/*
 * do the actual motion on the screen done by an object traveling
 * across the room
 */
void
do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
{

	/*
	* Come fly with us ...
	*/
	obj->o_pos = tp->t_pos ;
	for ( ; ;) {
		register int ch ;
		/*
		* Erase the old one
		*/
		if (!ce(obj->o_pos, tp->t_pos) &&
		    cansee(unc(obj->o_pos)) &&
		    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
			mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)) ;
		}
		/*
		* Get the new position
		*/
		obj->o_pos.y += ydelta ;
		obj->o_pos.x += xdelta ;
		if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
			/*
			* It hasn't hit anything yet, so display it
			* If it alright.
			*/
			if (cansee(unc(obj->o_pos)) &&
			    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
				mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type) ;
				draw(cw) ;
			}
			continue ;
		}
		/* don't want objects to end up in wall, or fall through
		 * so back it up.
		 */
		if (ch == '|' || ch == '-' || ch == SECRETDOOR || ch == ' ')
			{
			obj->o_pos.y -= ydelta ;
			obj->o_pos.x -= xdelta ;
			}
			
		break ;
	}
}
Exemple #2
0
NonLinearLSQ::NLVector NonLinearLSQ::getUncertainty(const gsl_matrix *covar)
                                                    const {
   NLVector unc(covar->size1);
   for (size_t i = 0 ; i < covar->size1 ; i++ ) {
     unc[i] = sqrt(gsl_matrix_get(covar, i, i));
   }
   return (unc);
}
void
do_motion(THING *obj, int ydelta, int xdelta)
{
    int ch;

    /*
     * Come fly with us ...
     */
    obj->o_pos = hero;
    for (;;)
    {
	/*
	 * Erase the old one
	 */
	if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse)
	{
	    ch = chat(obj->o_pos.y, obj->o_pos.x);
	    if (ch == FLOOR && !show_floor())
		ch = ' ';
	    mvaddch(obj->o_pos.y, obj->o_pos.x, ch);
	}
	/*
	 * Get the new position
	 */
	obj->o_pos.y += ydelta;
	obj->o_pos.x += xdelta;
	if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
	{
	    /*
	     * It hasn't hit anything yet, so display it
	     * If it alright.
	     */
	    if (cansee(unc(obj->o_pos)) && !terse)
	    {
		mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
		refresh();
	    }
	    continue;
	}
	break;
    }
}
Exemple #4
0
/*
 * do the actual motion on the screen done by an object traveling
 * across the room
 */
void
do_motion(struct object *obj, int ydelta, int xdelta)
{
    /*
     * Come fly with us ...
     */
    obj->o_pos = hero;
    for (;;)
    {
	int ch;

	/*
	 * Erase the old one
	 */
	if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) &&
	    CMVWINCH(cw, obj->o_pos.y, obj->o_pos.x) != ' ')
		    mvwaddrawch(cw, obj->o_pos.y, obj->o_pos.x,
			    show(obj->o_pos.y, obj->o_pos.x));
	/*
	 * Get the new position
	 */
	obj->o_pos.y += ydelta;
	obj->o_pos.x += xdelta;
	if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
	{
	    /*
	     * It hasn't hit anything yet, so display it
	     * If it alright.
	     */
	    if (cansee(unc(obj->o_pos)) &&
		CMVWINCH(cw, obj->o_pos.y, obj->o_pos.x) != ' ')
	    {
		mvwaddrawch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
		draw(cw);
	    }
	    continue;
	}
	break;
    }
}
Exemple #5
0
void Smb4KCustomOptions::setShare(Smb4KShare *share)
{
  Q_ASSERT(share);
  
  switch (d->type)
  {
    case UnknownNetworkItem:
    {
      d->url = share->url();
      d->workgroup = share->workgroupName();
      d->type = Share;
      d->smbPort = 139;
#if defined(Q_OS_LINUX)
      d->fileSystemPort = share->port() != -1 ? share->port() : 445;
#endif
      d->user = share->user();
      d->group = share->group();
      d->ip.setAddress(share->hostIP());
      break;
    }
    case Host:
    {
      if (QString::compare(unc(), share->hostUNC(), Qt::CaseInsensitive) == 0)
      {
        d->url = share->url();
        d->type = Share;
#if defined(Q_OS_LINUX)
        d->fileSystemPort = share->port() != -1 ? share->port() : d->fileSystemPort;
#endif
        d->user = share->user();
        d->group = share->group();
        d->ip.setAddress(share->hostIP());
      }
      else
      {
        // Do nothing
      }
      break;
    }
    default:
    {
      break;
    }
  }
}
Exemple #6
0
void
missile(int ydelta, int xdelta)
{
    struct object *obj;
    struct linked_list *item, *nitem;

