int menu::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QWidget::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: foodshowFullScreen(); break; case 1: shopshowFullScreen(); break; case 2: entshowFullScreen(); break; case 3: fmshowFullScreen(); break; case 4: fushowFullScreen(); break; case 5: otshowFullScreen(); break; case 6: go(); break; case 7: canc(); break; case 8: max_click(); break; case 9: check_save(); break; case 10: ex(); break; case 11: ba(); break; case 12: mor(); break; default: ; } _id -= 13; } return _id; }
void active_protocol_c::save_config(bool wait) { if (!ipcp) return; ts::Time t = ts::Time::current(); auto w = syncdata.lock_write(); if (w().flags.is(F_CONFIG_OK)) if ((t - lastconfig) < 1000) return; w().flags.clear(F_CONFIG_OK|F_CONFIG_FAIL|F_SAVE_REQUEST|F_CONFIG_UPDATED); w().data.config.clear(); w.unlock(); if (!ipcp) return; ipcp->send( ipcw(AQ_SAVE_CONFIG) ); DMSG("save request" << id); if (wait) { Sleep(10); while( !syncdata.lock_read()().flags.is(F_CONFIG_OK|F_CONFIG_FAIL) ) { Sleep(10); sys_idle(); if (!syncdata.lock_read()().flags.is(F_WORKER)) return; } check_save(RID(),nullptr); } else { syncdata.lock_write()().flags.set(F_CFGSAVE_CHECKER); DEFERRED_UNIQUE_CALL( 0, DELEGATE(this,check_save), nullptr ); } }
void new_cb(fltk::Widget*, void*) { if (!check_save()) return; filename[0] = '\0'; textbuf->select(0, textbuf->length()); textbuf->remove_selection(); changed = 0; textbuf->call_modify_callbacks(); }
void close_cb(fltk::Widget*, void* v) { fltk::Window* w = (fltk::Window*)v; if (num_windows == 1 && !check_save()) { return; } w->hide(); textbuf->remove_modify_callback(changed_cb, w); delete w; num_windows--; if (!num_windows) exit(0); }
/* one update cycle of the autotuner */ void AP_AutoTune::update(float desired_rate, float achieved_rate, float servo_out) { if (!running) { return; } check_save(); // see what state we are in ATState new_state; float abs_desired_rate = fabsf(desired_rate); uint32_t now = AP_HAL::millis(); if (fabsf(servo_out) >= 45) { // we have saturated the servo demand (not including // integrator), we cannot get any information that would allow // us to increase the gain saturated_surfaces = true; } if (abs_desired_rate < 0.8f * current.rmax) { // we are not demanding max rate new_state = DEMAND_UNSATURATED; } else if (fabsf(achieved_rate) > abs_desired_rate) { new_state = desired_rate > 0 ? DEMAND_OVER_POS : DEMAND_OVER_NEG; } else { new_state = desired_rate > 0 ? DEMAND_UNDER_POS : DEMAND_UNDER_NEG; } if (new_state != state) { check_state_exit(now - state_enter_ms); state = new_state; state_enter_ms = now; saturated_surfaces = false; } if (state != DEMAND_UNSATURATED) { write_log(servo_out, desired_rate, achieved_rate); } }
menu::menu(QWidget *parent) : QWidget(parent),expend(),dab() { this->setStyleSheet("background-color:black"); QFont newff("Arial",10,QFont::Normal,false); QFont newfb("Arial",8,0,false); // QFont newfc("Arial",8,0,false); maxexp=new QPushButton("Reset your maximum expenditure limit",this); maxexp->setStyleSheet("background-color:#003333;color:white"); maxexp->setFont(newfb); exitt=new QPushButton("Exit",this); exitt->setStyleSheet("background-color:#003333;color:white"); exitt->setFont(newff); more=new QPushButton("More options",this); more->setStyleSheet("background-color:#003333;color:white"); more->setFont(newff); bacc=new QPushButton("Back",this); bacc->setStyleSheet("background-color:#003333;color:white"); bacc->setFont(newff); cancel=new QPushButton("Cancel",this); cancel->setStyleSheet("background-color:#003333;color:white"); cancel->setFont(newff); cancel->setVisible(false); max=new