void PlayerJoinEvent::Execute(vector<PlayerThread*>& rvPlayers,PlayerPool* pPlayerPool) { if (rvPlayers.empty()) { return; } //Write join message to chat pPlayerPool->sendMessageToAll( _pSourcePlayer->getUsername() + " joined game" ); EntityPlayer NewPlayer(_pSourcePlayer); for (int x=0; x<=rvPlayers.size()-1; x++) { if (!(rvPlayers[x]->isAssigned() && rvPlayers[x]->isSpawned())) { continue; /* Not spawned */ } if (rvPlayers[x] == _pSourcePlayer) { continue; /* dont spawn yourself to yourself */ } rvPlayers[x]->PlayerInfoList(true,_pSourcePlayer->getUsername()); /* spawn name to playerlist */ if (MathHelper::distance2D(rvPlayers[x]->getCoordinates(),_pSourcePlayer->getCoordinates()) > 100.0) { continue; /* You're too distant */ } rvPlayers[x]->spawnEntity(&NewPlayer); /* Spawn entity */ /* Spawn other players to new player */ EntityPlayer otherPlayer(rvPlayers[x]); _pSourcePlayer->spawnEntity(&otherPlayer); } }
//Starting story after new game void startNewGame() { system("cls"); printf("Here start a great adventure.\n\n"); Sleep(2000); printf("...Hello young Hero\n\n"); Sleep(1000); printf("you have been sent by gods to help us\n\n"); Sleep(1000); printf("all our caves are now full of evil creatures\n\n"); Sleep(1000); printf("they infested our cities and take all our needs\n\n"); Sleep(1000); printf("we don't have anything left and our sons and wifes\n\n"); Sleep(1000); printf("need food and drugs to survive\n\n"); Sleep(1000); printf("you are our only hope\n\n"); Sleep(1000); printf("so tell me more about you...\n\n"); Sleep(3000); Player *Hero = NewPlayer(); displayMainMenu(Hero); }
void CSPAnalyst::ProcessPlayerEvent(IEntity *pEntity, const GameplayEvent &event) { assert(pEntity != 0); const EntityId entityId = pEntity->GetId(); switch(event.event) { case eGE_Connected: { NewPlayer(pEntity); const float t = gEnv->pTimer->GetCurrTime(); // CryLogAlways("[CSPAnalyst]: Connected at %f", t); } break; case eGE_Kill: if(PlayerAnalysis *pA = GetPlayer(entityId)) ++pA->kills; break; case eGE_Death: if(PlayerAnalysis *pA = GetPlayer(entityId)) ++pA->deaths; default: break; } }
Game::Game(uchar playersnumber,int bombtimeout,ArawnSettings *settings,bool survive) { activegame=false; this->cup=0; this->survive=survive; this->settings=settings; this->playersnumber=playersnumber; this->bombtimeout=bombtimeout; this->playerid=0; gametimer=new QTimer(this); destroymap=new QTimer(this); map=new Map(playersnumber,settings); map->Upload(1); clientconnection=0; serverconnection=new Servernet(); serverconnection->SetSurviveCup(survive); serverconnection->SetPlayerNumber(playersnumber); serverconnection->SetLocalPlayername(settings->defaultPlayer1Name); connect(map,SIGNAL(ServerCommand(Command)),this,SIGNAL(ServerValidate(Command))); connect(this,SIGNAL(ClientValidate(Command)),this,SLOT(ClientExecute(Command))); connect(this,SIGNAL(ServerValidate(Command)),serverconnection,SLOT(SendCommandToClients(Command))); connect(this,SIGNAL(ServerValidate(Command)),this,SLOT(ServerExecute(Command))); connect(serverconnection,SIGNAL(CommandReceivedFromClients(Command)),this,SLOT(ClientExecute(Command))); connect(serverconnection,SIGNAL(ServerIsRunning()),this,SIGNAL(ServerIsRunning())); connect(serverconnection,SIGNAL(NewPlayerConnected()),this,SIGNAL(NewPlayer())); connect(serverconnection,SIGNAL(ServerNetworkError()),this,SIGNAL(ConnectionFailed())); connect(serverconnection,SIGNAL(AllPlayersConnected()),this,SLOT(AllReady())); connect(this,SIGNAL(FieldDestroyedByMap(uchar,uchar)),map,SIGNAL(FieldDestroyed(uchar,uchar))); connect(serverconnection,SIGNAL(PlayerDisconnected()),this,SIGNAL(Disconnected())); }