    /*
     * Get which thing we are hurling
     */
    if ((item = get_item("throw", WEAPON)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (!dropcheck(obj) || is_current(obj))
	return;
    /*
     * Get rid of the thing.  If it is a non-multiple item object, or
     * if it is the last thing, just drop it.  Otherwise, create a new
     * item with a count of one.
     */
    if (obj->o_count < 2)
    {
	detach(pack, item);
	inpack--;
    }
    else
    {
	obj->o_count--;
	if (obj->o_group == 0)
	    inpack--;
	nitem = (struct linked_list *) new_item(sizeof *obj);
	obj = (struct object *) ldata(nitem);
	*obj = *((struct object *) ldata(item));
	obj->o_count = 1;
	item = nitem;
    }
    do_motion(obj, ydelta, xdelta);
    /*
     * AHA! Here it has hit something.  If it is a wall or a door,
     * or if it misses (combat) the mosnter, put it on the floor
     */
    if (!ismons(CMVWINCH(mw, obj->o_pos.y, obj->o_pos.x))
	|| !hit_monster(unc(obj->o_pos), obj))
	    fall(item, TRUE);
    mvwaddrawch(cw, hero.y, hero.x, PLAYER);
}
void
missile(int ydelta, int xdelta)
{
    THING *obj;

    /*
     * Get which thing we are hurling
     */
    if ((obj = get_item("throw", WEAPON)) == NULL)
	return;
    if (!dropcheck(obj) || is_current(obj))
	return;
    obj = leave_pack(obj, TRUE, FALSE);
    do_motion(obj, ydelta, xdelta);
    /*
     * AHA! Here it has hit something.  If it is a wall or a door,
     * or if it misses (combat) the monster, put it on the floor
     */
    if (moat(obj->o_pos.y, obj->o_pos.x) == NULL ||
	!hit_monster(unc(obj->o_pos), obj))
	    fall(obj, TRUE);
}
Exemple #8
0
/*
 * roomin:
 *	Find what room some coordinates are in. NULL means they aren't
 *	in any room.
 */
struct room *
roomin(const coord *cp)
{
    struct room *rp;
    int *fp;

    fp = &flat(cp->y, cp->x);
    if (*fp & F_PASS)
	return &passages[*fp & F_PNUM];

    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	if (cp->x <= rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x
	 && cp->y <= rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y)
	    return rp;

    msg("in some bizarre place (%d, %d)", unc(*cp));
#ifdef MASTER
    abort();
    return NULL;
#else
    return NULL;
#endif
}
Exemple #9
0
int
do_chase(struct thing *th)
{
    struct room *rer, *ree;	/* room of chaser, room of chasee */
    int mindist = 32767, i, dist;
    int stoprun = FALSE;	/* TRUE means we are there */
    int sch;
    coord this;				/* Temporary destination for chaser */

    rer = roomin(&th->t_pos);	/* Find room of chaser */
    ree = roomin(th->t_dest);	/* Find room of chasee */
    /*
     * We don't count doors as inside rooms for this routine
     */
    if (CMVWINCH(stdscr, th->t_pos.y, th->t_pos.x) == DOOR)
	rer = NULL;
    this = *th->t_dest;
    /*
     * If the object of our desire is in a different room, 
     * than we are and we ar not in a corridor, run to the
     * door nearest to our goal.
     */
    if (rer != NULL && rer != ree)
	for (i = 0; i < rer->r_nexits; i++)	/* loop through doors */
	{
	    dist = DISTANCE(th->t_dest->y, th->t_dest->x,
			    rer->r_exit[i].y, rer->r_exit[i].x);
	    if (dist < mindist)			/* minimize distance */
	    {
		this = rer->r_exit[i];
		mindist = dist;
	    }
	}
    /*
     * this now contains what we want to run to this time
     * so we run to it.  If we hit it we either want to fight it
     * or stop running
     */
    if (!chase(th, &this))
    {
	if (ce(this, hero))
	{
	    return( attack(th) );
	}
	else if (th->t_type != 'F')
	    stoprun = TRUE;
    }
    else if (th->t_type == 'F')
	return(0);
    mvwaddrawch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
    sch = CMVWINCH(cw, ch_ret.y, ch_ret.x);
    if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR
	&& DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3
	&& off(player, ISBLIND))
	    th->t_oldch = ' ';
    else
	th->t_oldch = sch;

