Exemplo n.º 1
0
void frontnet_draw_current_message(struct GuiButton *gbtn)
{
    static TbClockMSec last_time = 0;
    static TbBool print_with_cursor = 1;

    struct PlayerInfo *player;
    int font_idx;
    char text[2048];
    // Blink cursor - switch state every 100ms
    if (LbTimerClock() >= last_time + 100)
    {
        print_with_cursor = !print_with_cursor;
        last_time = LbTimerClock();
    }

    // Get player
    player = get_my_player();
    if (player_invalid(player)) {
        return;
    }

    // Prepare text buffer and font
    snprintf(text, sizeof(text), "%s%s", player->mp_message_text, print_with_cursor?"_":"");
    font_idx = frontend_button_caption_font(gbtn, 0);
    // And draw the message
    frontnet_draw_scroll_selection_box(gbtn, font_idx, text);
}
Exemplo n.º 2
0
void toggle_ally_with_player(long plyridx, unsigned int allyidx)
{
    struct PlayerInfo *player;
    player = get_player(plyridx);
    if (player_invalid(player))
        return;
    player->allied_players ^= (1 << allyidx);
}
Exemplo n.º 3
0
struct Dungeon *get_players_dungeon_f(const struct PlayerInfo *player,const char *func_name)
{
    PlayerNumber plyr_num;
    plyr_num = player->id_number;
    if (player_invalid(player) || (plyr_num < 0) || (plyr_num >= DUNGEONS_COUNT))
    {
        ERRORLOG("%s: Tried to get non-existing dungeon %ld!",func_name,(long)plyr_num);
        return INVALID_DUNGEON;
    }
    return &(game.dungeon[(int)plyr_num]);
}
Exemplo n.º 4
0
TbBool set_ally_with_player(PlayerNumber plyridx, PlayerNumber ally_idx, TbBool state)
{
    struct PlayerInfo *player;
    player = get_player(plyridx);
    if (player_invalid(player))
        return false;
    if ((ally_idx < 0) || (ally_idx >= PLAYERS_COUNT))
        return false;
    if (state)
        player->allied_players |= (1 << ally_idx);
    else
        player->allied_players &= ~(1 << ally_idx);
    return true;
}
Exemplo n.º 5
0
struct Dungeon *get_players_num_dungeon_f(long plyr_idx,const char *func_name)
{
    struct PlayerInfo *player;
    PlayerNumber plyr_num;
    player = get_player(plyr_idx);
    plyr_num = player->id_number;
    if (player_invalid(player) || (plyr_num < 0) || (plyr_num >= DUNGEONS_COUNT))
    {
        ERRORMSG("%s: Tried to get players %d non-existing dungeon %d!",func_name,(int)plyr_idx,(int)plyr_num);
        return INVALID_DUNGEON;
    }
    if (plyr_num != player->id_number)
    {
        WARNDBG(7,"%s: Player number(%d) differ from index(%d)!",func_name,(int)plyr_num,(int)plyr_idx);
    }
    return &(game.dungeon[(int)plyr_num]);
}
Exemplo n.º 6
0
/**
 * Returns if the given player is in use on current map.
 * @param player The player to check.
 * @return True if the player is in use, false otherwise.
 */
TbBool player_exists(const struct PlayerInfo *player)
{
    if (player_invalid(player))
        return false;
    return ((player->allocflags & PlaF_Allocated) != 0);
}
Exemplo n.º 7
0
short good_doing_nothing(struct Thing *creatng)
{
    struct CreatureControl *cctrl;
    struct PlayerInfo *player;
    long nturns;
    PlayerNumber target_plyr_idx;
    //return _DK_good_doing_nothing(creatng);
    SYNCDBG(18,"Starting");
    TRACE_THING(creatng);
    // Debug code to find incorrect states
    if (!is_hero_thing(creatng))
    {
        ERRORLOG("Non hero %s index %d owned by player %d - reset",
            thing_model_name(creatng),(int)creatng->index,(int)creatng->owner);
        set_start_state(creatng);
        return 0;
    }
    cctrl = creature_control_get_from_thing(creatng);
    if (creature_control_invalid(cctrl))
    {
        ERRORLOG("Invalid creature control; no action");
        return 0;
    }
    // Respect the idle time - just wander around some time
    nturns = game.play_gameturn - cctrl->idle.start_gameturn;
    if (nturns <= 1) {
        return 1;
    }
    // Do some wandering also if can't find any task to do
    if (cctrl->field_5 > (long)game.play_gameturn)
    {
        if (creature_choose_random_destination_on_valid_adjacent_slab(creatng)) {
            creatng->continue_state = CrSt_GoodDoingNothing;
        }
        return 1;
    }
    // Done wandering - find a target player
    target_plyr_idx = cctrl->party.target_plyr_idx;
    if (target_plyr_idx != -1)
    {
        player = get_player(target_plyr_idx);
        if (player_invalid(player))
        {
            ERRORLOG("Invalid target player in %s index %d owned by player %d - reset",
                thing_model_name(creatng),(int)creatng->index,(int)creatng->owner);
            cctrl->party.target_plyr_idx = -1;
            return 0;
        }
        if (player->victory_state != VicS_LostLevel)
        {
            nturns = game.play_gameturn - cctrl->long_91;
            if (nturns > 400)
            {
                // Go to the previously chosen dungeon
                if (!creature_can_get_to_dungeon(creatng,target_plyr_idx))
                {
                    // Cannot get to the originally selected dungeon - reset it
                    cctrl->party.target_plyr_idx = -1;
                }
            } else
            if (nturns >= 0)
            {
                // Waiting - move around a bit
                if (creature_choose_random_destination_on_valid_adjacent_slab(creatng))
                {
                    creatng->continue_state = CrSt_GoodDoingNothing;
                    return 0;
                }
            } else
            {
                // Value lower than 0 would mean it is invalid
                WARNLOG("Invalid wait time detected for %s, value %ld",thing_model_name(creatng),(long)cctrl->long_91);
                cctrl->long_91 = 0;
            }
        } else
        {
            // The player we've chosen has lost - we'll have to find other target
            cctrl->party.target_plyr_idx = -1;
        }
    }
    target_plyr_idx = cctrl->party.target_plyr_idx;
    if (target_plyr_idx == -1)
    {
        nturns = game.play_gameturn - cctrl->long_91;
        if (nturns > 400)
        {
            cctrl->long_91 = game.play_gameturn;
            cctrl->byte_8C = 1;
        }
        nturns = game.play_gameturn - cctrl->long_8D;
        if (nturns > 64)
        {
            cctrl->long_8D = game.play_gameturn;
            cctrl->party.target_plyr_idx = good_find_enemy_dungeon(creatng);
        }
        target_plyr_idx = cctrl->party.target_plyr_idx;
        if (target_plyr_idx == -1)
        {
            SYNCDBG(4,"No enemy dungeon to perform %s index %d task",
                thing_model_name(creatng),(int)creatng->index);
            if (creature_choose_random_destination_on_valid_adjacent_slab(creatng))
            {
                creatng->continue_state = CrSt_GoodDoingNothing;
                return 1;
            }
            cctrl->field_5 = game.play_gameturn + 16;
        }
        return 1;
    }
    if (good_creature_setup_task_in_dungeon(creatng, target_plyr_idx)) {
        return 1;
    }
    // If there are problems with the task, do a break before re-trying
    cctrl->field_5 = game.play_gameturn + 200;
    return 0;
}