QLineEdit("",this); max->setStyleSheet("background-color:white;color:black"); max->setVisible(false); ok=new QPushButton("OK",this); ok->setVisible(false); ok->setStyleSheet("background-color:#003333;color:white"); ok->setFont(newff); maxexp->setStyleSheet("background-color:#003333;color:white"); maxexp->setFont(newff); hb4=new QHBoxLayout(); vb1=new QVBoxLayout(this); hb=new QHBoxLayout(); hb1=new QHBoxLayout(); hb2=new QHBoxLayout(); hb3=new QHBoxLayout(); hb5=new QHBoxLayout(); //select=new QLabel("<img src='D:/Desert.JPG'/ >",this); select=new QLabel(" Choose your category ",this); select->setStyleSheet("background-color:black;color:white; qproperty-alignment: AlignCenter"); select->setAlignment(Qt::AlignTop); select->setMaximumHeight(45); select->setFont(newff); check=new QPushButton("Click to check total savings",this); check->setStyleSheet("background-color:#003333;color:white"); check->setFont(newff); food=new QPushButton("food",this); food->setStyleSheet("background-color:#003333;color:white"); food->setFixedSize(180,40); food->setFont(newff); shopping=new QPushButton("shopping",this); shopping->setFixedSize(180,40); shopping->setStyleSheet("background-color:#003333;color:white"); shopping->setFont(newff); entertainment=new QPushButton("entertainment",this); entertainment->setStyleSheet("background-color:#003333;color:white"); entertainment->setFixedSize(180,40); entertainment->setFont(newfb); family=new QPushButton("family/friends",this); family->setStyleSheet("background-color:#003333;color:white"); family->setFixedSize(180,40); family->setFont(newff); fuel=new QPushButton("fuel",this); fuel->setStyleSheet("background-color:#003333;color:white"); fuel->setFixedSize(180,40); fuel->setFont(newff); others=new QPushButton("others",this); others->setStyleSheet("background-color:#003333;color:white"); others->setFixedSize(180,40); others->setFont(newff); hb5->addWidget(check); hb4->addWidget(max); hb4->addWidget(ok); hb4->addWidget(cancel); hb1->addWidget(food); hb1->addWidget(shopping); hb2->addWidget(entertainment); hb2->addWidget(family); hb3->addWidget(fuel); hb3->addWidget(others); vb1->addItem(hb5); vb1->addWidget(maxexp); vb1->addItem(hb4); vb1->addWidget(more); vb1->addWidget(select); vb1->addItem(hb1); vb1->addItem(hb2); vb1->addItem(hb3); vb1->addWidget(exitt); vb1->addWidget(bacc); QObject::connect(food,SIGNAL(clicked()),this,SLOT(foodshowFullScreen())); QObject::connect(shopping,SIGNAL(clicked()),this,SLOT(shopshowFullScreen())); QObject::connect(entertainment,SIGNAL(clicked()),this,SLOT(entshowFullScreen())); QObject::connect(family,SIGNAL(clicked()),this,SLOT(fmshowFullScreen())); QObject::connect(fuel,SIGNAL(clicked()),this,SLOT(fushowFullScreen())); QObject::connect(others,SIGNAL(clicked()),this,SLOT(otshowFullScreen())); QObject::connect(ok,SIGNAL(clicked()),this,SLOT(go())); QObject::connect(cancel,SIGNAL(clicked()),this,SLOT(canc())); QObject::connect(maxexp,SIGNAL(clicked()),this,SLOT(max_click())); QObject::connect(check,SIGNAL(clicked()),this,SLOT(check_save())); QObject::connect(exitt,SIGNAL(clicked()),this,SLOT(ex())); QObject::connect(bacc,SIGNAL(clicked()),this,SLOT(ba())); QObject::connect(more,SIGNAL(clicked()),this,SLOT(mor())); }