int main(int argc, char **argv) { StreamPlayer *player; int i; /* Print out usage if no file was specified */ if(argc < 2) { fprintf(stderr, "Usage: %s <filenames...>\n", argv[0]); return 1; } if(InitAL() != 0) return 1; if(alIsExtensionPresent("AL_SOFT_buffer_samples")) { printf("AL_SOFT_buffer_samples supported!\n"); alBufferSamplesSOFT = alGetProcAddress("alBufferSamplesSOFT"); alIsBufferFormatSupportedSOFT = alGetProcAddress("alIsBufferFormatSupportedSOFT"); } else printf("AL_SOFT_buffer_samples not supported\n"); player = NewPlayer(); /* Play each file listed on the command line */ for(i = 1;i < argc;i++) { if(!OpenPlayerFile(player, argv[i])) continue; printf("Playing %s (%s, %s, %dhz)\n", argv[i], TypeName(player->type), ChannelsName(player->channels), player->rate); fflush(stdout); if(!StartPlayer(player)) { ClosePlayerFile(player); continue; } while(UpdatePlayer(player)) Sleep(10); /* All done with this file. Close it and go to the next */ ClosePlayerFile(player); } printf("Done.\n"); /* All files done. Delete the player, and close OpenAL */ DeletePlayer(player); player = NULL; CloseAL(); return 0; }
/// WorldSession constructor WorldSession::WorldSession(uint32 id, WorldSocket *sock) : _player(NULL), m_Socket(sock),_accountId(id),m_playerLoading(false),m_playerLogout(false) { if (sock) { m_Address = sock->GetRemoteAddress (); sock->AddReference (); } NewPlayer(); }
void CTrackDlg::ReportStats(DWORD time) { char response[33]; NewGame(1); BucketStringOp(NULL, "hostname", bo_set, (char *)(LPCSTR)m_loginDlg.m_nick, bl_server, 0); BucketIntOp(NULL, "event", bo_set, m_event, bl_server, 0); NewPlayer(NULL, 0, (char *)(LPCSTR)m_loginDlg.m_nick); BucketIntOp(NULL, "time", bo_set, time, bl_player, 0); BucketIntOp(NULL, "pid", bo_set, m_loginDlg.m_profile, bl_player, 0); GenerateAuth(GetChallenge(NULL), (char *)(LPCSTR)m_loginDlg.m_password, response); BucketStringOp(NULL, "auth", bo_set, response, bl_player, 0); SendGameSnapShot(NULL, NULL, SNAP_FINAL); FreeGame(NULL); }
int main(int argc, char *argv[]){ initscr(); cbreak(); keypad(stdscr, TRUE); noecho(); curs_set(0); start_color(); refresh(); player *Scott = NewPlayer(SCOTT, "Scott", 1); start(); levelOne(Scott); endwin(); return 0; }
void CGameStats::OnGameplayEvent(IEntity *pEntity, const GameplayEvent &event) { /* for(int i=0;i<gEventNamesNum;++i) { if(gEventNames[i].key == event.event) { CryLog("GameStats : Event %s",gEventNames[i].name); } }*/ int e_id = pEntity ? (int) pEntity->GetId() : 0; switch(event.event) { case eGE_GameStarted: StartGame(event.value!=0); break; case eGE_GameEnd: EndGame(event.value!=0); break; case eGE_SuddenDeath: SuddenDeath(event.value!=0); break; case eGE_RoundEnd: EndRound(event.value!=0, atoi(event.description)); break; case eGE_Renamed: SetName(e_id, event.description); break; case eGE_Scored: SetScore(e_id, event.description, (int)event.value); break; case eGE_Kill: OnKill(e_id, (EntityId*)event.extra); if(pEntity) ProcessPlayerStat(pEntity,event); break; case eGE_Death: OnDeath(e_id, (int)(TRUNCATE_PTR)event.extra); if(pEntity) ProcessPlayerStat(pEntity,event); break; case eGE_WeaponShot: case eGE_WeaponHit: case eGE_SuitModeChanged: case eGE_WeaponMelee: case eGE_LeftVehicle: case eGE_EnteredVehicle: case eGE_ItemSelected: case eGE_WeaponReload: case eGE_Damage: case eGE_Revive: case eGE_WeaponFireModeChanged: case eGE_ZoomedIn: case eGE_ZoomedOut: if(pEntity) ProcessPlayerStat(pEntity,event); break; case eGE_Connected: { bool restored = event.value!=0.0f; struct SExtraData { int status[2]; }; SExtraData* pExtra = static_cast<SExtraData*>(event.extra); NewPlayer(e_id, pExtra->status[0], pExtra->status[1]!=0, restored); } break; case eGE_ChangedTeam: SetTeam(e_id,(int)event.value); break; case eGE_Spectator: SetSpectator(e_id,(int)event.value); if(pEntity) ProcessPlayerStat(pEntity,event); break; case eGE_Disconnected: RemovePlayer(e_id, event.value!=0); break; case eGE_ScoreReset: ResetScore(e_id); break; case eGE_Rank: SetRank(e_id,(int)event.value); break; case eGE_GameReset: GameReset(); break; default: break; } }
void PlayerManager::Init() { NewPlayer(Game()->GetConfig()->GetRandomID()); }
void CPlayerManager::SetMyPlayerId(int id) { mMyPlayerId = id; mMyPlayer = NewPlayer(id); }