField->getString();
    Player::getInstance()->setName(playerName);
    
    auto settings = GameSettings::getInstance();
    settings->savePlayer(Player::getInstance());
    settings->markFirstTime();
    settings->flush();
    
    Director::getInstance()->replaceScene(MainMenu::createScene());
}
コード例 #4
0
ファイル: file.c プロジェクト: skarl86/gostop_c
void save(P_HWATOO pilehead, P_HWATOO ahead, P_HWATOO bhead, P_HWATOO chead, P_HWATOO paehead,
		player_info *aplayer, player_info *bplayer, player_info *cplayer)
{
	char file_name[][30] = {"pile.txt", "paehead.txt",
							"ahead.txt", "aplayerinfo.txt", "aplayerpae.txt", "ascore.txt",
							"bhead.txt", "bplayerinfo.txt", "bplayerpae.txt", "bscore.txt",
							"chead.txt", "cplayerinfo.txt", "cplayerpae.txt", "cscore.txt"};

	savePae(file_name[0], pilehead);
	savePae(file_name[2], ahead);
	savePae(file_name[6], bhead);
	savePae(file_name[10], chead);
	savePae(file_name[1], paehead);
	puts("save aplayer");
	savePlayer(file_name[3], file_name[4], file_name[5], aplayer); 		// aplater
	puts("save bplayer");
	savePlayer(file_name[7], file_name[8], file_name[9], bplayer);		// bplayer
	puts("save cplayer");
	savePlayer(file_name[11], file_name[12], file_name[13], cplayer);	// cplayer
	puts("save winner infomation");
	saveWinner("winner.txt");
}
コード例 #5
0
ファイル: Talents.c プロジェクト: Ciclop/quake-2-vortex
//Upgrades the talent with a matching talentID
void upgradeTalent(edict_t *ent, int talentID)
{
	int slot = getTalentSlot(ent, talentID);
	talent_t *talent;

	if(slot == -1)
		return;

	talent = &ent->myskills.talents.talent[slot];

	// check for conflicting talents
	if (talentID == TALENT_RAPID_ASSEMBLY && getTalentLevel(ent, TALENT_PRECISION_TUNING) > 0)
	{
		gi.cprintf(ent, PRINT_HIGH, "Rapid Assembly can't be combined with Precision Tuning.\n");
		return;
	}
	if (talentID == TALENT_PRECISION_TUNING && getTalentLevel(ent, TALENT_RAPID_ASSEMBLY) > 0)
	{
		gi.cprintf(ent, PRINT_HIGH, "Precision Tuning can't be combined with Rapid Assembly.\n");
		return;
	}
	if (talentID == TALENT_CORPULENCE && getTalentLevel(ent, TALENT_LIFE_TAP) > 0)
	{
		gi.cprintf(ent, PRINT_HIGH, "Corpulence can't be combined with Life Tap.\n");
		return;
	}
	if (talentID == TALENT_LIFE_TAP && getTalentLevel(ent, TALENT_CORPULENCE) > 0)
	{
		gi.cprintf(ent, PRINT_HIGH, "Life Tap can't be combined with Corpulence.\n");
		return;
	}

	if(talent->upgradeLevel == talent->maxLevel)
	{
		gi.cprintf(ent, PRINT_HIGH, "You can not upgrade this talent any further.\n");
		return;
	}
	if(ent->myskills.talents.talentPoints < 1)
	{
		gi.cprintf(ent, PRINT_HIGH, "You do not have enough talent points.\n");
		return;
	}

    //We can upgrade.
	talent->upgradeLevel++;
	ent->myskills.talents.talentPoints--;
	gi.cprintf(ent, PRINT_HIGH, va("%s upgraded to level %d/%d.\n", GetTalentString(talent->id), talent->upgradeLevel, talent->maxLevel));
	gi.cprintf(ent, PRINT_HIGH, va("Talent points remaining: %d\n", ent->myskills.talents.talentPoints));
	savePlayer(ent);
}
コード例 #6
0
ファイル: armory.c プロジェクト: Ciclop/quake-2-vortex
void BuyRuneConfirmMenu_handler (edict_t *ent, int option)
{
	//Navigating the menu?
	if (option > 100)
	{
		int page_num = option / 1000;
		int selection = (option % 1000)-1;
		item_t *slot = V_FindFreeItemSlot(ent);
		int cost;

		armoryRune_t *firstItem;
		item_t *rune;

		switch(page_num)
		{
		case 1: firstItem = WeaponRunes;	break;
		case 2: firstItem = AbilityRunes;	break;
		case 3: firstItem = ComboRunes;		break;
		default: 
			gi.dprintf("Error in BuyRuneConfirmMenu_handler(). Invalid page number: %d\n", page_num);
			return;
		}

		rune = &((firstItem + selection)->rune);
		if (rune->itemtype == ITEM_NONE)
		{
			gi.cprintf(ent, PRINT_HIGH, "Sorry, someone else has purchased this rune.\n");
			closemenu(ent);
			return;
		}
		cost = getBuyValue(rune);

