Example #1
0
        static void Main(string[] args)
        {
            PlayerRecord[] records = new PlayerRecord[2];
//		records[0] = new PlayerRecord("Walle", Player.HOBBIT, 0);
            records[0] = new PlayerRecord("Gandalf", Player.MAGICIAN, 10000);
//		players[0] = Player.HUMAN;
//      records[1] = new PlayerRecord("Legolas", Player.ELF, 0);
            records[1] = new PlayerRecord("Bilbo", Player.HOBBIT, 0);
//      records[3] = new PlayerRecord("Aragorn", Player.HUMAN, 0);
//      records[4] = new PlayerRecord("Gimli", Player.DWARF, 0);
//      records[2] = new PlayerRecord("Walle", Player.ELF, 500000);
//		players[0] = Player.MAGICIAN;
            //		names[0] = "Bilbo";
            records[0].fCoins  = 2;
            records[0].fArrows = 0;
//		records[4].fCoins = 0;
//		records[4].fArrows = 3;
//		records[0].fSandals = 1;
//		records[1].fSandals = 1;
            records[0].fStaffs[0] = Staff.NONE;
//        records[0].fStaffs[1] = Staff.GOLD;
//         records[0].fStaffs[2] = Staff.SILVER;
//         records[0].fStaffs[3] = Staff.PLATINUM;
//         records[0].fStaffs[4] = Staff.BRONZE;
//         records[1].fStaffs[0] = Staff.WOOD;
//         records[1].fStaffs[1] = Staff.BRONZE;
//         records[1].fStaffs[2] = Staff.SILVER;
//         records[1].fStaffs[3] = Staff.WOOD;
            records[0].fSwords  = 3;
            records[1].fSwords  = 3;
            records[0].fShields = 3;
            records[1].fShields = 3;
            records[0].fArmor   = 5;
            records[1].fArmor   = 5;

            //		DungeonRecord dungeon = new DungeonRecord(1);
            DungeonRecord dungeon = new DungeonRecord(3);
//         DungeonRecord dungeon = new DungeonRecord(30);

//		DungeonRecord dungeon = new DungeonRecord(5);
//		dungeon.setName("crash on map-misc");

//      // wound testing
//      int hp = 200;
//      PlayerRecord rec = records[0];
//      RandomNumber rand = new RandomNumber();
//      for (int i = 0; i < Player.kMaxWounds; i++)
//      {
//          rec.fWounds[i] = i + 1;
//      }
//      int heal = rand.range(1, 20);
//      for (int w = 0; w < Player.kMaxWounds; w++)
//      {
//          int wound = w + 1;
//          if (rec.fWounds[w] > 0 && heal >= wound)
//          {
//              int healtime = heal;
//              while (healtime >= wound && wound > 0)
//              {
//                  healtime -= wound;
//                  wound--;
//              }
//              if (wound > 0)
//              {
//                  rec.fWounds[wound - 1] += rec.fWounds[w];
//                  hp -= wound * rec.fWounds[w];
//              }
//              rec.fWounds[w] = 0;
//          }
//      }


/*
 *              Timespan t = new Timespan(4000);
 *              Utility.Trace(t.toDisplayString());
 *              t = new Timespan(14000);
 *              Utility.Trace(t.toDisplayString());
 *              t = new Timespan(814000);
 *              Utility.Trace(t.toDisplayString());
 *              t = new Timespan(9814000);
 *              Utility.Trace(t.toDisplayString());
 *              t = new Timespan(49814000);
 *              Utility.Trace(t.toDisplayString());
 */
            Console    console = new Console();
            GameEngine c       = new GameEngine(console, dungeon, records /*, names, coins, scores*/);

            Utility.Trace(c.toString());
            console.setEngine(c);
            c.start();
        }
Example #2
0
        public Player(PlayerRecord rec, Room room)
        {
            fCommands[4] = "Move";
            rec.heal();
            fPlayerRecord = rec;

            bool cheat = false;     // cheat!

            fRace   = rec.fRace;
            fWounds = rec.fWounds;

            Utility.Assert(fRace >= 1 && fRace <= 5, "Player.Player - fRace >= 1 && fRace <= 5");

            fRoom     = room;
            fLastRoom = room;
            this.setVisited(room);
            fExperienceLevel = 1;

            //		fDragonSlayer = SLAYER_NOT;
//      for (int i = 0 ; i < kMaxNumStaffs ; i++)
//          fStaffCharges[i] = kDefaultCharge;

            fCoins          = 0;
            fKeys           = 0;
            fDragonSwords   = 0;
            fSerpentShields = 0;
            fArmor          = 0;
            fCarpets        = 0;
//      fStaffs = 0;
            fArrows  = 5;
            fAxes    = 0;
            fWater   = 20;
            fSandals = 0;
            fRing    = RING_NONE;

            fArrowHits = 0;

            fAttacks      = 1;
            fShots        = 1;
            fBolts        = 1;
            fBalls        = 1;
            fMaxNumStaffs = 1;
            fLockPick     = 0;
            fStrength     = 0;
            fNoiseLevel   = 2;

            fLastTarget = 0;

            fParalyzed = 0;

            fSwordCount  = kSwordCount;
            fShieldCount = kShieldCount;

            fScore = 0;

            if (fRace == HOBBIT)
            {
                fNoiseLevel = 1;
            }


            // apply stuff from the record
            //				fPlayers[no].setNumber(i + 1);
            this.fName  = rec.fName;
            this.fCoins = rec.fCoins;
            this.updateScore(rec.fXP);

            this.fDragonSwords   = rec.fSwords;
            this.fSerpentShields = rec.fShields;
            this.fArmor          = rec.fArmor;
            this.fArrows         = rec.fArrows;

            this.fCarpets = rec.fCarpets;
            this.fSandals = rec.fSandals;
            this.fKeys    = rec.fKeys;
            this.fAxes    = rec.fAxes;

            this.fRing = rec.fRing;

            this.applyExperience();

            this.setStaffs(rec.fStaffs);

            this.fHitPoints = rec.fHP;

            fAttackCount = 0;
            fShotCount   = 0;
            fArmorCount  = kArmorCountMultiplier * fArmor;

            if (cheat)
            {
                fPlayerRecord.fXP = 1000;
                fCarpets          = 1;
                fHitPoints        = 100;
                fWater            = 100;
                fCoins            = 500;
                fKeys             = 10;
                fAxes             = 2;
                fRing             = 1023;
                Staff bronze = new Staff(this, Staff.BRONZE);
                Staff silver = new Staff(this, Staff.SILVER);
                Staff gold   = new Staff(this, Staff.GOLD);

/*			fStaffs.addStaff(silver);
 *                      fStaffs.addStaff(gold);
 *                      fStaffs.addStaff(bronze);
 *                      fStaffs.addStaff(new Staff(this, Staff.SILVER));
 *                      fStaffs.addStaff(new Staff(this, Staff.BRONZE));
 *                      fStaffs.addStaff(new Staff(this, Staff.BRONZE));
 *                      Utility.Trace(fStaffs.toString());
 *                      this.splinterStaff(gold);
 *                      Utility.Trace(fStaffs.toString());
 */
                //             fStaffs = 3;
                fSandals = 1;
            }

//		if (fCoins < 5)
//			fCoins = 5;
        }