/** * Handle player hitting a real trap. Rewritten in Oangband to allow a * greater variety of traps, with effects controlled by dungeon level. * To allow a trap to choose one of a variety of effects consistantly, * the quick RNG is often used, and xy coordinates input as a seed value. */ extern void hit_trap(int y, int x) { int i, j, k, num; int dam = 0; int nastyness, selection; feature_type *f_ptr = &f_info[cave_feat[y][x]]; cptr name = f_ptr->name; /* Use the "simple" RNG to insure that traps are consistant. */ Rand_quick = TRUE; /* Use the coordinates of the trap to seed the RNG. */ Rand_value = y * x; /* Disturb the player */ disturb(0, 0); /* Analyze XXX XXX XXX */ switch (cave_feat[y][x]) { /* trap door. */ case FEAT_TRAP_HEAD + 0x00: { Rand_quick = FALSE; /* Paranoia -NRM- */ if (((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE) || (stage_map[p_ptr->stage][STAGE_TYPE] == VALLEY)) && (!stage_map[p_ptr->stage][DOWN])) { cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); msg_print("The trap fails!"); break; } msg_print("You fall through a trap door!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently down to the next level."); } else { dam = damroll(2, 8); take_hit(dam, name); } /* Remember where we came from */ p_ptr->last_stage = p_ptr->stage; if (!stage_map[p_ptr->stage][DOWN]) { /* Set the ways forward and back */ stage_map[255][UP] = p_ptr->stage; stage_map[p_ptr->stage][DOWN] = 255; stage_map[255][DEPTH] = p_ptr->depth + 1; } /* New stage */ p_ptr->stage = stage_map[p_ptr->stage][DOWN]; /* New depth */ p_ptr->depth = stage_map[p_ptr->stage][DEPTH]; /* Leaving */ p_ptr->leaving = TRUE; Rand_quick = TRUE; break; } /* pits. */ case FEAT_TRAP_HEAD + 0x01: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); if (randint1(20) == 1) nastyness += 20; else if (randint1(5) == 1) nastyness += 10; /* Player is now in pit. */ monster_swap(p_ptr->py, p_ptr->px, y, x); /* Center on player. */ y = p_ptr->py; x = p_ptr->px; /* pit of daggers. */ if ((nastyness > 80) && (randint1(3) != 3)) { msg_print("You fall into a pit of daggers!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the floor of the pit."); msg_print("You carefully avoid setting off the daggers."); } else { /* a trap of morgul. */ if (randint1(6) == 1) { Rand_quick = FALSE; msg_print ("A single coldly gleaming dagger pierces you deeply!"); msg_print ("You feel a deadly chill slowly withering your soul."); /* activate the Black Breath. */ p_ptr->black_breath = TRUE; /* lots of damage. */ dam = damroll(20, 15); /* undead may be attracted. */ if (randint1(2) == 1) { msg_print ("Undead suddenly appear and call you to them!"); k = randint1(3) + 2; for (i = 0; i < k; i++) { summon_specific(y, x, FALSE, p_ptr->depth, SUMMON_UNDEAD); } } /* morgul-traps are one-time only. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); Rand_quick = TRUE; } else { Rand_quick = FALSE; /* activate the ordinary daggers. */ msg_print("Daggers pierce you everywhere!"); k = randint1(10) + 5; for (i = 0; i < k; i++) { dam += damroll(3, 4); } Rand_quick = TRUE; } /* cut the player. */ (void) inc_timed(TMD_CUT, randint1(dam), TRUE); /* Take the damage. */ take_hit(dam, name); } } /* poisoned spiked pit. */ else if ((nastyness > 55) && (randint1(3) != 3)) { msg_print("You fall into a spiked pit!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the floor of the pit."); msg_print("You carefully avoid touching the spikes."); } else { Rand_quick = FALSE; /* Base damage */ dam = damroll(2, 6); /* Extra spike damage */ if (randint0(100) < 85) { bool was_poisoned; msg_print("You are impaled on poisonous spikes!"); dam = dam * (randint1(6) + 3); (void) inc_timed(TMD_CUT, randint1(dam), TRUE); was_poisoned = pois_hit(dam); if (!was_poisoned) msg_print("The poison does not affect you!"); } /* Take the damage */ take_hit(dam, name); Rand_quick = TRUE; } } /* spiked pit. */ else if ((nastyness > 30) && (randint1(3) != 3)) { msg_print("You fall into a spiked pit!