    if (cansee(unc(ch_ret)) && !on(*th, ISINVIS))
        mvwaddrawch(cw, ch_ret.y, ch_ret.x, th->t_type);
    mvwaddrawch(mw, th->t_pos.y, th->t_pos.x, ' ');
    mvwaddrawch(mw, ch_ret.y, ch_ret.x, th->t_type);
    th->t_pos = ch_ret;
    /*
     * And stop running if need be
     */
    if (stoprun && ce(th->t_pos, *(th->t_dest)))
	th->t_flags &= ~ISRUN;

    return(0);
}
Exemple #10
0
bool Smb4KCustomOptions::equals(Smb4KCustomOptions *options, bool fullCheck) const
{
  // Type
  if (d->type != options->type())
  {
    return false;
  }
  else
  {
    // Do nothing
  }

  // Profile
  if (QString::compare(d->profile, options->profile()) != 0)
  {
    return false;
  }
  else
  {
    // Do nothing
  }
  
  // Workgroup
  if (QString::compare(d->workgroup, options->workgroupName(), Qt::CaseInsensitive) != 0)
  {
    return false;
  }
  else
  {
    // Do nothing
  }
  
  // UNC
  if (QString::compare(unc(), options->unc(), Qt::CaseInsensitive) != 0)
  {
    return false;
  }
  else
  {
    // Do nothing
  }
  
  // Full check
  if (fullCheck)
  {
    // IP address
    if (QString::compare(d->ip.toString(), options->ip()) != 0)
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // Remounting
    if (d->remount != options->remount())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // SMB port
    if (d->smbPort != options->smbPort())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
#if defined(Q_OS_LINUX)
    // File system port (used for mounting)
    if (d->fileSystemPort != options->fileSystemPort())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // Security mode
    if (d->securityMode != options->securityMode())
    {
      return false;
    }
    else
    {
      // Do nothing
    }

    // Write access
    if (d->writeAccess != options->writeAccess())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
#endif

    // Kerberos
    if (d->kerberos != options->useKerberos())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // UID
    if (d->user.userId() != options->user().userId())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // GID
    if (d->group.groupId() != options->group().groupId())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // MAC address
    if (QString::compare(d->mac, options->macAddress()) != 0)
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // Send WOL packages before first scan
    if (d->wol_first_scan != options->wolSendBeforeNetworkScan())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
    
    // Send WOL packages before mount
    if (d->wol_mount != options->wolSendBeforeMount())
    {
      return false;
    }
    else
    {
      // Do nothing
    }
  }
  else
  {
    // Do nothing
  }
  
  return true;
}
/*
 * missile:
 *	Fire a missile in a given direction
 */
void
missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
{
	register struct object *obj ;
	register struct linked_list *nitem ;

	/*
	* Get which thing we are hurling
	*/
	if (item == NULL) {
		return ;
	}
	obj = (struct object *) ldata(item) ;
	if (!dropcheck(obj) || is_current(obj)) {
		return ;
	}
	/*
	* Get rid of the thing. If it is a non-multiple item object, or
	* if it is the last thing, just drop it. Otherwise, create a new
	* item with a count of one.
	*/
	if (obj->o_count < 2) {
		detach(tp->t_pack, item) ;
		if (tp->t_pack == pack) {
			inpack-- ;
			freeletter(item);
		}
	} else {
		obj->o_count-- ;
		nitem = (struct linked_list *) new_item(sizeof *obj) ;
		obj = (struct object *) ldata(nitem) ;
		*obj = *((struct object *) ldata(item)) ;
		obj->o_count = 1 ;
		item = nitem ;
	}
	if (obj->o_type == ARTIFACT)
		has_artifact &= ~(1 << obj->o_which);
	if (obj->o_type == SCROLL && obj->o_which == S_SCARE) {
		if (obj->o_flags & ISBLESSED)
		    obj->o_flags &= ~ISBLESSED;
		else 
		    obj->o_flags |= ISCURSED;
	}
	updpack (FALSE);
	do_motion(obj, ydelta, xdelta, tp) ;
	/*
	* AHA! Here it has hit something. If it is a wall or a door,
	* or if it misses (combat) the monster, put it on the floor
	*/
	if (!hit_monster(unc(obj->o_pos), obj, tp)) {
		if (obj->o_type == WEAPON && obj->o_which == GRENADE) {
			register struct room *rp;
            static coord fpos;