		//Do we have enough credits?
		if (ent->myskills.credits < cost)
		{
			gi.cprintf(ent, PRINT_HIGH, "You need %d more credits to buy this item.\n", cost - ent->myskills.credits);
		}
		//Check for free space
		else if (slot == NULL)
		{
			gi.cprintf(ent, PRINT_HIGH, "Not enough room in inventory.\n");
		}
		else
		{
			//log the purchase
			WriteToLogfile(ent, va("Buying rune for %d credits. [%s]", cost, rune->id));

			//Buy it!
			V_ItemSwap(rune, slot);
			ent->myskills.credits -= cost;
			SaveArmory();
			savePlayer(ent);
			gi.cprintf(ent, PRINT_HIGH, "Rune purchased for %d credits.\nYou have %d credits left.\n", cost, ent->myskills.credits);
			gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/gold.wav"), 1, ATTN_NORM, 0);
		}

		//done
		closemenu(ent);
		return;
	}
	else
	{
		int page_num = option / 10;
		int selection = option % 10;

		OpenBuyRuneMenu(ent, page_num, selection);
		return;
	}

}
コード例 #7
0
ファイル: main.c プロジェクト: Dalan94/Super_Martin
/**
 *\fn int main(int argc, char *argv[])
 * Main
 *\param[in,out] argc argc
 *\param[in,out] argv argv
 */
int main(int argc, char *argv[])
{
    SDL_Surface *screen = NULL;

    int go = 1;
    int ret,ret1, ret2 = 0, ret3, ret4;

    char level_name[MAX_SIZE_FILE_NAME];
    char player_name[MAX_SIZE_FILE_NAME];
    int nb_lvl;
    /*sound*/
    Sound *sound_system;
    sound_system = createSound();

    /*keyboard config*/
    SDLKey kc[NB_KEY-1];

    /*input*/
    Input in;

    SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_JOYSTICK);

    Player *current_player;

    current_player = (Player *)malloc(sizeof(Player));

    /*screen initialization*/
    screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE | SDL_DOUBLEBUF);

    initInput(&in);

    /*configurations loading */
    loadSoundOptions("configuration/sound.conf",sound_system);


    SDL_WM_SetCaption("Super Martin", NULL); //window name

    SDL_ShowCursor(SDL_DISABLE); //delete the mouse

    while (go) //main loop
    {
        if(titleMenu(screen,&go,sound_system, &in))
        {

            while( (ret3 = menuPlayers(screen, player_name, &go, sound_system, &in)) != -1 && go)
            {
                switch(ret3)
                {
                    case -1:
                        break;
                    case 2  :
                        ret2 = newPlayer(screen, player_name, sound_system, &go);
                        if(ret2 == 1)
                        {
                            current_player->levelMax = 1;
                            current_player->nbCoins = 0;
                            current_player->nbLifes = 3;
                            current_player->nbProjectile = 5;
                            savePlayer("save/.save", player_name, current_player);
                            loadInputOptions("default",kc,&in);
                            saveInputOptions(player_name, kc, &in);
                        }
                        else
                            break;

                    case 1  :
                        loadPlayer("save/.save", player_name, current_player);
                        loadInputOptions(player_name,kc,&in);
                        while(go && (ret1 = mainMenu(screen,&go,sound_system, player_name, &in)) != -1)
                        {
                            switch(ret1)
                            {
                                case -1:
                                    break;
                                case 0:

                                    while( (ret4 = menuLevel(screen,level_name,sound_system, player_name, current_player, &go, &nb_lvl, &in)) != -1 && go)
                                    {
                                        while(play(screen,level_name,sound_system,&go,kc, &in, current_player, player_name, ret4+1, nb_lvl) && go);
                                    }
                                    break;

                                case 1 :
                                    save(screen, "save/.save", player_name, current_player, &go);
                                    loadPlayer("save/.save", player_name, current_player);
                                    break;

                                case 2 :
                                    while((ret = optionMenu(screen,&go,sound_system,kc, &in)) != -1 && go)
                                    {
                                        switch(ret)
                                        {
                                            case -1:
                                                break;
                                            case 0:
                                                soundOptions(screen,&go,sound_system, &in);
                                                break;
                                            case 1:
                                                keyBoardOptions(screen,&go,kc,&in,player_name);
                                                break;
                                            default:;
                                        }
                                    }
                                    break;

                                case 3 :
                                    deletePlayer(screen, "save/players", player_name);
                                    go = 0;
                                    break;

                                default: ;
                            }
                        }
                        go = 1;
                        break;

                    default : ;

                }
            }

        }

        SDL_FillRect(screen,NULL,SDL_MapRGB(screen->format,255,255,255)); //clear screen

        SDL_Flip(screen);
    }


    freeSound(sound_system);
    free((void*)current_player);
    freeInput(&in);
    SDL_Quit();

    return EXIT_SUCCESS;
}