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the floor of the pit."); msg_print("You carefully avoid touching the spikes."); } else { Rand_quick = FALSE; /* Base damage */ dam = damroll(2, 6); /* Extra spike damage */ if (randint0(100) < 85) { msg_print("You are impaled!"); dam = dam * (2 + randint1(4)); (void) inc_timed(TMD_CUT, randint1(dam), TRUE); } /* Take the damage */ take_hit(dam, name); Rand_quick = TRUE; } } /* ordinary pit in all other cases. */ else { msg_print("You fall into a pit!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the bottom of the pit."); } else { Rand_quick = FALSE; dam = damroll(2, 6); take_hit(dam, name); Rand_quick = TRUE; } } break; } /* stat-reducing dart traps. */ case FEAT_TRAP_HEAD + 0x02: { /* decide if the dart hits. */ if (check_trap_hit(50 + p_ptr->depth)) { /* select a stat to drain. */ selection = randint0(6); Rand_quick = FALSE; msg_print("A small dart hits you!"); dam = damroll(1, 4); take_hit(dam, name); /* Determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); /* decide how much to drain the stat by. */ if ((nastyness > 50) && (randint1(3) == 1)) { num = randint1(4); } else num = 1; /* drain the stat. */ for (i = 0; i < num; i++) { (void) do_dec_stat(selection); } Rand_quick = TRUE; } else { msg_print("A small dart barely misses you."); } break; } /* discolored spots. */ case FEAT_TRAP_HEAD + 0x03: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); if (randint1(5) == 1) nastyness += 10; /* pick a elemental attack type. */ selection = randint1(4); /* electicity trap. */ if (selection == 1) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("You are struck by lightning!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You get zapped!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; elec_dam(dam, "an electricity trap"); Rand_quick = TRUE; } /* frost trap. */ if (selection == 2) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("You are lost within a blizzard!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You are coated in frost!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; cold_dam(dam, "a frost trap"); Rand_quick = TRUE; } /* fire trap. */ if (selection == 3) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("You are enveloped in a column of fire!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You are surrounded by flames!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; fire_dam(dam, "a fire trap"); Rand_quick = TRUE; } /* acid trap. */ if (selection == 4) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("A cauldron of acid is tipped over your head!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You are splashed with acid!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; acid_dam(dam, "an acid trap"); Rand_quick = TRUE; } break; } /* gas traps. */ case FEAT_TRAP_HEAD + 0x04: { selection = randint1(4); /* blinding trap. */ if (selection == 1) { msg_print("You are surrounded by a black gas!"); if (!p_ptr->state.no_blind) { Rand_quick = FALSE; (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE); Rand_quick = TRUE; } } else notice_obj(OF_SEEING, 0); /* confusing trap. */ if (selection == 2) { msg_print ("You are surrounded by a gas of scintillating colors!"); if (!p_resist_good(P_RES_CONFU)) { Rand_quick = FALSE; (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); Rand_quick = TRUE; } else notice_other(IF_RES_CONFU, 0); } /* poisoning trap. */ if (selection == 3) { msg_print("You are surrounded by a pungent green gas!"); Rand_quick = FALSE; pois_hit(25); Rand_quick = TRUE; } /* sleeping trap. */ if (selection == 4) { msg_print("You are surrounded by a