            msg("BOOOM!");
            aggravate();
            rp = roomin(&obj->o_pos);
            if (ntraps + 1 < MAXTRAPS + MAXTRAPS &&
					fallpos(&obj->o_pos, &fpos, TRUE)) {
				mvaddch(fpos.y, fpos.x, TRAPDOOR);
                traps[ntraps].tr_type = TRAPDOOR;
                traps[ntraps].tr_flags = ISFOUND;
                traps[ntraps].tr_show = TRAPDOOR;
                traps[ntraps].tr_pos.y = fpos.y;
                traps[ntraps++].tr_pos.x = fpos.x;
                light(&hero);
            }
            discard(item);
        }
	    else if (obj->o_flags & ISLOST) {
		if (obj->o_type == WEAPON)
		    addmsg("The %s", weaps[obj->o_which].w_name);
		else
		    addmsg(inv_name(obj, TRUE));
		msg(" vanishes in a puff of greasy smoke.");
		discard(item);
	    }
	    else {
		if (fall(item, TRUE))
		if (obj->o_flags & CANRETURN)
		    msg("You have %s.", inv_name(obj, TRUE));
	    }
	}
	else if (obj->o_flags & ISOWNED) {
		add_pack(item, TRUE);
		msg("You have %s.", inv_name(obj, TRUE));
	}
	mvwaddch(cw, hero.y, hero.x, PLAYER) ;
}
/*
 * do_chase:
 *	Make one thing chase another.
 */
void
do_chase(struct thing *th, int flee)
{
    register struct room *rer, *ree,	/* room of chaser, room of chasee */
			*old_room,	/* old room of monster */
			*new_room;	/* new room of monster */
    register int mindist = MAXINT, maxdist = MININT, dist = MININT, i,
		 last_door = -1;	/* Door we just came from */
    register int stoprun = FALSE,	/* TRUE means we are there */
		  rundoor;		/* TRUE means run to a door */
	int mdead = 0;
    register int sch;
    coord this;				/* Temporary destination for chaser */

    /* Make sure the monster can move */
    if (th->t_no_move != 0) {
	th->t_no_move--;
	return;
    }

    rer = roomin(&th->t_pos);	/* Find room of chaser */
    ree = roomin(th->t_dest);	/* Find room of chasee */

    /*
     * We don't count doors as inside rooms for this routine
     */
    if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR)
	rer = NULL;
    this = *th->t_dest;

    /*
     * If we are not in a corridor and not a Xorn, then if we are running
     * after the player, we run to a door if he is not in the same room.
     * If we are fleeing, we run to a door if he IS in the same room.
     * Note:  We don't bother with doors in mazes.
     */
    if (levtype != MAZELEV && rer != NULL && off(*th, CANINWALL)) {
	if (flee) rundoor = (rer == ree);
	else rundoor = (rer != ree);
    }
    else rundoor = FALSE;

    if (rundoor) {
	coord exit;	/* A particular door */
	int exity, exitx;	/* Door's coordinates */

	if (th->t_doorgoal != -1) {	/* Do we already have the goal? */
	    this = rer->r_exit[th->t_doorgoal];
	    dist = 0;	/* Indicate that we have our door */
	}

	else for (i = 0; i < rer->r_nexits; i++) {	/* Loop through doors */
	    exit = rer->r_exit[i];
	    exity = exit.y;
	    exitx = exit.x;

	    /* Avoid secret doors */
	    if (mvwinch(stdscr, exity, exitx) == DOOR) {
		/* Were we just on this door? */
		if (ce(exit, th->t_oldpos)) last_door = i;

		else {
		    dist = DISTANCE(th->t_dest->y, th->t_dest->x, exity, exitx);

		    /* If fleeing, we want to maximize distance from door to
		     * what we flee, and minimize distance from door to us.
		     */
		    if (flee)
		       dist -= DISTANCE(th->t_pos.y, th->t_pos.x, exity, exitx);

		    /* Maximize distance if fleeing, otherwise minimize it */
		    if ((flee && (dist > maxdist)) ||
			(!flee && (dist < mindist))) {
			th->t_doorgoal = i;	/* Use this door */
			this = exit;
			mindist = maxdist = dist;
		    }
		}
	    }
	}