strange white mist!"); if (!p_ptr->state.free_act) { (void) inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE); } else notice_obj(OF_FREE_ACT, 0); } break; } /* summoning traps. */ case FEAT_TRAP_HEAD + 0x05: { sound(MSG_SUM_MONSTER); /* sometimes summon thieves. */ if ((p_ptr->depth > 8) && (randint1(5) == 1)) { msg_print("You have aroused a den of thieves!"); Rand_quick = FALSE; num = 2 + randint1(3); for (i = 0; i < num; i++) { (void) summon_specific(y, x, FALSE, p_ptr->depth, SUMMON_THIEF); } Rand_quick = TRUE; } /* sometimes summon a nasty unique. */ else if (randint1(8) == 1) { msg_print("You are enveloped in a cloud of smoke!"); Rand_quick = FALSE; (void) summon_specific(y, x, FALSE, p_ptr->depth + 5, SUMMON_UNIQUE); Rand_quick = TRUE; } /* otherwise, the ordinary summon monsters. */ else { msg_print("You are enveloped in a cloud of smoke!"); Rand_quick = FALSE; num = 2 + randint1(3); for (i = 0; i < num; i++) { (void) summon_specific(y, x, FALSE, p_ptr->depth, 0); } Rand_quick = TRUE; } /* these are all one-time traps. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); break; } /* dungeon alteration traps. */ case FEAT_TRAP_HEAD + 0x06: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); if (randint1(5) == 1) nastyness += 10; /* make room for alterations. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); /* Everything truely random from here on. */ Rand_quick = FALSE; /* dungeon destruction trap. */ if ((nastyness > 60) && (randint1(12) == 1)) { msg_print ("A ear-splitting howl shatters your mind as the dungeon is smashed by hammer blows!"); (void) destroy_level(FALSE); /* the player is hard-hit. */ (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE); (void) inc_timed(TMD_STUN, randint1(50) + 50, TRUE); dam = damroll(15, 15); take_hit(dam, name); } /* earthquake trap. */ else if ((nastyness > 20) && (randint1(4) == 1)) { msg_print("A tremor shakes the earth around you"); earthquake(y, x, 10, FALSE); } /* falling rock trap. */ else if ((nastyness > 4) && (randint1(2) == 1)) { msg_print("A rock falls on your head."); dam = damroll(2, 10); take_hit(dam, name); (void) inc_timed(TMD_STUN, randint1(10) + 10, TRUE); } /* a few pebbles. */ else { msg_print("A bunch of pebbles rain down on you."); dam = damroll(1, 8); take_hit(dam, name); } Rand_quick = TRUE; break; } /* various char and equipment-alteration traps, lumped together to * avoid any one effect being too common (some of them can be rather * nasty). */ case FEAT_TRAP_HEAD + 0x07: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint0(100); /* these are all one-time traps. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); /* Everything truely random from here on. */ Rand_quick = FALSE; /* trap of drain wands. */ if (nastyness < 15) { /* Hold the object information. */ object_type *o_ptr; /* Find an item */ for (i = 0; i < 20; i++) { /* Pick an item */ i = randint0(INVEN_PACK - p_ptr->pack_size_reduce); /* Obtain the item */ o_ptr = &p_ptr->inventory[i]; /* use "num" to decide if a item can be uncharged. By * default, assume it can't. */ num = 0; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Drain charged wands/staffs/rods */ if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) { /* case of charged wands/staffs. */ if (((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) && (o_ptr->pval)) num = 1; /* case of charged rods. */ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < randcalc(o_ptr->time, 0, MINIMISE))) num = 1; if (num == 1) { /* Message */ msg_print("Energy drains from your pack!"); /* Uncharge */ if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) o_ptr->pval = 0; if (o_ptr->tval == TV_ROD) o_ptr->timeout = randcalc(o_ptr->time, 0, RANDOMISE) * o_ptr->number * 2; /* Combine / Reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* not more than one inventory slot effected. */ break; } else continue; } } } /* trap of forgetting. */ else if (nastyness < 35) { if (check_save(100)) { msg_print("You hang on to your memories!"); } else if (lose_all_info()) { msg_print("Your memories fade away."); } } /* trap of alter reality. */ else if (nastyness < 50) { if (OPT(adult_ironman)) msg_print("Nothing happens."); else { msg_print("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; } } /* trap of remold player. */ else if (nastyness < 75) { int max1, cur1, max2, cur2, ii, jj; msg_print("You feel yourself being twisted by wild magic!"); if (check_save(100)) { msg_print("You resist the effects!"); } else { msg_print("Your body starts to scramble..."); /* Pick a pair of stats */ ii = randint0(6); for (jj = ii; jj == ii; jj = randint0(6)) /* loop */ ; max1 = p_ptr->stat_max[ii]; cur1 = p_ptr->stat_cur[ii]; max2 = p_ptr->stat_max[jj]; cur2 = p_ptr->stat_cur[jj]; p_ptr->stat_max[ii] = max2; p_ptr->stat_cur[ii] = cur2; p_ptr->stat_max[jj] = max1; p_ptr->stat_cur[jj] = cur1; p_ptr->update |= (PU_BONUS); } } /* time ball trap. */ else if (nastyness < 90) { msg_print("You feel time itself assault you!"); /* Target the player with a radius 0 ball attack. */ fire_meteor(0, GF_TIME, p_ptr->py, p_ptr->px, 75, 0, TRUE); } /* trap of bugs gone berserk. */ else { /* explain what the dickens is going on. */ msg_print("GRUESOME Gnawing Bugs leap out at you!"); if (!p_resist_good(P_RES_CONFU)) { (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); } else notice_other(IF_RES_CONFU, 0); if (!p_resist_good(P_RES_CHAOS)) { (void) inc_timed(TMD_IMAGE, randint1(40), TRUE); } else notice_other(IF_RES_CHAOS, 0); /* XXX (hard coded) summon 3-6 bugs. */ k = randint1(4) + 2; for (i = 0; i < k; ++i) { /* Look for a location */ for (j = 0; j < 20; ++j) { /* Pick a (scattered) distance. */ int d = (j / 10) + randint1(3); /* Pick a location */ scatter(&y, &x, y, x, d, 0); /* Require passable terrain */ if (!cave_passable_bold(y, x)) continue; /* Hack -- no summon on glyph of warding */ if (cave_feat[y][x] == FEAT_RUNE_PROTECT) continue; /* Okay */ break; } /* Attempt to place the awake bug */ place_monster_aux(y, x, 453, FALSE, TRUE); } /* herald the arrival of bugs. */ msg_print("AAAAAAAHHHH! THEY'RE EVERYWHERE!"); } Rand_quick = TRUE; break; } /* teleport trap */ case FEAT_TRAP_HEAD + 0x08: { if (stage_map[p_ptr->stage][STAGE_TYPE] >= CAVE) msg_print("You teleport across the dungeon."); else msg_print("You teleport across the wilderness."); Rand_quick = FALSE; teleport_player(250, FALSE); Rand_quick = TRUE; break; } /* murder holes. */ case FEAT_TRAP_HEAD + 0x09: { /* hold the object info. */ object_type *o_ptr; object_type object_type_body; /* hold the missile type and name. */ int sval = 0; int tval = 0; cptr missile_name = ""; /* Determine the missile type and base damage. */ if (randint1(3) == 1) { if (p_ptr->depth < 40) { missile_name = "shot"; dam = damroll(2, 3); tval = TV_SHOT; sval = SV_AMMO_NORMAL; } else { missile_name = "seeker shot"; dam = damroll(3, 7); tval = TV_SHOT; sval = SV_AMMO_HEAVY; } } else if (randint1(2) == 1) { if (p_ptr->depth < 55) { missile_name = "arrow"; dam = damroll(2, 4); tval = TV_ARROW; sval = SV_AMMO_NORMAL; } else { missile_name = "seeker arrow"; dam = damroll(3, 9); tval = TV_ARROW; sval = SV_AMMO_HEAVY; } } else { if (p_ptr->depth < 65) { missile_name = "bolt"; dam = damroll(2, 5); tval = TV_BOLT; sval = SV_AMMO_NORMAL; } else { missile_name = "seeker bolt"; dam = damroll(3, 11); tval = TV_BOLT; sval = SV_AMMO_HEAVY; } } /* determine if the missile hits. */ if (check_trap_hit(75 + p_ptr->depth)) { msg_format("A %s hits you from above.", missile_name); Rand_quick = FALSE; /* critical hits. */ if (randint1(2) == 1) { msg_print("It was well-aimed!"); dam *= 1 + randint1(2); } if (randint1(2) == 1) { msg_print("It gouges you!"); dam = 3 * dam / 2; /* cut the player. */ (void) inc_timed(TMD_CUT, randint1(dam), TRUE); } Rand_quick = TRUE; take_hit(dam, name); } /* Explain what just happened. */ else msg_format("A %s wizzes by your head.", missile_name); /* these will eventually run out of ammo. */ Rand_quick = FALSE; if (randint0(8) == 0) { cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); } Rand_quick = TRUE; /* Get local object */ o_ptr = &object_type_body; /* Make a missile, identify it, and drop it near the player. */ object_prep(o_ptr, lookup_kind(tval, sval), MINIMISE); object_aware(o_ptr); object_known(o_ptr); drop_near(o_ptr, -1, y, x, TRUE); break; } /* falling tree branch */ case FEAT_TRAP_HEAD + 0x0A: { /* determine if the missile hits. */ if (check_trap_hit(75 + p_ptr->depth)) { /* Take damage */ dam = damroll(3, 5); msg_print("A branch hits you from above."); Rand_quick = FALSE; /* critical hits. */ if (randint1(2) == 1) { msg_print("It was heavy!"); dam = 3 * dam / 2; /* stun the player. */ (void) inc_timed(TMD_STUN, randint1(dam), TRUE); } Rand_quick = TRUE; take_hit(dam, name); } /* Explain what just happened. */ else msg_print("A falling branch just misses you."); /* No more */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_TREE); break; } /* falling tree branch */ case FEAT_TRAP_HEAD + 0x0B: { /* determine if the missile hits. */ if (check_trap_hit(75 + p_ptr->depth)) { /* Take damage */ dam = damroll(3, 5); msg_print("A branch hits you from above."); Rand_quick = FALSE; /* critical hits. */ if (randint1(2) == 1) { msg_print("It was heavy!"); dam = 3 * dam / 2; /* stun the player. */ (void) inc_timed(TMD_STUN, randint1(dam), TRUE); } Rand_quick = TRUE; take_hit(dam, name); } /* Explain what just happened. */ else msg_print("A falling branch just misses you."); /* No more */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_TREE2); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0C: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0D: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0E: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0F: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } } /* Revert to usage of the complex RNG. */ Rand_quick = FALSE; }
/* * Chests have traps too. High-level chests can be very dangerous, no * matter what level they are opened at. Various traps added in Oangband. -LM- * * Exploding chest destroys contents (and traps). * Note that the chest itself is never destroyed. */ static void chest_trap(int y, int x, s16b o_idx) { int i, trap, nasty_tricks_count; int j; object_type *o_ptr = &o_list[o_idx]; /* Compensate for the averaging routine in the summon monster function. */ int summon_level = o_ptr->pval + o_ptr->pval - p_ptr->depth; /* Ignore disarmed chests */ if (o_ptr->pval <= 0) return; /* Obtain the traps */ trap = chest_traps[o_ptr->pval]; /* Lose strength */ if (trap & (CHEST_LOSE_STR)) { msg_print("A small needle has pricked you!"); take_hit(damroll(1, 4), "a poison needle"); (void)do_dec_stat(A_STR); } /* Lose constitution */ if (trap & (CHEST_LOSE_CON)) { msg_print("A small needle has pricked you!"); take_hit(damroll(1, 4), "a poison needle"); (void)do_dec_stat(A_CON); } /* Poison */ if (trap & (CHEST_POISON)) { msg_print("A puff of green gas surrounds you!"); pois_hit(25); } /* Paralyze */ if (trap & (CHEST_PARALYZE)) { msg_print("A puff of yellow gas surrounds you!"); if (!p_ptr->free_act) { (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20)); } } /* Summon monsters */ if (trap & (CHEST_SUMMON)) { int num = 2 + randint1(3); msg_print("You are enveloped in a cloud of smoke!"); (void)summon_specific(y, x, FALSE, summon_level, 0, num); } /* Explode */ if (trap & (CHEST_EXPLODE)) { msg_print("There is a sudden explosion!"); msg_print("Everything inside the chest is destroyed!"); o_ptr->pval = 0; take_hit(damroll(5, 8), "an exploding chest"); } /* Scatter contents. */ if (trap & (CHEST_SCATTER)) { msg_print("The contents of the chest scatter all over the dungeon!"); chest_death(TRUE, y, x, o_idx); o_ptr->pval = 0; } /* Elemental summon. */ if (trap & (CHEST_E_SUMMON)) { j = randint1(3) + 5; msg_print("Elemental beings appear to protect their treasures!"); (void) summon_specific(y, x, FALSE, summon_level, SUMMON_ELEMENTAL, j); } /* Force clouds, then summon birds. */ if (trap & (CHEST_BIRD_STORM)) { msg_print("A storm of birds swirls around you!"); j = randint1(3) + 3; for (i = 0; i < j; i++) (void)fire_meteor(0, GF_FORCE, y, x, o_ptr->pval / 5, 7, TRUE); j = randint1(5) + o_ptr->pval /5; (void)summon_specific(y, x, TRUE, summon_level, SUMMON_BIRD, j); } /* Various colorful summonings. */ if (trap & (CHEST_H_SUMMON)) { /* Summon demons. */ if (randint0(4) == 0) { msg_print("Demons materialize in clouds of fire and brimstone!"); j = randint1(3) + 2; for (i = 0; i < j; i++) { (void)fire_meteor(0, GF_FIRE, y, x, 10, 5, TRUE); (void)summon_specific(y, x, FALSE, summon_level, SUMMON_DEMON, 1); } } /* Summon dragons. */ else if (randint0(3) == 0) { msg_print("Draconic forms loom out of the darkness!"); j = randint1(3) + 2; (void)summon_specific(y, x, FALSE, summon_level, SUMMON_DRAGON, j); } /* Summon hybrids. */ else if (randint0(2) == 0) { msg_print("Creatures strange and twisted assault you!"); j = randint1(5) + 3; (void)summon_specific(y, x, FALSE, summon_level, SUMMON_HYBRID, j); } /* Summon vortices (scattered) */ else { msg_print("Vortices coalesce and wreak destruction!"); j = randint1(3) + 2; (void)summon_specific(y, x, TRUE, summon_level, SUMMON_VORTEX, j); } } /* Dispel player. */ if (trap & (CHEST_RUNES_OF_EVIL)) { /* Message. */ msg_print("Hideous voices bid: 'Let the darkness have thee!'"); /* Determine how many nasty tricks can be played. */ nasty_tricks_count = 4 + randint0(3); /* This is gonna hurt... */ for (; nasty_tricks_count > 0; nasty_tricks_count--) { /* ...but a high saving throw does help a little. */ if (!check_save(2 * o_ptr->pval)) { if (randint0(6) == 0) take_hit(damroll(5, 20), "a chest dispel-player trap"); else if (randint0(5) == 0) (void)set_cut(p_ptr->cut + 200); else if (randint0(4) == 0) { if (!p_ptr->free_act) (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(6)); else (void)set_stun(p_ptr->stun + 10 + randint0(100)); } else if (randint0(3) == 0) apply_disenchant(0); else if (randint0(2) == 0) { (void)do_dec_stat(A_STR); (void)do_dec_stat(A_DEX); (void)do_dec_stat(A_CON); (void)do_dec_stat(A_INT); (void)do_dec_stat(A_WIS); (void)do_dec_stat(A_CHR); } else (void)fire_meteor(0, GF_NETHER, y, x, 150, 1, TRUE); } } } }
void quit_cb(fltk::Widget*, void*) { if (changed && !check_save()) return; exit(0); }
void open_cb(fltk::Widget*, void*) { if (!check_save()) return; const char *newfile = fltk::file_chooser("Open File?", "*", filename); if (newfile != NULL) load_file(newfile, -1); }