	/* Could we not find a door? */
	if (dist == MININT) {
	    /* If we were on a door, go ahead and use it */
	    if (last_door != -1) {
		th->t_doorgoal = last_door;
		this = th->t_oldpos;
		dist = 0;	/* Indicate that we found a door */
	    }
	}

	/* Indicate that we do not want to flee from the door */
	if (dist != MININT) flee = FALSE;
    }

    else th->t_doorgoal = -1;	/* Not going to any door */
    /*
     * this now contains what we want to run to this time
     * so we run to it.  If we hit it we either want to fight it
     * or stop running
     */
    if (!chase(th, &this, flee, &mdead)) {
	if (ce(ch_ret, hero)) {
	    /* merchants try to sell something */
	    if (on(*th, CANSELL)) 
		sell(th);
	    else if (on(*th, ISCHARMED))
		{}				/* future enhancements */
	    else if (on(*th, ISFRIENDLY))
		{}
	    else
		attack(th, NULL, FALSE);
	    return;
	}
	else if (on(*th, NOMOVE))
	    stoprun = TRUE;
    }

    if (on(*th, ISDEAD))
		return;	/* Did monster get itself killed? */

    if (on(*th, NOMOVE)) 
	return;

    /* If we have a scavenger, it can pick something up */
    if (on(*th, ISSCAVENGE)) {
	register struct linked_list *item;

	if ((item = find_obj(ch_ret.y, ch_ret.x)) != NULL) {
	    register int floor = (roomin(&ch_ret) == NULL) ? PASSAGE : FLOOR;

	    detach(lvl_obj, item);
	    mvaddch(ch_ret.y, ch_ret.x, floor);
	    mvwaddch(cw, ch_ret.y, ch_ret.x, floor);
	    attach(th->t_pack, item);
	}
    }

    mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
    sch = CCHAR( mvwinch(cw, ch_ret.y, ch_ret.x) );

    /* Get old and new room of monster */
    old_room=roomin(&th->t_pos);
    new_room=roomin(&ch_ret);

    /* If the monster can illuminate rooms, check for a change */
    if (on(*th, HASFIRE)) {
	/* Is monster entering a room? */
	if (old_room != new_room && new_room != NULL) {
	    new_room->r_flags |= HASFIRE;
	    new_room->r_fires++;
	    if (cansee(ch_ret.y, ch_ret.x) && new_room->r_fires == 1)
		light(&hero);
	}

	/* Is monster leaving a room? */
	if (old_room != new_room && old_room != NULL) {
	    if (--(old_room->r_fires) <= 0) {
		old_room->r_flags &= ~HASFIRE;
		if (cansee(th->t_pos.y, th->t_pos.x)) light(&th->t_pos);
	    }
	}
    }

    /* If monster is entering player's room and player can see it,
     * stop the player's running.
     */
    if (new_room != old_room && new_room != NULL &&
	new_room == ree && cansee(unc(ch_ret)) &&
	(off(*th, ISINVIS) || (off(*th, ISSHADOW) || rnd(10) == 0) ||
	on(player, CANSEE)) && off(*th, CANSURPRISE))
		running = FALSE;

    if (rer != NULL && (rer->r_flags & ISDARK) && 
	!(rer->r_flags & HASFIRE) && sch == FLOOR &&
	DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < see_dist &&
	off(player, ISBLIND))
	    th->t_oldch = ' ';
    else
	th->t_oldch = sch;

    if (cansee(unc(ch_ret)) &&
	off(*th, ISINWALL) &&
	((off(*th, ISINVIS) && (off(*th, ISSHADOW) || rnd(100) < 10)) ||
	 on(player, CANSEE)) &&
	off(*th, CANSURPRISE))
        mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type);
    mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
    mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type);

    /* Record monster's last position (if new one is different) */
    if (!ce(ch_ret, th->t_pos)) th->t_oldpos = th->t_pos;
    th->t_pos = ch_ret;		/* Mark the monster's new position */

    /* If the monster is on a trap, trap it */
    sch = CCHAR( mvinch(ch_ret.y, ch_ret.x) );
    if (isatrap(sch)) {
	debug("Monster trapped by %c.", sch);
	if (cansee(ch_ret.y, ch_ret.x)) th->t_oldch = sch;
	be_trapped(th, &ch_ret);
    }


    /*
     * And stop running if need be
     */
    if (stoprun && ce(th->t_pos, *(th->t_dest)))
	turn_off(*th, ISRUN);
}